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Chapter I

Introduction

1.1 RATIONALE
An online game is played through the internet. It has been
Omnipresent on current gaming platforms such as xBoxes, PCs ,
Mobile Devices and has generated many genres including First
Person Shooters (FPS), Strategy Games and Massiely Multiplayer
Online Roleplaying Games (MMORPG).
Online games faced condemtion for an environment that
promotes cyberbullying, violence, xenophobia, etc. Some gamers
are also anxious about gaming addiction and socal stigma. Online
games captivated players , especially teenagers, with complex
graphics and virtual worlds.
Online games is the upgraded form of video games. The
first commercial video game was released in the early 1970s, it
took about ten years for the first report of video game addiction
to appear.
Online games ruined numerous lives of gamers. Being
addicted to it may lead to doing things that is different to the
things done in daily lives such as stealing, gambling , dropping
in school etc. This dilemma is most fitting to young people.
According to Denvert (2016),video game addiction is an
impulse control disorder, which is highly related to pathological
gambling.Video games addiction can be rephrased as video game
overuse.
Students playing online games may encounter side effects
such as lack of interest to study, cutting classes, more absences
etc., owing to the fact that they spend more time playing than
studying.

1.2 Statement of the Problem


With this study we would be aware of the effects of online
ga

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