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Review of Related Literature Ul Haq & Chand (2012) investigated the usage and popularity
of famous social media network (Facebook) among university students with special focus on the
gender based comparison and the impact of the selected social medium on their academic
performance. The two researchers evaluate the pattern and frequency of Facebook use among
university students while focusing gender that majority of the users (61%) agree that this social
medium has adverse effects on their academic performance. Further analysis reveals that among
these 61%, majority of the respondents were male. In addition to adverse effects of Facebook on
academic performance, there was also an opinion that use of Facebook makes it hard for them to
perform the best on their career performance. However the researcher feels that the later opinion
is not very clear and established and needs further investigation. These research analysis s hows
that using social media especially in terms of using Facebook is equally popular among male and
female student of the university under study. The researchers evaluate that majority of the users
agree that these social medium has adverse effects on their academic performance. These study
related in our study in the way of investigating about the effects of social media on their academic
achievements among students. They are both undertaking through analyzing a random sample of
respondents. Hamat, Embi, & Hassan (2012) studied the use of social networking platforms among
questionnaire and analyzed this data to make observations on the use of social networking sites
among them. The study also collects opinion of students about the impacts of social medium on
their academic performance. One of the very significant findings of the study is about the use of
social networking sites for the purpose of learning. Majority of the respondents agree that they use
SNSs as informal learning tool and that it helps them connect to their friends and peers to get help
regarding their studies. However, in case of interaction with teachers, an equal split of opposite
opinions exist. This study also supports the most common finding of majority of well-structured
studies that use of social networking sites has no significantly negative impact on the students’
academic performance. They further state that the possibility of some other factors like social
media addiction, more time on internet, chatting, cognitive absorption etc. linked with the use of
internet or specifically social networking sites may cause poor academic performance. The above
literature review shows that other students are using social media for their learning, they use it as
a learning tool. It has a significant on our study because the use of social media can affect the
academic performance in a positive and negative way. Social media addiction is the top negative
effect that may cause poor academic performance. Negussie & Ketema (2014) further investigated
if there is any impact of using Facebook while accessing through different devices. Among a
variety of devices, it was found that the correlation between using Facebook on mobile devices
and students grades is highly negative as compared to using Facebook on other devices. This
adverse effect is explained by the fact that using cellphones for social networking activities may
involve multitasking and all students are not equally efficient in multitasking skills. The study
suggests, that students must be encouraged to use social networking sites for educational purposes
instead of blocking these platforms in the educational premises. These study has a correlation in
our study because they both proving that using social media has a big impact in the academic
achievement among students. Rouis, Limayem, & Salehi-Sangari (2011) investigate the effects of
Technology Sweden in relation to their personality traits. The proposed research model tests how
Facebook usage effects performance of students with different personality traits. In addition the
research tries to justify the relationship among the three i.e. Facebook usage, personality traits and
academic performance. Their analysis of 239 students’ data reveals very significant results . This
research establishes that using Facebook has strong negative impact on academic performance of
students with extrovert personalities. However, factor of self-regulation among students greatly
reduces this negative impact as they have high level of effective self-control while using social
media platforms. Cognitive absorption, which defines of deep involvement, is another personality
factor taken into consideration while undertaking this research. Rouis, Limayem & Salehi-Sangari
(2011) successfully make the observation that extent of cognitive absorption determines the
frequency and duration of social media usage. However, they add that level of cognitive absorption
is turn defined by self-control and other personality factors. While multitasking skills do nothing
to reduce frequency and use of social media among students, they moderate the effects of social
media o reveals that among these students’ performance by tuning the cognitive absorption.
Chapter 3
Methodology
considering the medium itself created the very concept of going viral. According to the Gartner
hype curve for new technologies, a period of hype and inflated expectations is followed by the
“trough of disillusionment” during which we become more critical of a new concept or technology
we’ve bought into and believed in its inherent value. Questions ensue. Does it really do what it
promised? How do I know I can trust this data? Am I getting ROI out of this? It’s during this latter
phase where the new technology has to mature and prove that it is worthy to become a stable,
ongoing part of our world. This is where I believe social media is today, and now is the time for
doesn’t take much to convince people that there is huge potential value within social data for
understanding consumers more deeply. It’s a bit of a no-brainer, in theory, that all of this
unprompted conversation would contain insights into how people think and feel, what they care
about, what they’re worried about, and what they need and want. Any form of consumer research
is at best a version of the true experiences of groups of individuals. It’s impossible for any one
method to perfectly encapsulate and understand complex human experience. The more sources in
your research mix, the more accurate the picture you’re building will become. So, while I would
never suggest that social should replace other forms of market research, it would certainly be a
missed opportunity to exclude this incredibly rich new data source from your research mix.
CHAPTER 2
These researches we study about the psychological factor, whether that is factor to the
online game addiction among students. Unlike with substance abuse, the biological aspect of
videogame addiction is uncertain. Research suggests gambling elevates dopamine, but there’s
more to addiction than brain chemistry (Rooij, Online video game addiction: identification of
addicted,2010). The addict suffers from a psychological component to the addiction. Online
gaming allows a person to escape the real world and change the perception of self-worth (Rooij,
Online video game addiction: identification of addicted, 2010). An online gaming addiction is not
that far from drug addiction. Both are searching for a way to make they feel better. The lure of a
fantasy world is especially pertinent to online role-playing games. These are games in which a
player assumes the role of a fictional character and interacts with other players in a virtual
world. An intelligent child who is unpopular at school can feel dominant in the game. The virtual
life becomes more appealing than real life. Too much gaming may seem relatively harmless
compared with the dangers of a drug overdose, but experts say video game addiction can ruin lives.
Children who play four to five hours per day have no time for socializing, doing homework, or
playing sports leaving little time for normal social development. According to Lan Ying Huang
(2003), by playing the online game features online gamer participants may view the games as
source of providing diversion and filling time. “The biggest risk factor for pathological video game
useseems to be playing games to escape from daily life,” said Joe Hilgard, lead author of the study
who play games to get away from their lives or to pretend to be other people seem to be those most
at-risk for becoming part of a vicious cycle. These gamers avoid their problems by playing games,
which in turn interferes with their lives because they’re so busy playing games (Peters 7 et al,
2007). Internet addiction gives the gamer to the unique psychological properties which is the users
increase their use of these internet services, the utility they gain from each usage does not diminish,
leading not only to self-destructive addiction but also to social ills. When a problem, playing video
games can interfere with real-life obligations such as work, and players can end up lying about
playing video games. The study found that “problematic” video game use can have similar effects
Games addiction shows the bad effect among the people nowadays. Addiction to the internet shares
some of negative aspects of substance addiction and has been shown to lead to consequences such
as failing school, family and relationship problem (Brian. D. NG, M.S & Peter. W. H, 2005). It
can make the people who has addicted will feel that the games can provide opportunities for
achievement, freedom and even a connection to the players. Those benefits trumped a shallow
sense of fun, which doesn’t keep gamers as interested (online gamers anonymous, 2008). The role
of media in advertising the games also make more cause why the games addicted will be more
interested with those games. In 2005, advertiser spent $80 million to reach game players, this
psychologists are unaware of and are thus unprepared to treat at present. Mu (2006) points out that
some of the main symptoms of Internet and online game addictions, including the decrease in
friend and face-to-face interactions with others, become infrequent while the member of friends
in the virtual world exponentially increases. Ultimately, the psychokinesis becomes weaker and
weaker over time. This means that after a long time of playing online games, the players begin to
realize the dangers of online gaming. At this point players generally try to play less as they try to
orient themselves back to the demands of society. However this is mostly unsuccessful as it almost
always ends up failing. Zhang (2007) and Zhou (2007), who also researched on the same topic,
reported different results on the online game addiction and the finding supported the same
symptoms. With regards to undergraduate students who were addicted to the Internet or online
games, Zhang (2007) indicated that most of these students had bad grades in their universities.
Moreover, Zhou (2007) stated that the physical symptoms of Internet and online game addiction
were cervical spondylitis, neurasthenia and insomnia. Cervical spondylitis, a fairly common
symptom of many MMOG players, is essentially a spinal injury which results from keeping the
same sitting position for hours while playing games. This situation is more often than not leads to
injuries to the cervical vertebra on the spinal cord. Neurasthenia on the other hand is a neurological
disorder that results from when players engage in hours and hours of game playing with no
virtually sleep intervals in between. Even though players may end up playing games for a long
time before going to sleep, their brains still keep running and experiencing phantom excitement
from playing games even when they are asleep. This causes sleep sensitivity and disorders which
induce addicted players to wake up several times during the night and as such this leads them
suffering from insomnia which can cause mental anxiety and eventually result in nervous
breakdowns and general tiredness. Once the nature of physical and mental symptoms that manifest
in MMOG addicts had been determined, we perused in various literatures on this topic to discover
the ways through these addiction could be evaluated. One of the useful information sources was
obtained from Young (1999), who conducted a study aimed at enabling social workers to better
understand, detect and treat Internet addiction. The research by Young focused on the
complications that precede an Internet addiction diagnosis. With regards to this research it is
relevant in determining the criterion through which to evaluate our interviewees. It would help us
to determine whether the individuals were addicted to online games or not. To create a more
holistic point of view this thesis also aims to identify the negative consequences associated with
using the Internet and the ways to assess and identify the reasons causing the onset of pathological
Internet use.
It is widely believed that game players who spend playing too many hours (above 10 hours
a day) are at high risk of being addicted to video games (Anand, 2007). Previous studies have
shown that video game addiction among adolescents gamers is highly correlated with psychosocial
problems such as time spent on games (i.e., usage), life satisfaction, loneliness, social competence
, and aggression (Lemmens et al., 2009). For example, Peters and Malesky (2008) further support
the relationship between addiction of World of Warcraft players to the game and the time they
spend playing online, the relationship that is also supported among adolescents who are addicted
to online games in general (Gentile, 2009; Xu et al., 2012). However, due to the lack of research
on the causal relationship among game addiction and these psychosocial variables, the authors
avoid making conclusions regarding the direction of the relationships. Gentile (2009), compare
pathological gamers versus non-pathological gamers among 1,178 American adolescents (aged
between 8 and 18) regarding their psychosocial behaviour. The results show that pathological
gamers are twice as likely as non-pathological gamers to have attention problems such as attention
deficit disorder. However, the author avoids making conclusion regarding the direction of causality
between pathological gameplay and attention problems. In a study on a large sample of adolescents
(13-16 years olds) in the Netherlands, van Rooij et al. (2011) show that compared to non-addicts,
video game addicts have significantly higher levels of depressive moods, loneliness and
significantly lower levels of self-esteem. In this study, the results of this comparison for social
As the title indicates this piece of work is concerned with trying to find the pleasures that
may exist within the parameters of the video game. The methodology employed had to consider
issues such as the sensitivity of the subject within society, the fragmentation and interdisciplinary
nature of the lack of academic information and the difficulties of pinning down a definition of
pleasure. As mentioned in the earlier chapter the video game can be considered as having been
plagued by value judgements and scaremongering terms associated with ‘moral panics’ such as
‘addiction’, although this assumption may be in part to the lack of good quality research in favour
of part-time theorists or ‘moral entrepreneurs’. However it is acknowledged that both theory and
research have merit, ‘for innovative thinking and a meticulous attention to the detail of data
As previously discussed video games were born in the late sixties and early seventies thus
these child game players have now matured in to adults who according to the ISDA 2001 report
are still playing games. The questionnaire was aimed at the adults who have greater playing
experience and the disposable income to frequently participate in video gaming. This piece rather
than an external, valued judgement from a non-player is a genuine attempt at an informed internal
investigation by an avid games player. As Evered and Lewis posit an, ‘inquiry from the inside
‘quantitative’ and ‘qualitative’ although that is not to say that research cannot contain elements of
both. Exploration of both schools of thought will enhance the understanding of the method
This does beg the question of whether social aspects of life or in this case the pleasures of video
games can be solely represented in a numerical fashion? An earlier discussion that has raised the
difficulties of quantifying pleasure per se would seem to negate the use of such a method.
Quantitative research is also as stated usually large-scale which is not only expensive in manpower
but also financially something that this small-scale study can ill afford. Although it is recognised
that certain information gathered quantitatively is useful but for this study it will be left to the
professionals who have more adequate resources such as the Interactive Digital Software
Association. (See Apendix 4 for the full report.) Therefore a qualitative study was generally
employed which is, ‘more open and responsive to its subject’. (Best and Kahn. 1989) Further
Baxter et al offer qualitative research as,is more concerned that ‘satisfactory explanations of social
activities [video game pleasures] require a substantial appreciation of the perspectives, culture and
world-views of the actors [video game players] involved’. (Burgess. 1984) One of the criticisms
of qualitative research is that it is ‘impressionistic’ and ‘non-verifiable’, (Allan and Skinner. 1991)
although it is the remit of the researcher to assume a position of naivety and therefore be open to
new ideas or suggestions. As such perhaps good research is impressionistic (Allan et al. 1991) but
as to it being non-verifiable is to oversimplify the nature of the research. The key aspect of science
is verification and the ability to test empirical evidence by replication, which it is agreed cannot
be totally achieved by qualitative methods alone. However, the beauty of qualitative research lies
in its flexibility and that a researcher can develop themes as and when they arise, exploring avenues
that fall outside ‘the previously set formula’ (Allan et al. 1991:182) It is necessary to do this
especially when exploring new areas, or unknown worlds. The manner in which one particular
researcher asks a question and then develops it makes the data collected less likely to be replicated
and perhaps more prone to bias. This does make the notion of replication very difficult to achieve
but those who favour this approach argue that the quality of the data gathered affords a greater,
‘reflexivity about the theoretical and conceptual assumptions being made than do those methods
which produce apparently more reliable, highly structured data’. (Allan et al. 1991:182) This in-
depth style could not be facilitated had a more large-scale method been employed especially on a
students budget.