Professional Documents
Culture Documents
Video Game Addiction
Video Game Addiction
Rationale
devices. Since 1980’s, video games have been an increasingly important part of
the entertainment industry and whether they are also form of art is a matter of
dispute. The input device used for games, the game controller, varies across
a kinect sensor. Players view the game on a display device such as television or
There are often game sound effects, music and voice actor lines which come
(https://bit.ly/1TnQgVj)
Mobile games, computer games and digital games are becoming more
and more popular among students nowadays. Video games are used directly or
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education, video games allow students to socialize and provide students with the
habits and preferences of the student who play video games because we are
not harder. This becomes more and more true as you advance in your education.
While some students are able to breeze through school with minimal effort, this is
the exception. The vast majority of successful students achieve their success by
developing and applying effective study habits. It can be learned to improve your
ability to better retain reading material. These habits include approaching study
with the right attitude, choosing the right environment, minimizing distractions,
(https://bit.ly2y8SLzR)
Students grapple with many issues in their lives, like playing video game
that completes their attention and affects concentration in their studies. The
smartphones and tablets for a long period of time. Due to this kind, daily tasks in
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school such as studying the lessons, making projects and even doing the
household chores are taken for granted. This would also lead to the isolation of
one self from society and being unable to fulfil one’s duties and responsibilities,
As technology flourished, video gaming trailed just behind it, coping with
the changes and improving as time passed by. Now, 21 st century, there are tons
of types of video games out there, games of different kind for different
personalities. Undeniably, there are of course the best and most popular games
out there. Some of those are on why it has been part of most people’s lives is
developing since then. Everyone who plays video game has a different reason
for playing and the usage of the game leads to different affects for each
individual. Video games maybe therapeutic for some people, but the people are
in playing video games and computer games instead of playing physical and
traditional games. They are fond of playing Mobile Legend (ML), Minimilitia and
more. Many students get addicted to it and they even spend long hours of
playing.
The researchers come up with the study which focuses on Video Game
Addiction in Relation to the Study Habits of the Students in CHS. This study is
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conducted to know the perception of the students in Cayacay High School about
Theoretical Background
impaired control with harmful consequences (Cottler, 1993, Rounsaville et. al,
1993). Thus individuals who recognize that the behaviour is harming them or
those whom they care about find themselves unable to stop engaging in the
behaviour when they try to do so (Heather, 1998). The severity of the medical,
psychological and social harm that can be caused by addiction, together with the
fact that it violates the individual’s freedom of choice, means that it is appropriate
The main challenges for theories of addiction are to explain how this
happens both at an individual and a societal level, and what mechanisms and
There are inevitable question about what constitutes a theory in the field of
addiction. The first group involves theories that attempt to provide broad insights
and Getting (1997) focus more specifically on cognitive mechanisms (and see
involvement within an activity. The present study applied this theory to video
game playing and surveyed 399 video game players, 82 percent of which were
male with a mean age of 20 years old, on measures of video game playing
involvement, motivation to play video games and problem video game play.
Participants were obtained from various video game retail outlets, Internet Cafes,
and LAN gaming business. The results showed that extrinsic motivations to play
video games, such as tension release, social approval and extend regulation by
in game rewards, and a motivation, or playing without purpose about the activity,
which underlies the choices people make which developed by Eduard L. Dice
and Richard M. Ryan in the mid 1980’s. This theory is all about human
motivation. SDT indicates there are two basic types of motivation: intrinsic and
extrinsic. Intrinsic motivation comes from within. Let’s say you’re reading a new
book by your favourite author; it’s probably not difficult to motivate yourself to
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finish the book because it’s enjoyable! You experience intrinsic motivation when
the task at hand is inherently interesting enjoyable, fulfilling, and absorbing. Now
imagine you’re reading a book for an exam. Sure, you read the book because
you know it’ll help you pass the exam, but it’s not inherently satisfying (In fact, it’s
more like pulling teeth)! This is extrinsic motivation you perform activities to reap
which you love the most you will spend a lot of time just to finish it like playing
video game.
game and argues that the practice of adapting is central to the storytelling
media from film and opera, to video games, and creative, possibilities, within
each. Is a new edition is, supplemented by a new preface from the author,
the study of adaptation. A theory of Adaptation is the ideal guide to this ever
In the early days of Pong and Pac Man video games appeared to be little
more than an idle pastime. Today, video games make up a multi-billion dollar
industry that viral television and film. The Video Game Theory Reader brings
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together exciting new work on the many ways video games are reshaping the
examples from widely popular games ranging from space Invaders to Final
relationship between video games and other media the Video Game Theory
field of media studies. This theory is a crucial and timely edited volume focuses
exclusively on the theorization of video game, and thereby makes great strides to
words ameliorating a persisting gap in the academic literature also this theory
Legal Basis
Upon the Persons of the Children, Article 220, Section 5 states that to Furnish
supervise their activities, recreation and association with others, protect them
from bad company and prevent them from acquiring habits detrimental to their
children. As individuals who exhibit direct authority to them, it is very helpful that
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they must allocate time in knowing and monitoring their undertakings especially
those that have adverse effect on their studies. They must guide in their
Since school is the second home of the students, as stated in the code of
ethics for Professional Teacher, Resolution No. 435, series of 1997 Article IX,
utmost candor and fact in pointing learners deficiencies and in seeking parents’
corporation for the proper guidance and improvement of learners” Along this line,
with the performance of their children. They should serve as bridge in facilitating
Section 9 states that a teacher shall ensure that the condition contributive to the
maximum development of the learners are adequate and shall extend needed
provide some remedial activities in order that those students who have low
The Republic of the Philippines House Bill No. 7903 “AN ACT
SYSTEMS, AND FOR OTHER PURPOSES” This bill seeks to establish a rating
and user addiction. This act shall be known as the “Video Games Act of 2018”
Related Literature
Call of Duty, Madden NFL, Battlefield, World of war craft, Mobile Legend
(ML), Mini militia, these are all video game that have a top selling product in the
consumer market. They are popular not only in the United States but throughout
the whole world, such as South Korea, Australia, China, France and even our
country Philippines. They consist of video game consoles or computer. You can
play them at home at a friend’s house or even while you are walking down the
Video games first came out back in the 1970’s not that many people were
into them because, they were expensive and there were not many things you
could play on them other than Ping-Pong and hockey. Then, in the 1990s
Nintendo came out with a whole new console which delivered a game and
storyline people became instant fans of. The storyline of the game was about two
Italian brothers one red and one green who were trying to save the princess from
the evil Koopa King. This game of course was called Super Mario Bros. this was
From here on out, games started getting more specific, detailed and
expanding with levels. It is used to take a few days to complete a game, but with
more memory and better consoles the levels are much deeper and longer beat.
Graphics have been modified to look like real life events and people. Video
games makers have established a gaming experience were it feels as though the
users are really inside the game. Another gaming advancement has been online
play. Online playing makes it possible for a person from Philippine to play with a
person from America via Internet as long as they have the same game. With
headset and texts, people can communicate with the people they are playing
with. The better the game the more persons will play. All these development
made a few people become addicted to playing video games, playing over 15
hours a day, losing sleep, missing school and work. There are some people who
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believe playing video games can be a good thing and that it is just a childhood
thing to do.
Video games have been one of the world’s most popular forms of
entertainment. The biggest release each year can easily bring in more money
than blockbuster movies or hit albums. As the video game industry has grown
and expanded, so too has the propagation of wild video game fan theories
technical aspects of video games for years, theories that examine games as an
artistic medium are a relatively recent development in the humanities. The two
most visible schools in this emerging field are ludology and nematology.
Narrativists approach video games in the context of what Janey Murray calls
“Cyber drama”. That is to say, their major concern is with video games as a
storytelling medium, one that rises out of interactive fiction. Murray puts video
game in the context of the Holodeck, a fictional piece of technology from Star
Trek, arguing for the video game as a medium in which players allow to become
another person, and to act out in which players allow to become another person,
and to act out in which players allow to become another person, and to act out in
another world. This image of video games received early hiwidespread popular
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supports, and forms the vast of films such as Iron existence and The Last
Video games can deprive a person from the real world. According to
Weinstein (2010) users may play compulsively, isolating themselves from other
forms of social conta a high score or beating the whole game in one day all these
Related Studies
Video games do not just have negative effects on people; they can also
have positive effect. According to this database, “Players play video game due to
various motivations and purposes. Some believe video games help them boost
mental skills and improve physical coordination, and speed reactions to novel
situations” (Shu-Shu, 2011). This means that video games can contribute mental
skills because some video games require critical thinking and that can enhance
people’s reaction. Also since most video games require a remote control, hand-
eye coordination increases a person’s movement. Some video game can also
help people lose weight while exercising. This method uses a kinetic sensor
device, which is a motion sensor that does not require a remote control. All you
have to do is put the sensor device near your television where it can scan the
person’s playing, and any kind of movement the person does, the player on the
television will do the same thing. This establishes an exercise activity in which
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people who play will not be setting on the couch. All kinetic games promote the
act for cardio activity for instances; pumping your feet and arms to make it seem
like you are running. Other activities include jumping up and down, dancing and
Games on Children: What Parents Need to know” disclosed that the amount of
time spent playing video game has a negative correlation with study habits.
Playing violent game for hours every day could have negative and positive
but improve visual attention skills. Parents should recognize that video games
can have powerful effects on children, and should therefore set limits on the
amount and content of games their children play. In this way, they can realize the
There have been various amounts of effects for video game addicts.
alcohol and substance abuse were positively related to the frequency of video
game playing” (Mentzoni, 2011) this means the syndromes that a video game
addict can obtain range from a minor problem (sleep problem) to major problems
(suicide) when a person does not have at least eight hours of sleep a day, he or
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she can develop stress and become moody. This not only affects the video game
addict themselves but also their family or friends that are close to the individual.
The way suicides occur is some people try to reenact what they play in the game.
Violent video game games are believe to contribute in this factor. According to
this article, “One of the primary concerns with violence in video game is that
gaming is not passive. In order to play and win, the player has to be aggressor.
violent acts”. Video games are related to show the age appropriateness. Video
games have ratings start at C, which means adults only. The most common
There could be trends through that children and teens can go through.
According to this data base, “Given trends for television usage, one might expect
video game usage to increase across elementary school. The frequency of video
game play appeared to be relatively steady from ages 8 to 13, and to decrease
thereafter” (Gentile, 2009). This means video game addiction can be just a phase
of a person goes through. Kids in elementary start using video games because
everyone has them, in middle school they have nothing else to do, but by high
school, kids turn into teens and start going to parties and joining sport teams
Addiction” concluded that most kids ranging from 8 to 17 years old play video
game games for a large amounts of time because, they do not have anything to
do when they get off of school. They serve online games as a replacement to
have fun and interact with people. Another part of his research shows most
adults who are addicted to playing video game started when they were in their
teens and they never let go of playing. In some cases these people chose video
games over their actual lives and either get a small job or do not even have a job
and sill live with their parents even after high school. This gives the person more
playing time without having to worry about paying bills or living life outside.
relationship with the video games they play for instances., Selnow (1984) argued
that some individuals are drawn to video games, because they7 provide a sense
202 adolescent video game players identified a small group of players for whom
video game games were considered more fun and exciting that being with real
life friends these players preferred electronic friendship because it was easier
loneliness.
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THEORIES
Self-Determination Theory LEGAL BASIS
(Edward L. Deci ata Richard M. Article 220
Ryan, 1980) Sec.5-To furnish students with good
“Extrinsic motivations to play and wholesome educational materials.
video games…..” Parents should supervise their activities….
Theory of adaptation (Family Code of the Philippines,
(Linda Hutcheon, 2006) Chapter 3, Effects of Parental Authority upon
“Explores the continuous the Persons of the Children)
development of video Article VII
games…….” Sec.9-Teachers shall ensure that the
Video Game Theory Reader conditions contributive to the..
(Mark J. P. Wolf, Bernard Perron, (Code of Ethics for Professional Teachers)
2003) Article IX
“A crucial and timely edited Sec.2-It is the teachers’ responsibility
volume which focuses exclusively to inform parents……….
on the theorization of video (Code of Ethics for Professional Teacher,
games. Drawing upon examples Resolution no. 435, series of 1997)
from widely popular games R.A house bill no. 7903
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INPUT
Male Video Game Addiction in Relation to
Female
the Study Habits of the Students in
students Students
Cayacay High School
PROCESS
Statement of the Problem
1. - What is the demographic profile of the respondents in terms of the following?
a. name c. sex
b. age d. grade
OUTPUT
game addiction to the study habits of the students in Cayacay High School.
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following?
a. name
b. age
c. sex
d. grade
learning, this study will serve as a guide for the students in the use of technology
through constant advice and follow up. This will also give them guidelines and
Parents. This study will hopefully keep them alert, vigilant and aware of
the activities done by their children. It will also give them a chance to see for
themselves the attitudes that they have developed and acquired, thus, be models
too.
Students. Through this study, students will know the relationship of video
game addiction to their study habits in order to enlighten their minds that playing
video games excessively without limitations is not a good practice. This will also
help them to be guided every time they engage in this activity and when they are
leading to addiction. Hopefully this study won’t keep them from spending most of
interested in this study. It will serve as their basis and their background about
their research.
This study was conducted to identify the factors that affect the involvement
to video game addiction of students in Cayacay High School and how it would
affect their study habits. The data gathering was done through interviewing
certain Junior and Senior High School students that determines the reaction or
response of their reasons. The research questions were answered by 8 male and
RESEARCH METHODOLOGY
Research Design
recorded and put into writing. The researcher analysed and organized the data
Research Environment
Before the land area where Cayacay High School was built, it is a rice
field; half of it was planted with coconut and mango trees where carabaos and
cows tied in it. Students from Cayacay went to Alicia High School (also known
from Barangay Cayacay only to finish their study in high school. The problem
during heavy rains, the river overflowed that caused the students not to attend
school for the bridge was impassable. This concern compelled the late Barangay
Captain Exequil Madrinan III through the help of former Mayor Pedro Miasco,
and Alicia Technical Vocational High School Principal Juanito Flores. The
endeavor of bringing accessible education put into realization by the year of 2008
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month of June. In the first year of operation, a total of 58 students occupied the
From the start there was only two classroom intended for 1st and 2 nd year
students. The school continued to receive more blessings from different people
eastern part of town. The total land area is 1,080. 6580 ha. Occupied with three
Cabidian of Mabini, Bohol and in the west by barangay Napo. It is Third from the
The distance from the town proper is five (5) kilometers. Going there by
pesos (50.00) from barangay Cayacay to the town proper if you’re travelling
alone.
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Figure 2
As of now (2018), Cayacay High School has Junior and Senior High
School department. There were 8 classrooms for JHS and 2 classrooms for SHS,
Research Respondents
School for the School Year 2018-2019. Convenience sampling was used in the
study.
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Research Instrument
Junior 4 4
Senior 4 4
Procedure
DEFINITION OF TERMS
Online Game. This refers to any game that is played online, as well as,
Study Habits. These refer on how students manage their time in such a
way that they can review and study their lessons in school regularly.