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Edited by Sempron 11 Cripedia Group 1 PR Whole Chapter 1
Edited by Sempron 11 Cripedia Group 1 PR Whole Chapter 1
Edited by Sempron 11 Cripedia Group 1 PR Whole Chapter 1
BANGOT, KYRELL
SEMPRON, JAY C.
UNIVERSITY OF BOHOL
City of Tagbilaran
November 2020
CHAPTER 1
THE PROBLEM AND ITS SCOPE
Introduction
It is undeniable that the computer has become an essential tool for every human being's
daily life. The Internet is an absolute necessity for adults and children alike. It is difficult to
believe that anything can be achieved without the Internet particularly from a youth perspective.
Youth nowadays spend so much time on the phone, browsing the Internet for hours. Some have
become too addicted and don't realize they're actually suffering from the Internet Addiction
Disorder.
One of the major effects of spending so much time on a screen that young people are
prone to ignore is personal negligence. When one is too busy with browsing the Internet, they
seem to pay little attention to their quality of life other than the machine they use. Some people
might not take a bath, clean their room, or eat well, because they're too focused on what they're
doing. Because of the long hours spent working with a machine, young people often eat
irregularly, such as missing meals or overeating. This indirectly leads to health issues, such as
In his work, Griffiths have posited that “It has been alleged that social pathologies are
beginning to surface in cyberspace (i.e., technological addictions). To date, there is very little
empirical evidence that computing activities (i.e., internet use, hacking, programming) are
addictive. Anecdotal evidence indicates that the typical “addict” is a teenager, usually male, with
little or no social life, and little or no self-confidence. This article concentrates on five case
studies of excessive computer usage. It is argued that of the five cases, only two of them
describe “addicted” subjects. Addiction com- ponents criteria were used in the assessment. The
excessive usage in the majority of cases was purely symptomatic and was highlighted how the
youth’s life when they get excessively addicted with the Internet. Because of spending too much
time on the computer, youths have a propensity to reduce socializing with others. They tend to
feel that computer is the only form of relationship that they have the time to focus on. They have
a tendency to lose the desire for human contact and communication and in a way they are
breaking away from reality. In the lives of young people who are addicted to computers, it is
their families and friends who suffer the most from this kind of loneliness.
The ultimate impact that computers have on young people who are addicted to them is
academic degradation. Because young people usually spend most of their time on computers
and the Internet, they tend not to concentrate much on their studies at all. This indirectly leads
the teacher and parents to terrible grades in exams and a negative impression. For this reason,
for flunking an exam, the teacher and parents of the youth will scold and punish them in one
way or another. Often they get miserable when their parents restricted them or not allowed to
In addition, computer addiction can only grow as time passes, just as the age of
computers is now. More and more people around the world will suffer a health condition, social
and emotional impact due to computer addiction. These issues should not be left unchecked as
they can cause significant damage to young people who are addicted to the internet and will
have a bad impact on their future. In my view, young people should spend time browsing the
In the Philippines there is a belief that when people engage in video games it will make
them dumb. It will be easier to defend gamers if they are doing well in their lives. Specially most
gamers nowadays are teenagers, it can affect their studies. Instead of attending classes, other
Some invest so much on betting games that to support their addictions, they end up selling their
phones and jewels. Instead of going to school or working around the house, there are players
Some get alone and pull themselves away from other people finally. What is worse is
that some people are using their struggles to justify their bad gaming habits. Some use the good
old excuse that 'nobody knows' or that 'life is boring' that they break up with their significant
partner. Other gamers don’t understand that gaming should have limitations and it should
remain as a hobby.
Students nowadays are stressed because of loaded school works and games are their
way of relieving stress. On the bright side it can help their minds to be more active. Such as
solving problems, some are able to think of solutions because their experience in adventure
games. Gaming should remain as someone’s stress reliever and not someone’s addiction.
The researchers aim to know if students in locals can control themselves from gaming.
(1) To find out if do they play games just for stress relieving.(2) Does the age and sex matters in
problematic gaming.(3)
The purpose of this study is to know if the students’ daily lives and school performance
were affected of playing video games. It is also The researchers aims to let them know what are
the possible effects to problematic gaming. This study can also let people be aware of their
actions when it comes to gaming, whether they took it seriously or just for relieving their stress.
RELATED THEORIES
This chapter will search for the related theories or theoretical background into
problematic gaming. This chapter will look on the parental absences and other theories that will
Theory of Planned Behavior (TPB) started in 1980 as the Theory of Reasoned Action
to forecast the intention of a person to participate in a behavior at a given time and place. The
definition was meant to clarify all activities that persons had the potential to develop self-control
over.TPB is based on the Theory of Reasoned Action (TRA) which states that one's belief
affects attitude which, in turn, influences behavior. However, TPB is similar to the inclusion of
perceived control on certain behaviors (Haagsma et al., 2012). Behavioral intent is the main
component of this model; behavioral motives are affected by the attitude regarding the
probability that the behavior will have the desired result and the subjective estimation of the
costs and benefits of that outcome. The Theory of Planned Behavior is useful to this study
because it will explain how gamers handling themselves on playing video games. It will show if
gamers are well aware of their behavior that may lead to unhealthy effects.
Flow Theory Flow theory has been considered as a comprehensive theory to explain
both sides of the impact from computer game playing because the state of flow refers to what
happens when children are playing computer games that involve enjoyment, challenging,
Social Learning theory postulated by Albert Bandura, basically says that social
human learning and behavior
Legal Basis
[ Republic Act No. 10175 ] AN ACT DEFINING CYBERCRIME, PROVIDING FOR THE
1. Title. — This Act shall be known as the “Cybercrime Prevention Act of 2012”.
SEC. 2. Declaration of Policy. — The State recognizes the vital role of information and
broadcasting electronic commerce, and data processing, in the nation’s overall social
and economic development. The State also recognizes the importance of providing an
exploitation of information and communications technology (ICT) to attain free, easy, and
intelligible access to exchange and/or delivery of information; and the need to protect and
safeguard the integrity of computer, computer and communications systems, networks, and
databases, and the confidentiality, integrity, and availability of information and data stored
therein, from all forms of misuse, abuse, and illegal access by making punishable under the law
such conduct or conducts. In this light, the State shall adopt sufficient powers to effectively
prevent and combat such offenses by facilitating their detection, investigation, and prosecution
at both the domestic and international levels, and by providing arrangements for fast and
The literature review of this proposed study, concerning computer addiction includes variety of
scopes to be discussed to know further details and additional matters addressing computer
addiction. In this part of the study, different definitions of addiction and other types of computer
Internet addiction is a rather new research area which has less than ten years of history (Akhter,
2013). Internet addiction has become a global concern to the public and it can be indentified as
a heatlh issue (Kapahi et al, 2013 ). An individual's inability to control the usage of computer is
defined as computer addiction (Chao and Hsiao, 2000, cited at Ahkter, 2013. p. 1794). Internet
overuse or excessive use of computer that may lead to a change in one's daily regular life can
be described as internet addiction (Kapahi et al, 2013). In the internet addiction people become
addicted not to the substance , but to work with computer orto the feeling achieved during
working with the internet (Jonanian and Seifury. 2013) Young Internet users are more at risk af
A common group for studying computer addiction has been university students. University
students are considered as a high risk group for computer addiction (Young and Rogers, 1998 ,
Nalwa and Anand, 2003). Possible reasons for this are: students have blocks of unstructured
time, universities provide free and unlimited access to the internet,students from the ages of 18
- 22 years are for the first time away from parental control without anyone monitoring, young
students experience new problems of adaptingt to university life and fiding new friends, and
often end up seeking a companionship by using different applications of the computer using
internet, students receive full encouragement from faculty amd administrators in using the
different computer application. Adults are more trained to use the different applications ot
technological inventions and especially the internet . Students desire to escape university
sources of stress resulting from their obligations to pass exams compose essays and complete
their degrees in the prescribed time with a reasonable marks, and finally students feel that
university life is alienated from social activities,and when they finish their studies. The job
market with all its uncertainties is a field where they must participate and succeed in finding
employment (Young , 2004). Despite the positive effects of computer. But still need to put in
mind its negative effects when used excessively. Its negative effects are low academic
performance ,social behavior and bad habits due to its use.(Young 1996, Nalwa and Anand .
2003).On the basis of the existing literature it was hypotized that computer addiction can have
Studies indicate that the use of computers and the internet differs between men and women.
Weiser (2000) conducted a study on gender differences in internet use patterns and internet
application preferences.The study concluded that their were numerous gender differences in
preferences for specific computer applications. The same results were confirmed by the study
of Morahan-Martin and Schumancher (2000). Further Ahkter (2013) revealed that male
students have high internet addiction than females. However ,Usman et al.. (2014) showed that
there were no gender differences in computer addiction. Papasterqiou and Solomanidou (2005)
mentioned that boys have more opportunities to access computer and use internet for
intertainment and web page creation than girls do. With no other differenced in their activities.
The presence of a computer with internet access in a person's environment is necessary for the
person to develop computer addiction. The students come to the university from home, boarding
place and hotels. There might be differences in computer addiction in terms of place where they
stay. Students who come from home regularly monitored by their parents, however students
who stay at boarding places and especially hostel are not supervised by adults (Frangos, et al..
2010).
Related Studies
The related study about computer addiction, according to Daria J. Kuss & Mark D
Griffiths (2012),The study indentify neuroimaging techniques to shed light upon the emerging
mental health problem of Internet and gaming addiction from a neuroscientific perspective.The
article that made by John P. Charlton,Ian DW Danforth (2010) considers validatory evidence for
the previously made distinction between (pathological) computing-related addictions and (non-
According to Duggan 2015, Digital game playing is a ubiquitous pastime among youths
and adults. Technological advances and the rapid increase in Internet access over the past two
decades have allowed the digital game industry to greatly expand its appeal, attracting the
According to Aarseth et al. 2017, The most recent revision of the International
during 2018, identifies a Gaming Disorder (GD; or problematic gaming) as a mental health
condition. Several scholars have voiced disagreements with this classification, arguing that it
According to Pontes et al. 2015, These frameworks treat gaming behavior as something
that is inherently addictive, with addiction-based symptoms and related impairments similar to
those of substance abuse, including loss of control, cravings, limited activity focus, and life
According to Granic et al.2014; Hofferth and Moon 2012, A growing body of literature
suggests that problematic gaming can be linked to detrimental effects on health, although these
findings are somewhat controversial. A handful of studies have shown that a moderate level of
According to Parkes et al. 2013, large follow-up studies have demonstrated that even
very excessive game playing over extended periods does not always have harmful effects on
gamers.
According to Peters and Malesky 2008, It has also been suggested that fundamental
According to Mentzoni et al. 2011 and Lam 2014, Problematic gaming may thus
undermine mental, social, and physical health. It has been linked to reduced life satisfaction,
According to e.g., Lemmens et al. 2011; Walter et al. 2010, With respect to their health-
related outcomes, both similarities and differences between problematic gaming and substance
use disorders (i.e., excessive drinking, smoking, or use of other drugs) have been reported.
Studies have suggested that adolescents and young adults with problematic gaming symptoms
or substance use behaviors exhibit common psychosocial features including loneliness, low
According to Rikkers et al. 2016; Strittmatter et al. 2015, People with problematic gaming
behavior were also more likely to exhibit hyperactivity and to display certain psychosocial
al. 2015)
According to e.g., van Rooij et al. 2014 and e.g., Männikkö et al. 2017, Although most
behavioral problems are commonly associated with problematic gaming behavior, it is unclear
whether problematic gaming precedes or follows these problems. Together, these findings
support the view of an underlying vulnerability to both these problematic behaviors, but more
research is needed to determine whether there are any specific psychoactive substance use
habits that are particularly likely to co-occur with problematic gaming. While the harmful
influences of problematic gaming may be less noticeable or disturbing than substance use
disorders, excessive involvement in gaming (as a type of sedentary and screen behavior) may
interfere with meaningful daily life activities. More specifically, time spent on gaming habits can
cause neglect of activities (as described by the “displacement theory” of Huston et al. 1999) that
are considered more beneficial for individuals’ health and functioning, such as physical and
social activities.
According to Mihara and Higuchi, 2017, Video gaming is known to have some benefits
such as improving focus, multitasking, and working memory, but it may also come with costs
when it is used heavily. By spending a predominant part of the day gaming, excessive video
gamers are at risk of showing lower educational and career attainment, problems with peers,
According to Skoric et al., 2009, Parents and professionals may be worried about their
excessively playing children being “addicted.” However, problematic and potentially addictive
video game use goes beyond the extent of playing (in hours per week.
According to Festl et al., 2013, Future studies may also answer the question whether the
link between video gaming and psychological functioning is moderated by sex, age, the reasons
for playing, or the preferred game genre. In addition, it is important not to forget that the present
results are based on a self-selected sample in which potentially problematic video gamers were
overrepresented.
CONCEPTUAL FRAMEWORK
Theoretical Background
Legal Basis
- Theory of Planned Behavior
- [ Republic Act No. 10175 ] AN ACT
DEFINING CYBERCRIME, - Flow Theory
PROVIDING FOR THE
PREVENTION, INVESTIGATION,
SUPPRESSION AND THE
IMPOSITION OF PENALTIES
THEREFOR AND FOR OTHER
PURPOSES SECTION
1. What is the profile of the students in terms of their sex and age?
1.1 Sex
1.2 Age
Computer is a very useful for people nowadays. Due to the new normal, people often
work from home and with the use of computer we can do it easily especially to students that are
now adjusting to the new normal. Even before the pandemic computer is already a hit to
children and teenagers. Some of students commit cutting classes just to go to the internet cafes
playing games and also those students who have computers at home tend to play games and
copy other student’s answer rather than answer their own modules. It will be a serious problem
if the students will continue this act. For now, students are staying at home doing studying self-
paced but when face-to-face classes will start, cutting classes might occur again. This has
serious negative effects not only academic aspect but also in health.
This study brings finding the effects of problematic computer gaming to the Grade 11 students’
mental health and physical health of University of Bohol – Senior High School. It is specifically
1. What is the profile of the students in terms of their sex and age?
1.1 Sex
1.2 Age
2.1 Health
2.2 School
3. Is there a significant relationship between the profile of the respondents and the level of
effects?
The analysis here indicates that students initiate computer sessions powered by
exclusive content, a means of diversion, or simply by interactive friendships that create a feeling
of camaraderie, including juvenile delinquent ones. It would appear like a game that has one
student addicted, then multiplies the addictive rate from one to a hundred after learning that his
The respondents cannot argue that computer games are played in class hours or
beyond bedtime, the practice most performed with their gang mates or barkada. It is constant
reprimand of parents to top the ratings in the effects. The students have experienced poorer
grades and dropped out of school. Therefore, truancy has seriously impaired the school
success or academic work of the respondent due to gang activity, namely, playing computer
In regards to this problem the school and staff will know how many students are into
their computers/laptops. The students will also know the effects of the computer addiction to
their health and so that they can control themselves. The researchers will be able to
Design
The research design is quantitative. This research will be having a survey by providing
questionnaires which will be answered by those selected students by the researchers. The
Environment
This study will be conducted at University of Bohol - Senior High School, located at Dr.
Cecilio Putong St., Cogon, Tagbilaran City Bohol. The University High School Department was
The respondents of the study are the Grade 11 students. The respondents will be both
male and female. A sample of 120 students will be chosen from the whole population of Grade
11 Students.
Instrument
The researchers used a survey questionnaire which consist of two parts. First is the
respondent’s profile and is followed by the survey questionnaire proper. The questionnaire is
answered base on how often the respondents do the situational questions. Since school
The researchers will use questionnaires to collect data from the respondent with respect
to their usage of computer to ensure a proper procedure in conducting the study. The
researchers will find out through this that many students can’t control themselves when it comes
to using computer and playing games online. The researchers will pass a written formal letter to
ask for permission to the Principal Mrs. Sofila L. Gantalao counter signed by the Practical
Research Teacher.
The questionnaires will be distributed by the researchers. Each researcher will distribute
The researchers shall obey the protocol in conducting a study, the research
methodology and questionnaire will be checked by the University of Bohol – Research Ethics
Committee to avoid harm in conducting the study. The researchers should also secure the
Statistical Treatment
The study aims to know if Grade 11 students are having effects of problematic
gaming. It also aims to know if the profile of the respondents mattered on the level of
problematic gaming. This focuses on Grade 11 students who are into video games and online
Parents
This study is significant to parents because it gives them knowledge about the effects of
computer addiction/gaming to their children. This will encourage the parents to look out for their
children in their daily usage of computer. This will also give the parents an idea of their child's
social life that is caused by computer addiction. This can help them realize the importance of
supporting and guiding their children about the proper usage of computer. As an inspiration of
the students, they are to support them for their success in the future.
Local Government
The Local Government will be able to implement events and activities that can help
change computer addicts and help them improve their self-esteem and fix their social life. They
will also be gaining insights as to what measures are appropriate to help the students. The
results of this study will be serving as a good source of accurate and useful information.
Psychologists
Through this study, Psychologists will be able to do their work with our generation to
help computer addicts with their social and academic problems. The findings of this study will
provide information on how to deliver this generations problem which will allow the experts to
Students
They are the direct recipient of this study to give awareness about computer addiction
that may affect learning of the student. This study carried out in order to analyze the effects of
computer addiction among the students of University of Bohol to prevent them from academic
problems.
Teacher
The teachers are one factor that can help the students in lecturing them about the
Operational Definition
Problematic Gaming - Many terms have been proposed to describe the excessive and
Psychoactive - also called psychotropic, is a term that is applied to chemical substances that
change a person's mental state by affecting the way the brain and nervous system work.
Psychosocial - relating to the interrelation of social factors and individual thought and behavior