Chapter I
Chapter I
Chapter I
Introduction
The growth in the use of the internet has changed our lives in many perspectives.
In specific, the growth has also led to the rise of online gaming. Both the internet and online
gaming populations have increased significantly. Online gaming is popular among teenagers
nowadays. Many reports will tell you that the average gamers these days are teenagers. While
they are having fun, online gaming has opened the door to adverse side effects. The purpose of
this study is to see through what are their motivations why they are still playing despite the
A lot of research was conducted to study the effects of online gaming on lifestyle and
behavior. Though everyone who plays the online game has a different reason for playing and it
has a different result for each. According to some research, playing online games can be
beneficial. It enables the mind of the players to be more active. But despite the benefits, it can
also bring adverse effects, since it requires so much time that they may not leave their school
work unattended.
This topic is important because it will give the readers especially students who play
online games and to the parents of the players the information of what is the impact of being
addicted to online games. Moreover, students will be aware of balancing their time for their
academics. On the other hand, this topic will also help the parents to understand their children
who play the online game. Through this, parents will be informed about what are the reasons
why their children use to play online games more often than focusing on studying their
academics.
Background of the Study
fields of our lives. Development in technology brings many things that people didn't have many
years ago, and one of these is online games. According to some research, online gaming becomes
one of the most hobby or playtime of teenagers nowadays (Wan and Chiou, 2006)
Half of the American population and billions of people globally are playing video games,
and it is growing because of the profligate growing of handy devices, e.g., Androids and iOS
devices, social and community networking websites, e.g., Facebook (Liu et al. 2013). According
to Sherry et al. (2006), People play video games for many reasons, e.g., stress relief, challenge
and competition, relaxation, enjoyment, social interaction, and even mentally escaping from the
real world
The encouraging structures of video games have a lot of interactivity, arrangement and
modern computer technologies. Some portion of their educational potential in nature, video
games are lately more and more considered by educators. They have the first-class multi-sensory
version of the environment, from this time students find the chance to experience doing it to
learn from it in the background. However, the critical factor for this aggregate interest is the
method’s success, players’ inspiration, and their deep commitment while playing games (Denis
According to McFarlane, Sparrwhowk, & Heald (2002), there are some hindrances in
implementing competitions in educational settings. Though there are some study investigates on
making use of profitable games in school locales, the satisfaction and the contentment of such
games commonly do not match with the set of courses (McFarlane, Sparrwhowk, & Heald,
2002).
video games are becoming an ongoing argument and discussion in both the educational
atmosphere and the community. Even though it is still debatable either playing video games truly
disturbs students’ academic performance, modern studies of many schools have well-thought-out
that online games is an educational tool to foster students’ learning interests and motivation
(Choi et al. 2013) and it distributes diverse points of knowledge more efficiently. According to
the study of Jennifer Henderlong Corpus (2009) studies have presented that motivation is a
critical compound for learning success that is connected with academic achievement.
This study aims to understand what is the impact of online games to the SHS students of
Ateneo de Zamboanag University. The SHS students of ADZU are one of the competitive
The researchers want to know what are the motivations of the SHS studetns of ADZU in
playing online games despite of the pressure they yave in their academics. Also, the researcher
wants to know what are the extent of stress experience of the SHS students and what are the
Online game generation is basically thinking differently from the earlier generations and
their informative needs are dissimilar from the previous generations’ (Prensky, 2001). Online
games have become a very common leisure activity among children and adolescents in recent
years. In fact, based on popularity alone online gaming garners a larger share of ‘favorite’ votes
among young people than physical team sports such as ice hockey and football combined. There
are many benefits of the Internet as it not only acts as an entertainment tool, but also an
important professional resource for work, communication as well as education. However, despite
all of its inherent advantages, the Internet also has its drawbacks.
The researchers want to investigate the impact of online gaming to the senior high students of
Ateneo de Zamboanga University. In order to achieve this purpose, we came up with these three
research questions:
1. How does online gaming does affect the interest of a senior high school student of
2. What are the challenges they encounter in their academic performance in playing online
games?
3. How did the online gamers cope up with these challenges they experience even though it
Although the Internet could be very productive, it can have a drastically opposing effect.
For some people who play online games, the Internet acts as an enabler. It is used to feed an
addiction, which by its very definition interferes with daily life, work and personal relationships.
According to a report of Syracuse University on the Science Daily website (2007), online games
may have significantly negative consequences, especially in the lives of students, through
causing distraction and interfering with important reaction of out-game life actions, such as
In this research, the researchers want to give more information to other people, most
especially to the parents and students of Ateneo de Zamboanga University about what are the
possible impact, effects and challenge a student- online gamer experience, and what are their
It will also give the Government of Zamboanga City, an idea to impose such ordinance
that there will be no online gaming café around near the school campuses in the City. In this
case, it will be hard for the students to go and students will not be tempted to cut-classes during
school hours.
It will also give Ateneo de Zamboanga University staffs and faculties the idea to be
stricter in terms of attendance and checking the students’ performance in school. In line with
this, the teachers can call the attention of the parents’ if their academic records are already at
stake. Under these circumstances, the standard of education in Ateneo de Zamboanga University
This study attempts to discuss and implying of previous studies and theories regarding the
mentioned topic, as well as the different variables this study incorporates, to provide a detailed
and complete elaboration of each concept and to establish their connection to this study.
In the study of Jenny, Manning, Keiper and Olrich (2016) they mentioned that in
appreciating eSports is multifaceted because of the uniqueness of the industry because of this,
the culture, technology, sport, and business are coming together. Unlike traditional sports such as
hockey, baseball, and soccer, eSports is an interconnection of numerous stages. eSports, which is
also synonymous with gaming, is also computing, a game, media, and a sports event that is
enfolded up into one. As a result, defining eSports is equally difficult (Jenny., et al. 2016).
In the study of Jenny., et al(2016) they cited one of the study of Wagner(2006) where in it was
mentioned that he established a definition for eSports as one of an area of sport activities in
which people are being develop and trained their mental or physical abilities with the use of
The definition of Wagner’s cited in the study of Jenny., et al (2016) give a vagueness in how
eSports are engage in recreation. The testimonial that people develop and train with the use of
figures and communication technologies in eSports will give out the characteristic of
al, 2016).it was discussed in the study of Jenny about the definition of sports. A sport must have
played voluntarily, fundamentally motivated activity. A sport must have organized or governed
by rules, there is competition included where there is an outcome of a winner and loser,
comprised of skill, include physical skills which to be skillfully and strategic in using of one’s
body and have accomplished organized stability where social institutions have rules which
regulate it, stabilizing it as an important social practice return back to their work if the game has
been intense.
Computer games are sufficient problem that many businesses block Web sites or pay for
software that will prevent their employee’s from accessing game sites. (Anastasia and Chaplin,
2005)
Time Management
Young (1990) claimed that students who engaged with excessive use of the Internet have less
motivation in study habits, faced significant drop in academic results, and missed many classes
and being placed on probation. . The sleep patterns of online game players are disrupted due to
late night online. Online game players generally stay up surfing the Internet until late morning
with reality of having to wake up early for work or classes (Young, 2004). Researchers from
Stanford University explored the social dynamic of MMOG said that, guilt is one of the factor
that influence players to spend lot of time on game. Players believe that if they leave the game,
their teammates might not win the game. Hence, they tend to spend more time just to finish few
control because of lacking awareness and attention to behaviors. Khang et al. (2013) found that
self-control affected users’ flow and addiction in mobile phones, Internet, and even video games.
Csikszentmihalyi (1991) proposed that playing games can give rise to a state of flow which led
to the loss of self-consciousness and sense of time (Csíkszentmihályi 1975; Liu et al. 2013). The
association between flow and video-game playing has been studied in nascent studies with
different findings. For example, it was found that the flow was not related to the amount of time
spent on playing video games (Lee et al. 2007) and to online game addiction (Wan et al. 2006).
According to the study of Anastasia and Chaplin (2005) Studies that are related to online games
and their effect on growth and development has remained around for some time and there be
present evidence that computer games develop reflexes and eye-hand coordination. It was
mentioned in their study that computer games is made up of a powerful immersive element, that
usually measured as the reason why computer games can stimulate violent behavior to the
children. However, this same immersion element is involving and it take part the player’s
If this element is helping the students for learning, possibly it will maintain a relief attention and
focus during the student’s free time or breaks such that going back to a work schedule is a bit
difficult (Anastasia and Chaplin, 2005). Their study claims that this engagement can cause
problems as workers heavily occupied in a game might not easily for them to
However, According to the study “Causes and Effects of Online Video Game Playing
among Junior-Senior High School Students in Malang East Java” of Eskasasnanda (2017)
students play video games online because of peers pressure and online video games are adored
because they are considered to be more modern, practical, convincing and varied. He mentioned
that at the start, students play online video games to release their stress in studying at school, but
consequently, they are becoming habituated, addicted and reach a circumstance that they find it
hard and tough to stop playing games. The author conclude that this kind of condition, it will
In the study of Rujataronjai and Varma (2016) wherein they inspect and survey the direct
and indirect influences of video game addiction to the Thai adolescents’ levels of depression,
anxiety, and stress, being mediated by self-regulation and social support. The Authors was able
to analyse the results and concluded to their study that the respondents’ level of video game
addiction directly influenced the levels of depression, anxiety, and stress that the higher the level
of video game addiction, the higher is their level of depression, anxiety, and stress. Moreover,
they mentioned that Video game addiction has indirect influences on the levels of depression,
anxiety, and stress when mediated by self-regulation. However, video game addiction has no
indirect influence on anxiety and stress when mediated by social support. Even so, video game
addiction was starting to have a positive influence on social care, such that the higher the level of
addiction, the higher is the level of social care the adolescent’s received. Among the three
dependent variables of depression, anxiety, and stress, it was found that only depression
decreases in level when the mediator social support is increased, even when the level of video
Klimnt et al. (2008) said that violence game are enjoyable especially for human male
because the culture is idealized hypermasculine gender ideal. Violence is perceived as manly.
The negative thing will occur if a player apply violent experience in virtual world to the reality.
In this case Klimnt suggests that heavy users of violent video games should posses a higher
cognitive ‘preparedness’ for over riding moral concerns as well as for avoiding violent
behaviours in real life. On line video games provide space for children to interact with others. In
dense urban population that prone to criminality, playing online video games indoor at home or
internet cafe is relatively safer than letting them playing outside. Indoor playing will protect
children from the danger of traffic, sun heat, and air pollution.
III- Impacts
The study of Cortes, Alcalde and Camacho(20012) examined the effects of computer games on
school performance of high school students in Los Baños, Laguna, Philippines. According to
their study, one of the positives factors are allowance, gender, peer group and year level will
affect their decision to play while time spent on studying, year level, previous grade, number of
books and time spent playing computer games .they found out that these are significant reasons
that affect student’s performance. Their study conclude that the possibility of a computer gamer
to fail is 39%, given the student that has more lesser hours on studying, living near a computer
shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily
The study of Lumbay, Larisma, and Centillas (2017) Their study was conducted in order to
students of PIT-Tabango Campus in Leyte. Based on their findings, they discovered that being a
computer gamer may affect the students’ academic performance negatively if; a gamer plays too
much more than four hours a day, a gamer plays too often more than four times a week, and a
METHODOLOGY
Research Design
This study is a quantitative; descriptive research design to identify and determine the
characteristics of a population (senior high school students) using the observational method with
the help of a structured questionnaire. In this study, the phenomenon of interest will focus on the
stress, motivation, and coping strategies used by the online game players to balance the demands
quantitative research, designs are either descriptive or experimental. Descriptive are subjects that
is usually measured once and Experimental are subjects measured before and after a treatment. A
To determine the accurate estimation of the connection between variables, a descriptive
study commonly needs a sample of hundreds of subjects (Hopkins, 2000). The estimate of the
connection is not as much of to be biased if you have a high participation rate in a sample
The study will utilize the probability sampling technique by selecting the Señior High
Students of Ateneo De Zamboanga University who will be the respondents of the study. This
method is that all participants are given equal opportunity to participate in the study.
Research Instrument
The research questionnaire will be divided into three parts. The first part of the structured
questionnaire will focus on gathering information on the profile of the students. The 2nd part will
adapt from Student Stress Index (Jones & Johnston, 1999) and will be revised for this study to fit
in the objectives of the study. This part will determine the level of stress experiencing by the
students in and off the classroom. The last part was adapted from Adolescent Coping Orientation
for Problem Experiences developed by Patterson & Mc- Cubbin (1987) focusing on the coping
The questionnaires will be distributed to answer by the senior high students of ADZU.
The researchers will carefully explain, facilitate and answer questions of the respondents to avoid
misconception or misinterpretation.
Ethical Consideration
Students who do not want to be surveyed will not be forced to accept the survey
questionnaire. The name of the students will be kept for the anonymity and will remain where it
was and will not scatter around. Students will be asked politely to answer the questionnaire to
It is not expected that our affection for games has walked into borders of the computer-
generated world, for people always tried to make a game out of anything people do. At the
beginning of online games, there are a lot of forces pushing the industries to innovate, creating
advanced technology, where gamers come together as one to make video games a reality (Chad,
2014).
electronic devices, such as mobile phones and PDAs (Li, 2006). It was mentioned in Li's study
that online games accept different types of inputs from the game players. Like through keyboard,
mouse, joystick, and other types of game regulators to let gamer control, manage and interact
with game entities. On the other hand, and online game deals with the game players that have
different forms of responses, together with visual, audio, and tactile, which are exposed through
as it contains not only remarkable furnished artworks from creators or artists, but analytically,
demands the structural supports from different disciplines of computer science to address various
technical issues.
In the world of online gaming, there is an essential component of variation of virtual behaviors:
children, adolescents, and mostly young adults have been dealing a long time of periods to play
online games. Players often join club-like online groups, and they enjoy the combination of
2004).
Addiction among Teenage Filipinos
According to Maslog in 1998, the youth of today no longer seem to spend their leisure
activities like in the olden days; outdoor games or playing with toys, instead, they spend their
free time in their homes, internet cafés or computer shops merely to satisfy their hunger, and that
hunger is Online Gaming. Online gaming has such a profound impact on not only the young but
dynamically every age group as well. So far, virtually anyone can go on a computer and punch
through the keys and mouse to get a high score, chat with players, get the rarest items, and level
up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online
gaming can extend to. As in any situation where new technology is introduced, the social impact
of the Internet is being looked at. One social problem that has been observed is that Internet café
has become mainly game centers. About one-half to two-thirds of the computers in a typical
Internet café, according to one study, are devoted to games (violent and gory games). The use of
the remaining computers was roughly split between browsing, email, online chat, word
processing and research. Internet cafés have become not just game centers. They are becoming
centers off addiction among the youth, mostly boys, including elementary school pupils.
According to one concerned Internet café entrepreneur, "Internet cafés are seducing youths to a
new form of addiction, one which may not destroy their bodies as drugs do, but which is
certainly twisting their minds. To the young play is reality and reality is play." (Maslog C. (1998)
Destacamento in 2012 of the Philippine Star said that as the advancement in information
technology continues to gleam over the country, another part of our culture—one that our youth
are tasked to espouse and keep—slowly veers away from the light, creeping into the cavities of
complete disremember. The advent of computers and internet cafeterias may have compressed
the universe in a nutshell, but in the process, it has also eaten up some of the Filipino youth's
prominent identity. Entertainment for the youth now comes in the form of a computer set and
online games, most of which seem to promote and uphold violence. Least likely nowadays he
said to see kids playing bato - lata, Dr. Wakwak or siyatong and any other traditional Pinoy
games and sports. When in fact, these traditional games and sports characterize the kind of youth
our nation has— springing with enthusiasm and power, gregarious but never oblivious to the
basic tenets of humility in both defeat and victory, and most of all, glowing with some sense of
Filipino kids are much rampantly found in any ordinary internet café in the behaviors and
there you will find students, others still in their school uniform, clashing in pairs and groups as
they try to outplay others in what seems to be a battle of who clicks on the mouse faster. They
are like being dragged into their magical world that only they understand. They then, in a
boisterous and loud way, utter words that are rather displeasing to the ears of those who are in
the café to do a more meaningful business of researching or encoding, for instance. Sometime in
their playing, they can even get extremely profane. Almost everywhere, this seems to be the
culture among youths engaged in online gaming. According to an online how-to guide, many
studies indicate that violent computer games can have very adverse effects on children. New
studies suggest that even the non-violent games may have adverse impact on a child. Games can
have some positive results in helping children deal with stress and to learn difficult school
subjects such as math and reading. These same decisive games can cause problems for the child
online gaming. A father caught his son playing an online game during the times he should be in
class. His son said: "I played the game for three years now because this is where I found friends
who share the same level of interest as I do. Friends that cannot be seen in-real or at close range
like classmates, but friends who can offer a relationship that could stand the test of time." One of
the main advantages of having an internet connection is the opportunity to reach out to other
people, wherever they are or whatever time zone they are in. As long as you are online, the
possibilities are endless. In all honesty, online games consist of just a small slice of those
possible options out there. And in comparison to other choices, games could be the lightest of all.
In online games, you can be you the way you want yourself to be. You can stand Out the
way you want it, evolving into options that are not socially acceptable in real life. Filipinos are
conservative by nature, but online they can be as liberated as other countries. Just like coming
out of its secure shell, they now have access to express themselves. Online games became the
breathing space of Filipinos, not just the youth but everyone who gains internet access. Boredom
may play a small role in the reasons, but it could still count. The sun is up, rather than playing
basketball, you engage yourself into battle with other players with awesome sword fights and
spell casting. This boredom almost made our "national street games" like piko, tumbang preso,
and shato extinct. It also opened the occurrences of ailments that should be experienced by office
workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,
know your body's limitations and potentials and balance them out.
Craig Anderson and Douglas Gentile. It indicated that violent computer games could cause short
term aggression. The computer games can be more prone to exciting aggression than other
entertainment because of the interactive nature of computer games. Children will have a lack of
problem-solving. Violent computer games teach children that problems can be solved with little
or no personal investment or by violence. These games indicate that rather than talking through
and taking responsibility for problems, shooting or other acts of violence can elicit correct
responses and make problems go away. They are also prone to weight gain. Computer games
frequently do not require any additional movements beyond the hands. This coupled with a
child's tendency to eat and drink while playing computer games can result in weight gain. Weight
gain has been linked to various diseases including diabetes, high blood pressure, and heart
disease. Children also develop antisocial behaviors. A child who is conditioned to play computer
games may find it difficult to socialize with other children. This anti-social behavior can extend
through adulthood, making it more difficult for the adult to respond to co-workers adequately.
This can also negatively affect relationships and friendships, causing a sense of loneliness. While
new technology contributes something useful to humanity, it can also have disturbing impacts.
Our youth with never ending attitude of curiosity can be most vulnerable to any behaviors
bearing technology may bring. Of course, they can get entertainment for themselves, but the
process should not compromise the other important pieces of our nationhood. They can always
choose to become DoTA masters, but they should first become Dr. Wakwak. (Destacamento,
2012) become DoTA masters, but they should first become Dr. Wakwak. (Destacamento, 2012)
Behavior
Cancio (2014) made mention of a study regarding violent computer games that lead to aggressive
behavior. The title of the study is "A longitudinal study of risk-glorifying games and behaviors
deviance" from researchers of Dartmouth College. They suggested that MRRG (mature-rated,
risk-glorifying games) gameplay can have consequences for deviant behaviors broadly defines
by affecting the personality, attitudes, and values of the player. Video games may lead teens to
drive recklessly and experience increases in automobile accidents, police stops, and a willingness
to drink and drive. The study further disclosed playing such kinds of games could increase a
person's "behavioral deviance," or actions or behaviors that violate social norms. It also said the
said effects "part of consequences of the effects of such gameplay on sensation seeking and
rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with
deviant peers.
A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and Vitak in 2008
provided the first nationally representative study of teen video game play and teen video gaming
and civic engagement in America. The survey looked at which teens are playing games, the
games, and equipment they are using, the social context of their play, and the role of parents and
parental monitoring. Gaming is often a social experience for teens. For most teens, gaming is a
social activity and a significant component of their overall social experience. Teens play games
in a variety of ways, including with others in person, with others online, and by themselves.
Although most teens play games by themselves at least occasionally, just one-quarter (24%) of
teens only play games alone, and the remaining three-quarters of teens play games with others at
INPUT PROCESS
In the figure above shows the research paradigm of the study. The two-way arrow shows
how the online gaming attitudes will influence the academic performance of the selected Senior
High School respondents of the survey. The online gaming attitudes (independent variables)
includes the type of games played, number of hours spent, the frequency of playing, and extent
of gaming. The researchers wanted to determine if these online gaming attitudes will influence
significant relationship between the two variables, a test of correlation will be used.
To perform the above procedures, the researchers will gather the necessary data through a
survey questionnaire that they will develop. The survey questionnaire will collect the
information of the senior high school students' profile background and their online gaming
attitudes at the same time. After the data are fully gathered and completed, it will be carefully
processed for collation and tallying to provide insights for over-all result analysis and
interpretation. After the analysis and interpretation are made, the output of the study can now be
finalized through a summary of the results and drawing of conclusions. The recommendations
for the research will depend on these two aspects of the research.
Theoretical Framework
The theories on attitude formation support this study. According to Cherry (2016), in
psychology, an attitude refers to a set of emotions, beliefs, and behaviors toward a particular
object, person, thing, or event. Opinions are often the result of experience or upbringing, and
they can have a powerful influence over behavior. Psychologists define attitudes as a learned
tendency to evaluate things in a certain way. This can include evaluations of people, issues,
objects or events. Such assessments are often positive or negative, but they can also be uncertain
at times. Researchers also suggest that several different components make up attitudes. The
elements of positions are sometimes referred to as CAB or the ABC's of view. Cognitive
Component: Your thoughts and beliefs about the subject. Affective Component: How the object,
person, issue or event makes you feel. Behavioral Component: How attitude influences your
There are three fundamental theories that describe attitude formation. There are three
founders of attitude formation. Attitude formation theories provide insight into how a person's
attitude takes shape and why a person might have a particular view or how that attitude came to
exist. Positions often direct behavior on the person itself. The three theories used most often to
describe attitude formation are functionalism, learning, and cognitive dissonance theories.
Attitude formation theories suggest that people do what benefits them, hence the
functionalist approach. Daniel Katz, a functional theorist, suggests that attitudes are formed
according to how a particular person or thing meets our needs. To a functionalist, attitudes are
To relate this to the study, a person develops their online gaming attitudes because playing
the games meets their needs. At some extent, it supports self-image or existing values.
Learning theory, on the other hand, states that their past experiences have taught them how
to act. Ivan Pavlov, a learning theorist, explains that our attitudes are formed through
conditioning. Pavlov would suggest that as this person grows older, they will likely respond by
favorite classical music. This is called classical conditioning: when a previously neutral stimulus
This is only when a stimulus produces a reaction. (Study.com, 2016)To relate this to the study,
online gaming attitudes are formed by getting conditioned with the same stimulus. Gamers
repeatedly experience it since they frequently play online games nowadays. Learning theories
suggest that beliefs are from conditioned past experiences that continue at present.
Cognitive dissonance theory states that people have an attempt to restore harmony to two
opposing truths are held. Cognitive dissonance is a phenomenon in which a person experiences
psychological distress due to conflicting thoughts or beliefs. To reduce this tension, people may
change their attitudes to reflect their other beliefs or actual behaviors.(Cherry, 2016)
To relate this to the study, online gamers may be aware that some people say that too much
gaming might not be suitable for them, so they change their belief that "playing" computer
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