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The effect of game addiction to ICT

grade 12 SHS of Arellano University

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Chapter 1: The problem and its



Game is one of the most greatets technology industry right now. Developer

can get so many advantages, for example Destiny. Destiny has already smashed

analyst’s expectations for first-week sales with a $500 million launch. From this, we

can conclude that game industry is on of the greatest industry. But now, gaming could

make parents worry about their child. Game addiction certainly is a bad addict. This

condition make anxious for some side.

Stopping video games for any reason has a long-lasting negative impact on

child’s emotions. He may becomes depressed, moody, angry, aggressive or violent

when he is unable to play. Child has stolen video games from stores or friends, or

stolen money from others in order to buy video games, more than once. He frequently

lies about how much time he spends playing video games.

Gaming addiction is still the mysterious problem, more terrifying than alcohol

or drugs addiction. Like the expert from Amsterdam say, they are powerless over their

addiction. But these addicts aren't hooked on drugs or alcohol. They are going

cold turkey to break their dependence on video games. The lure of a fantasy world is

especially pertinent to online role-playing games. These are games in which a player
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assumes the role of a fictional character and interacts with other players in a virtual


To collect data to support this research, I will make the survey that will be

answered by the children that likes playing video game, the parents, and the game

developer. Maybe GameTech college students and game makers can be the

informants to get their opinions and the information about video game. We can use

their opinions to underlie the problems and find some solutions that we can use, both

for parents andaddicts themselves.

Background of the study

Researchers at the University of Rochester and Immersyve, Inc. investigated

what motivatesgamer’s to continue playing video games. According to lead

investigator Richard Ryan they belive

that players play for more reasons than fun alone. Ryan, a motivational psychologist at
Rochester, saysthat many video games satisfy basic psychological needs, abd players

often continue to play because of rewards, freedom, and a connection to other


Gaming addiction has become a topic of increasing research interest. The last

decade has witnessed a significant increase in the number of empirical studies

examining various aspects of problematic video game play and video game addiction.

This paper begins with a brief past history of how research into video game addiction
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has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then

examines more thoroughly the contemporary research literature by analyzing the

prevalence of problematic video game use and video game addiction, negative

consequences of excessive video game use, factors associated with problematic

video game use and video game addiction, and the treatment of problematic video

game use and video game addiction. The paper concludes by looking at the trends in

the field and a somewhat theoretical examination of what the future of video game

addiction might be.

In 1989, Shotton published the first empirical study specifically on gaming

addiction on a relatively small sample of 127 people (almost all teenage or young adult

males) who described themselves as ‘‘hooked’’ on home video games for at least five

years. Shotton’s conceptualization of game addiction was more positive than negative,

and she reported that her ‘addicts’ were on the whole highly intelligent, motivated, and

achieving people but often misunderstood by others in society. In relation to gaming

addiction, the main problem with the study was that no standardized measure of

addiction was actually used. The only criterion for being ‘addicted’ was the individual’s

own admission that they were ‘hooked’ on computer games. Despite this major

shortcoming, recent research by Widyanto, Griffiths and Brunsden reported that a

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person’s self-diagnosis of whether they were addicted to the Internet or not correlated

highly with more standardized measures of Internet addiction.

Setting of the study

The setting this study is at Arellano University Andres Bonifacio Campus

Pasig City.

Theoretical Framework

Computer game addiction generally refers to an excessive, unhealthy amount

of playing computer games. Rather than engaging in the real world, an addicted user

devotes the majority of his or her time to gaming (Conrad, 2011). The issue of game

addiction is getting spread widely and uncontrollable. Gaming addiction became a

mysterious problem which is still difficult to treated, more terrifying than alcohol or

drugs addiction.
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Whereas, in fact, Dr Shumaila Yousafzai (2009) from Cardiff Business School

said popular online video games warned players not to overuse their products.These

warning messagesalso suggest that the online video game industry mightknow how

high the percentage of over-users is, how much time gamers spend playingand what

specific features make a particular game more engrossing and addictive thanothers

(Yousafzai, 2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from the

University of Derby, said warning messages were not enough. As a first step

onlinegame developers and publishers need to look into the structural features of the

gamedesign, for example the character development, rapid absorption rate, and multi-

playerfeatures which could make them addictive and or problematic for some gamers

Hussain, 2008).

Kimberli Young (2009, p.12) says, not only are children, teenagers, and

college students effected by online gaming addiction, but a growing number of adults

are becoming hooked to online gaming. While such cases are rare, mental-health

professionals say the fantasy worlds offered by computer and video games can

become the stuff of very real addictions that destroy marriages and

careers. People of all ages are quickly becoming immersed in this virtual fantasy world

where by they can easily escape problems in their lives.

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According to Kimberly (2009, p.18), to recovery is to accept and not refute

“denial,” a defense mechanism that addicts frequently employ and that effectively

stops them from accepting treatment.Once this obstacle is conquered, treatment can

be performed more effectively than it would otherwise. Tracy Miller (2013) add

because computer game addiction is a new development in the

world of mental health, treatments are not as well established as those for depression,

anxiety, anger.
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Conceptual Framework

Input Process Output

1. Students Researching online The number of student

The able to stay and by making a who can’t focus in

Focus in the study? Survey on the student class and not eating

2. They able to eat in of A.U Pasig. In proper time are the

Proper time? Same, while in others

3. When they did start are different time they

Playing computer? Start playing computer

4. What time do they and the usually stop

Usually play computer? Other computer have

Big difference.
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Statement of the problem

The statement of the problem of this study is the Grade 12 SHS students
at Arellano University Andres Bonifacio Campus Pasig City that are addicted in Online

Gaming addiction is still the mysterious problem. We must respond to this

problem seriously. I want to investigate:

- Is computer game addiction a diagnosable disorder?

- What are the symptoms of computer game addiction?

- Who is most at risk for computer game addiction?

- How is computer game addiction treated?

Significance of the study

This research about gaming addiction will be useful because from this research

we can get knowledges about:

-definition of gaming addiction

-the symptoms of computer game addiction in Grade 12 SHS Student.

- The reason why are computer games addictiveand maybe for the parents, you will

know some informations like:

- How common is computer game addiction in Grade 12 SHS Student in Arellano

University Pasig Campus

- How is computer game addiction treated.

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Scope and Limitation

The scope and limitation of our study is Grade 12 SHS student’s at Arellano

University Andres Bonifacio Campus Pasig City. There are around 29.9 Million active

gamers in the Philippines according to a 2017 study with 38% of them being cross-

platform gamers.

Definition of Terms

Addicition - is a psychological and physical inability to stop consuming a chemical,

drug, activity, or substance, even though it is causing psychological and physical


Online Game - refer to games that are played over some form of computer network,

most often the Internet. Online games can range from simple text

based games to games incorporating complex graphics and virtual worlds populated

by many players simultaneously.

Computer Game - is a computer-controlled game where players interact with objects

displayed on a screen for the sake of entertainment. A video game is essentially the

same form of entertainment, but refers not only to games played on a

personal computer, but also to games run by a console or arcade machine.

Technology - refers to methods, systems, and devices which are the result of

scientific knowledge being used for practical purposes. Technology is changing fast.

They should be allowed to wait for cheaper technologies to be developed.

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Chapter 2: The Review of Related

Literatures and Studies.

The Introductory Paragraph

This chapter presents the related works of a number of local and foreignauthors,

other researchers, developers and studies derived from the books, article, and other

references such as internet which are all necessary inframing of the concept of the


Video game addiction has always been the main topic of controversies recently

due to its impact on the young generation. In spite of the fact that it helps us to enjoy

ourselves during recess and economically contributes to several countries’ income, its

negative affects towards children and teenagers and so on, need our consideration.

Foreign Literature

As of today, most people relate online games to low academic performance.

Through the years, studies have yielded different results. Some ofthem say that they

are co-related when some say that they are not.According to Anderson and Dill

(2000), there is a negative correlation between the two. Thus, meaning that there is no
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relation between the number ofhours played by a player and his grades. At times, the

students defend the games they are playing by saying thatthey do learn something

from it. A paper from EDUCAUSE backs these studentsup by suggesting that the

faculty learn and know about these games so as tohelp students in in class learning

experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these

games are not just forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They

claim that these games may be used to learn and experience different things and

interact with other people and belong to a virtual community.

Online games have both positive and negative effects on people especially

students. One of the negatives is this. Many cases among students are addiction.And

this addiction may lead to worse problems. The students might steal money.9They

may become lazy when it comes to studying and prefer playing the wholeday long.

Some may even skip school in order to have more playing time. (SujatAli Hamzah)

Addicted gamers spend so much time playing that their personalrelationships get

neglected and sometimes disappear altogether. Amongaddicted gamers who are

married, up to 50 percent report a strain in theirmarriage as a result of their addiction.

Addicted gamers also neglect theresponsibilities of everyday life such as school and

work. (UNC-OASIS).In the world of today, there are different genres of online games.

First arethe console games. Console games are more commonly referred to as
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videogames. They are played on a device specially made for game play called a

videogame console. The player interacts with the game through a controller, a hand-

held device with buttons and joysticks or pads. Video and sound are received bythe

gamer though a television. Examples of consoles include the Microsoft Xbox, Sony,

Playstation, Nintendo GameCube, and Nintendo Wii. Second are the real-time

strategy games. This is a type of video game inwhich players exercise strategy along

the way, typically to conquer enemies andreach a final destination without being

eradicated. For example, to win, playersdecide which routes to take, what needs to be

done and how to do it. Contrastwith first-person shooter.

Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of

these games can cause, mainly upon children, a number of physical and

psychological problems which may include obsessive, addictive behaviour,

dehumanization of the player, desensitizing of feelings, personality changes,

hyperactivity learning disorders, premature maturing of children, psychomotor

disorders, health problems (due to lack of exercise & tendonitis), Development of anti-

social behaviour and loss of free thinking and will.

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Anderson and Bushman (2001), found that across 54 independent tests of the

relation between video game violence and aggression, involving 4262 participants,

there appear to be five consistent results of playing games with violent contents.

Playing violent games increase aggressive behaviours, increases aggressive

cognitions, increases aggressive emotions, increases physiological arousal, and

decreases pro-social behaviours. Since most electronic games are violent, children

below legal ages are emotionally disturbed and caused several changes on their


Austin, Pinkleton & Fujioka (2000), quoted that “parental meditation is correlated

with better academic performance. And has been shown to increase beliefs in social

norms, and to decrease fear.” Which refers to the parental consent of the player as

they play a violent-oriented game.

Gentile & Walsh (2002), wherein 55% of parents said that “always” or “often”

should parents put limits on the amount of the time their children may play computer

and video games, and 40% said they “always” or “often” check the video game rating

before allowing their children to buy or rent computer or video games. Even through

these numbers are not particularly high, they may overestimate the amount of parental
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monitoring of children’s video game play.

Local Literature

In Cebu, online game addiction is also becoming an issue. In one of the episode of

I-Wtiness, Kara David was able to interview youngsters namely Doc, Mark and Ice

who resort to illegal activities just to fund their addiction to online gaming. Doc, Mark

and Ice are part of a young generation spending a lot of their time on computer

games. Some of them undergo illegal activities to fund their vices and they can go on

gaming for 24-hours without any sleep. 22-year-old Doc is a scavenger and vagrant,

but once he gets his money out of collecting garbage, he goes to his favorite Internet

shop to play. Mark, 20, is an out of school youth. He lost his investment money and

stole from his mother to pay for his Internet rentals. Fourteen-year-old Ice says he

gets his money from homosexuals in exchange for sexual favors.

In one of the article of PhilStar which is “Battle on Vs Kids’ online games addiction”,

Samuel Pagdilao (Police Criminal Investigation and Detection Group (CIDG) director

Chief Superintendent) stressed the need for measures to protect children from being

hooked on online computer games. He said many children spend hours in a computer

shop playing online games.

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Michael T. Vinluan, The rapid advancement of camputer technology and its

continuos invasion of the world are inevitable. The package of computer technology

comes with a lot of feautures that influence many aspects of life in a variety of ways.

Time and again, computer technology has exposed to us experience its positive and

negative effects. In this article, we are going to examin the good and the bad effects

of computer games, specially to education and student achievement.

Computer gaming is one of the fast-developing sectors of this generation of

computer technology. Computer games offer their patrons with a new dimension of

virtual entertainment. The youth especially, college students are the usual patrons of

computer games. According to NIKO Media Research, the projected number of

onlines gamers in the Philppines rose from 21 million in 2012 to 28.72 million in

2014. Mean while, statistics from Juha Sompinmaki of tech in asia show that about

409, of the gaming population of the Philippines is aged 18-24 years old.

Founded in the study of Gentile, Lynch and Walsh in 2004, academic

achievement may be negatively related to over-all time spent playing video games.

Studies have shown that the more time a kid spends playing video games, the poorer

is his performance in school. Also, a study by Argosy University’s Minnesota School

on Professional Psychology found that video game addicts argue a lot with their

teachers, fight a lot with their friends, and score lower grades than others who play

video games less often. Other studies show that many game players routinely skip
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their homework to play games, and many students admitted that their video game

habits are often responsible for poor school grades.

Foreign Studies

Since the early 2000s there has been a significant increase in the number of

empirical studies examining various aspects of problematic online gaming and online

gaming addiction. There is a lack of consensus as to whether video game addiction

exists and/or whether the term “addiction” is the most appropriate to use. Some

researchers use terminology such as “excessive” or “problematic” to denote the

harmful use of video games. Terminology for what appears to be the same disorder

and/or its consequences includes problem video game playing, problematic online

game use, video game addiction, online gaming addiction, internet gaming addiction,

and compulsive internet use. This entry uses the term “gaming addiction” to describe

the phenomenon of excessive problematic gaming since there is demonstrable

empirical evidence that such behavior can include all the core components of

addiction including salience, mood modification, tolerance, withdrawal, conflict, and

relapse (Griffiths, 2010).

The 1990s saw a small but significant increase of research into gaming addiction

with almost all of these studies being carried out in the United Kingdom and on
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adolescents, typically surveying children in school settings. However, all of these

studies were self‐report surveys and relatively small scale. The main problem was that

all of them assessed gaming addiction using adapted versions of the criteria for

pathological gambling in the American Psychiatric Association's Diagnostic and

Statistical Manual of Mental Disorders (DSM). Although there are clearly many

similarities between gambling and gaming, they are different behaviors and specific

video gaming screening instruments could have been developed. Based on further

analysis of the adapted DSM criteria used in these studies, this work was later

criticized for being more likely to be assessing gaming preoccupation than gaming

addiction (Charlton, 2002).

Griffiths et al. (2012) reviewed the prevalence studies examining problematic

gaming and gaming addiction from 1994 to 2012. The studies they selected were

based on samples of at least 300 participants and used some kind of screening

instrument to assess problematic gaming (rather than self‐diagnosis). They reported

that prevalence rates of problematic gaming ranged from 1.7% to over 10% among

general samples. Prevalence rates among gamers were, in some cases, much higher

(some as high as 17% to 34%). These studies indicated that, in general, males are

significantly more likely than females to report problems relating to their gaming. The
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differences in methods of assessing gaming problems may partly account for

differences in prevalence rates (King, Delfabbro, & Griffiths, 2012; King et al., 2013).

Furthermore, many studies fail to assess prior problems (i.e., lifetime prevalence).

King and colleagues (2012) also noted that some studies did not consider subclinical

cases (i.e., meeting some but not all criteria for problematic use), and the presence of

comorbid psychopathology was not routinely assessed.

Furthermore, another paper claims that these games are not just

forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They claim that

thesegames may be used to learn and experience different things and interact

withother people and belong to a virtual community

Local Studies

Computer games are hard to ignore, especially if they are just around the corner.

It's fun and fun to play and we forget about the world of our worries But it also has

some bad consequences for us, like addiction. According to Edmund Kam, addiction is

too much play, and it cannot be ruled out. But why not prevent it? Many young people

say they are bored with their work, especially in school. So playing on the computer
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gives them fun and enjoyment. Many students waste their money on computer games,

sometimes eventheir money is still being used to buy so-called "Virtual Money", this is

money used by some computer games. Playing these games is a waste of time

especially and it takes your time to develop yourself and your education.

According to University of Wisconsin psychologist C. Shawn Green, “video games

change the brain.” Video games change the structure of the brain and can help

release beneficial neurotransmitter surges that can build the brain. Furthermore, many

multiplayer games such as DOTA or Defense of the Ancients and LOL or League of

Legends involve cooperation with other online players in order to win. These games

encourage players to make the most of their individual skills to contribute to the team.

Moreover, a study in United Kingdom found out that students who played online

games almost every day scored 15 points above average in maths and reading tests

and 17 points above average in science.

In the Philippines, the population of gamers is very huge. Beginning from the simple

cartoon games played by the toddlers up until the riot playing games played by the

college students and the older ones too. An article posted in PhilCare in 2014 pointed

out that researchers found that video games, particularly shooter games, have the

tendency to strengthen the cognitive skills of their test subjects, especially in the areas
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of spatial navigation, reasoning, memory, and perception. These effects shooter

games have on test subjects were not evident on other types of safe video games like

puzzles or role-playing games. Gamers can utilize these advantages of computer

games provided they play in moderation. They should not allow themselves to be

enslaved by these games.

Priority setting and proper guidance by parents, teachers, and other elders can

play a part in this goal. The effects of computer games on gamers are influenced no

only by the game content, but most especially, by the manner on which the gamers

play them. Video gaming is not bad for the health as well as the well-being of the

individual. It may also give some benefits depending on the frequency of the gaming

of the person. In proper moderation and supervision, video gaming might be a tool for

enhancing the cognitive and social skills of an individual.

Technology aims to generally be helpful to us and the whole world. It is really up to

us how we will use technology, while its features to our advantage, and how we will let

it impact of lives. The author is Secondary Teacher II at Arayat National High School.
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Chapter 3:

This chapter presents the discussion on the research methodology, a description

of research questions and research design. Agitate the participants, the used

instruments and process.

Research Method

The research will make use of descriptive design because it tries to reside on a

specific situation about current state. A descriptive study establishes only associations

between variables. The questions are answerable by their own opinion or experiences

and rating scale. This is an objective research, gather facts instead of personal

opinions and feelings.

Research Instrument

The study was particularly use as survey questionnaire. The questionnaire serves

as the primary tool in gathering data about The effect of Game Addiction in Grade 12

ICT Students in Arellano University Pasig. The questionnaire is composed of 10

questions. We will select 75 students in all Grade 12 sections, as well in Grade 11

sections. We will choose ICT Students to give them a survey questionaire.

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Subject/Respondents of the study

The respondents of this study are randomly selected ICT Students of both Grade

12 and Grade 11 students by the researchers. They are randomly selected because

the researchers will want to know different perspectives and perceptions about Game

Addiction from different students in every section and grade level, for a more

effective results.

Sampling Technique

The research will use random sampling, and will be coming from the students of

Information Communication and Technology of Grade 12 and Grade 11 to answer the

following questionnaire. In all the sections of Grade 12 students, the researchers will

randomly select 75 persons. The same in Grade 11 students, we will also select 75

persons randomly in the whole grade level. Total of 150 respondents.

Data Gathering Precedure

The researchers will tell or explain to both Grade 12 and Grade 11 Information

Communcation and Technology students what is the researcher’s topic about and tell

to respondents how the answer the survey questionnaire so they can answer it clear

and easy.
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Validations of Research Instrument

The researchers asked a teacher in Arellano University-Pasig to validate the


Statistical Treatment of Data

The focus of the study was The Effect of Game Addiction to Grade 12 ICT

Students in Arellano University Pasig. After gathering data, the researchers tallied,

examine, and tabulated it to complete the survey questioners given to the respondents

after the researchers gathered the data.