The Problem and Its Scope Rationale

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CHAPTER 1

THE PROBLEM AND ITS SCOPE

INTRODUCTION

Rationale

Being a technology-dependent country, the rise of the internet use has led to many changes in our

daily lives. And this rise has not been made up only through the social networking sites such as Facebook,

Twitter, Instagram, YouTube or any other but mostly, of Online games. Online game refers to any game

that a person plays through the use of internet over a computer network; this is played by multiple players

in different scopes around the world. Particularly, online games are computer software programs that can

be used without the limit of time and is free. And these games were often written in Java languages

because they play up simpler than games that require downloading.

The popularity of online gaming has spread at an increasing rate since its introduction. However,

given the increasing number of studies on the phenomenon of problematic gaming, there have been

growing concerns about negative consequences for a small minority. These gamers spend more time with

gaming than planned while ignoring other important activities causing negative effects on their

performance, social relationships, and withdrawal symptoms. There are different names present regarding

this phenomenon in scientific literature. The phenomenon is referred to as addiction, problematic use,

excessive game use or engagement. However, all these authors – irrespective of the name – agree in that

there exists an excessive form of online gaming that shows a problematic pattern and that is related to

behavioural addictions. The present authors propose to use the name problematic gaming. This term

describes both the epitome of the phenomenon (i.e., that the behavior is not only excessive but gaming-
related problems are also expected to be present), while avoiding the notion of dependency (as the exact

definition and diagnostic criteria have not yet been clarified or agreed).

Nowadays, people see online games having a good impact for students and kids considering it as

an effective mind exercise. This also shapes a student’s ability to think and react faster as they do in

gaming. A research shows that a child playing online games becomes more active and can change your

brain to be smarter [C. Shawn Green 2019]. Online gaming plays a major role for a teen’s involvement to

modernization and preparation for the 21st century. However, we should not lose sight of the negative

impacts it may bring to us. Online gaming is one of the most blamed issues by the media why teenagers

today becomes violent and commit extreme anti-social behaviour which they probably adapt from the things

happening on the virtual world.

The concerns appear to be grounded as a growing number of studies indicate that Internet gaming

addiction is associated with various negative consequences. The psychological consequences include the

following: sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and

relationships, obsession with gaming and a lack of real-life relationships, lack of attention, aggression and

hostility, stress, dysfunctional coping, worse academic achievement, problems with verbal memory, and low

well-being and high loneliness. Moreover, psychosomatic consequences have been found in a number of

studies. These included problems with sleeping, seizures, and psychosomatic challenges. This long list

indicates that Internet gaming problems must be taken seriously as they can affect the individual negatively

in a variety of ways.

The respondents of our study are the grade 11 Senior High School students of the Lipata National

High School. They are the ones who have enough knowledge to answer the problems posed in our study.
Theoretical background

An explicit statement of conceptual assumptions permits the reader to evaluate them critically. The

conceptual framework connects the researcher to existing knowledge. Articulating the conceptual

assumptions of a research study forces you to address questions of why and how.

As the years past, many of the things today were invented by most of the talented and smartest

persons we ever known. Internet was its example, and within it we also have the online games which

widens and played by the adolescents, but together with the fun and fulfilling moments while playing

computer games was its benefits and hindrances. About half of all adolescents are gaming for two or more

hours per day, expending more time at home and less out socializing. There are well-documented risk to

social development, physiology, sleep, mental health and school performance. The lack of social skills

where an adolescent doesn’t have the proper manner in socializing with others and the different possible

health problems such as: worsening of blurred eye sight and improper way of gaining weight, there are just

few examples of bad effects of online gaming. Online games can be harmful if your child is unable or

unwilling to participate in any interests or extracurricular activities other than gaming. These days The rate

of technological advancement is increasing with time, society is looking to create and develop easier ways

to live and lengthen their lives. The internet is a massive source of information that millions of people use

and depend on every day.

Technological advances have provided educational institutions the capability to explore various

online teaching strategies such as digital games in the classroom. Though games can be used to engage

various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade

level with traditional-aged students. Little research literature exists that explores the influence of digital

game-based learning on the academic achievement of nontraditional undergraduate students. An extensive

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