Professional Documents
Culture Documents
Chap 234
Chap 234
Chap 234
This study considers a number of literatures and studies that have some relevance
Webber (2015) quoted in his article that “World Health Organization (WHO)
has proposed the inclusion of “gaming disorder” in the next edition of its
features in the latest edition of the Diagnostic and Statistical Manual (DSM-V) from
Study, which means it’s not yet an official disorder and its proposed criteria are not
“The neuro scientific analogy: that the areas in the brain associated with the
pleasures of drug use are the same as those associated with the pleasures of
playing video games. This is true but not illuminating. These areas of the brain —
those that produce and respond to the neurotransmitter dopamine — are involved
in just about any pleasurable activity: having sex, enjoying a nice conversation,
game or watching an amusing video on the internet causes roughly about as much
a drug like methamphetamine can cause a level of dopamine release 10 times that
or more. On its own, the fact that a pleasurable activity involves dopamine release
psychiatric illness, and the World Health Organization has proposed including
“gaming disorder” in its catalog of mental diseases, along with drug and alcohol
spend 8 hours a day with various digital media while teenagers spend 11 hours in
front of screens. One in three kids are using tablets or smartphones before they
can talk. Meanwhile, the handbook of “Internet Addiction” by Dr. Kimberly Young
states that 18 percent of college-age internet users in the US suffer from tech
addiction ( http://nypost.com,2016)
Kids are more prone to addictive escape if they feel alone, alienated, purposeless
and bored. Thus the solution is often to help kids to connect to meaningful real-life
creative activities and connected to his or her family is less likely to escape into
the digital fantasy world. Yet even if a child has the best and most loving support,
he or she could fall into the Matrix once they engage with hypnotic screens and
experience their addicting effect. After all, about one in 10 people are predisposed
(Brody, 2007) stated in a press release that "there is not enough research
on whether or not video games are addictive. However some children and
adolescents, it displaces physical activity and time spent on studies, with friends,
Psychiatrist and expert on computer addiction says one can overcome computer
activities; setting limits on computer use and understanding that the child might
have underlying emotional problems which make him escape through computer
addiction.
gaming can cause serious health and brain issues and can also prove fatal in
café. His grandmother was scolding him and he allegedly blacked-out and beat
Philippines by a 16-year-old boy, simply because the former kit allegedly hacked
into the latter’s online gaming account. He slammed the victim’s head numerous
times on a wall, after which he stabbed him over 40 times .Ghost Recon: (2006)
A 28-year-old from Philadelphia beat his 17-month daughter to death after the
latter crawled into his room and accidentally toppled the gaming console and broke
it. He battered the child and then placed it in another room to look like an accident.
He fled the scene only to turn himself in the next day. He got 22-years in prison.
Slenderman: (2014) A 12-year-old girl was stabbed 19 times and left in the woods
to die. Two of her friends, 12 and 13, were playing the video game and hoped that
the ghost in the game would not haunt them if they sacrificed their friend and left
her in the woods. They planned this for months. World of Warcraft: Defense of
the Ancients: (2015) A 17-year-old Russian teen Rustam dies after playing the
game continuously for over 22-day with just enough breaks to snack and nap.
Young men were also more likely to use the Internet for entertainment, daily
headline news, and pornography, while young women more often used the Internet
seen between frequent gaming and more frequent alcohol and drug use and lower
relationships.(http://news.abs-cbn.com/lifestyle/02/09/09/playing-violent-video-
games-has-risks-study,2009)
Chapter 3
RESEARCH METHODOLOGY
This chapter presents the method used, the locale and the respondents.
This also shows the research design which involves the sources of data, data
Research Design
provide information and data about the relationship between two or more variables.
It will involve collecting of data in order to test a hypothesis or find out answers
concerning the present status under study. To identify the relationship of the
Research Locale
located in purok 2 Puerto,Cagayan de Oro City. People living in this barangay are
main industry is agriculture and its top products are rice, corn, pineapple, and
Research Respondents
The respondents of this study are the Senior High School students of
Cagayan de Oro College Puerto campus. The respondents were enrolled in the
school year 2017-2018.The respondents are only selected from different strands
Research Instrument
period grades were acquired. The other source of data is the survey questionnaire
to achieve the purpose of the study. The questionnaire is one of the most common
instruments for data gathering. The questionnaire was composed of two parts,
namely: Part I which contained the respondents’ personal data and Part II which
This study used the descriptive survey method which was directed toward
administrator, noted by the Crim research and statistics instructor, Dr. Edgardo G.
questionnaire after the test. The results were tabulated, analyzed and interpreted.
Statistical Tools
The data will be analyzed and interpreted with the use of mean, frequency
Scoring Scheme
In this study, a five point Likert- type 1-4 point scale, was used to measure
student’s computer gaming which is rated 4 for “At all times”, 3 for “Sometimes” 2
CHAPTER 4
Presentation, Analysis, and Interpretation of Data
This chapter deals with the presentation, analysis, and interpretation of the data
Based on the gathered data from the survey tool interpretations were derived. To
Male
Female
Total
Table 2 will show the respondents whose age ranges from 18,000 years old ,age
ranging from 19-25 years old, 26-30 years old, 31-40 years old, and 41 years old
and above.
Table 3 will show the respondents whose family income ranges from 1,000- 5,000
Pesos ,whose family income ranges from 5,000-10,000, whose family income
whose family income ranges from 25,000-30,000, and respondents whose family
1,000-5000
5,000-10,000
10,000-15,000
10,000-15,000
15,000-25,000
25,000-30,000
total
Sir:
Good day sir,we the students Bachelor of Science in Criminology and Criminal
and statistics) subject, would like to ask your permission to please allow us to
researcher
researcher
Questionnaire
Dear Respondents,
Good day!
These questions will be used for our survey as a part of our requirement to
our course, the Research study-Data Gathering Procedure. It may notice the
Factors Associated in Computer Addiction among Selected Senior High School
Students of PHINMA Cagayan de Oro College Puerto Campus.
The Researchers
Name (optional):
1. Age
2. Gender
Male Female
10,000- 15,000Pesos
15,000-25,000 Pesos
4. Religion
5. Strand
2 hours -3 hours
A. School Drop-out 1 2 3 4
1. Computer Games affects my studies.
2. I feel inclined to cut classes and play computer
games.
3. I didn’t realize computer gaming is affects my
grades.
4. I have been dropped out from one my classes
because of my absences from playing computer
games.
5. Computer games push me to stop schooling and
just play games.
B. Accessibility of Computer/ Computer 1 2 3 4
Games
1. Having personal computer gives us the tendency
to be addicted to computer games.
2. Proximity from the computer shops affects my
decision to play computer games.
3. Computers installed with games and applications
are more preferred over those which have none.
C. Peer Pressure 1 2 3 4
1. Playing computer games with friends gives me a
sense of excitement when I teamed-up with them
than playing alone.