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Online Gaming Addiction and Being Sport

BY

Steven Louise A. Samoy

Trisha Mae R. Manlapaz


ACKNOWLEDGEMENT

We, the researcher would like to take this opportunity to thank all those who had
helped us in making this research possible and to make this research help us what is
the big effect in our community and in teenager.

To________________
Table of Content

Title Page

Acknowledgement i

Table of Content ii

List of Table iii

List of Figure iv

Chapter 1: PROBLEM AND ITS BACKGROUND

Introduction

Background of the Study

Theoretical Framework

Conceptual Framework

Research Problem

Statement of the Problem

Scope and Delimitation of the Study

Significance of the Study


Definition of Term

Chapter 2: REVIEW OF RELATED LITERATURE AND STUDY

Related Literature Foreign

Local

Related Studies Foreign

Local

Chapter 3: METHOD AND PROCEDURE

Research Method

Subject of the Study

Data Gathering Procedure

Chapter 4: PRESENTATION ANALYSIS AND INTERPRETATION OF


DATA

Chapter 5: SUMMARY, CONCLUSION AND RECOMMENDATION

Brief Review of the Study

Summary of Findings

Conclusion
Recommendation

Bibliography

Appendices

Chapter 1
PROBLEM AND ITS BACKGROUND

1.1 INTRODUCTION

Our reason to make this research about online games (Esports) is to gather
data what is the help of online games in 3 rd year highschool student. What is the side
effect of being addictive in online games in the 3 rd year highschool student? It can be
positive effect or negative effect? And if the online game being sports in the
Philippines the parents can support their Son/Daughter to compete or to play online
games? We all know the online games can less our stress but we didn’t realize us we
are going to start to be addictive in online games and being addictive in online games
we also forgot our responsibilities in school or work.

Our objectives or aims to make this research are how to control playing online
games and what are the benefits of playing online games, and if the online games are
being sports in our country who will be benefits?

An online game is a video game played all over the world. Examples
of online games are cabal, ran online, ragnarok, gunbounds, rakion, and more. But the
online games what our talking about is Starcraft, Defense of the ancient (dota),
League of Legends and Defense of the Ancient 2(dota 2) this four online games are
the four famous games that played all over the world and this four online games have
tournament like Manila major in Dota 2 and Worlds championship in League of
legends. This tournament is like an Olympics because the players are from other
country and they spend money and they also have a sponsor to help their financial.
Like an Olympics this tournament also has money prize and trophy who will be the
champion. Example of this tournament is “The International 6” of Dota. MANILA,
Philippines – TNC Pro Team defied expectations and lived up to the hype, ousting
powerhouse Team OG to enter the Top 8 at the The International DOTA 2
championships at Key Arena in Seattle. The Filipino professional gamers swept the
tournament favorites in their best-of-three series on Wednesday to book a seat at the
Top 8. They are already guaranteed a prize of at least P23.5 million. TNC, compose
of Marc “Raven” Fausto, Carlo “Kuku” Palad, Sam “Sam_H” Hidalgo, Nico “Eyyou”
Barcelon and veteran captain Jimmy “DeMon” Ho, avenged their group stage loss
against the Frankfurt and Manila Major champions, where they were swept and fell in
the lower bracket of the tournament. With the loss, the European eSports team took
an unexpected early exit with a consolation prize of $300,000.
( By AJ Bolando [philstar.com])

Another example of tournament is Worlds Championship 2016 of league of legends.


South Korean team SKT Telecom T1 has won the 2016 world championships of the
League of Legends (LoL) video game. For its 3-2 victory over a team backed by
phone-maker Samsung, SKT's five members shared a prize of $2m (£1.64m) between
them. The win is the third time in four years that SKT has taken the title. It also won
the title in 2015. The final ran for six hours and was held in front of almost 20,000
LoL fans at the Staples Center in Los Angeles. SKT's Lee Sang-hyeok, aka Faker,
was named as the most valuable player of the tournament. The total prize pot for the
tournament was $5m with $750,000 going to second place team Samsung. The money
available to teams taking part was increased by fan contributions. (Riot Games)

These are the description about Starcraft, Dota, League of Legends, and Dota 2.
1. StarCraft

- is a military science fiction media franchise created by Chris Metzenand


James Phinney, and owned by Blizzard Entertainment. The series, set in the
beginning of the 26th century, centers on a galactic struggle for dominance
between four species—the adaptable and mobile Terrans, the ever-
evolving insectoid Zerg, the powerfully enigmatic Protoss, and the "god-
like" Xel'Nagacreator race—in a distant part of the Milky Way galaxy known
as the Koprulu Sector. The series debuted with the video game StarCraft in
1998. Since then it has grown to include a number of other games as well as
eight novelizations, two Amazing Stories articles, a board game, and other
licensed merchandise such as collectible statues and toys.

Blizzard Entertainment began planning StarCraft in 1995, with a


development team led by Metzen and Phinney. The game debuted at E3 1996,
and used a modified Warcraft II game engine. StarCraft also marked the
creation of Blizzard Entertainment's film department; the game introduced
high quality cinematics integral to the storyline of the series. Most of the
original development team for StarCraft returned to work on the game's
official expansion pack, Brood War; the game's development began shortly
after StarCraft was released. In 2001, StarCraft: Ghost began development
under Nihilistic Software. Unlike the previous real-time strategy games in the
series, Ghost was to be a stealth-action game. After three years of
development, work on the game was postponed in 2004. Development
of StarCraft II: Wings of Liberty began in 2003; the game was later
announced in May 2007 and was released in July 2010. The StarCraft
II franchise continued with the StarCraft II: Heart of the Swarmexpansion,
which was released in March 2013. The third StarCraft
II installment, StarCraft II: Legacy of the Void, released in November 2015.

2. Defense of the Ancient (Dota)

- is a multiplayer online battle arena mod for the video game Warcraft III:


Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on
the "Aeon of Strife" map for StarCraft. The scenario objective is for each
team to destroy the opponents' Ancient, heavily guarded structures at
opposing corners of the map. Players use powerful units known as heroes, and
are assisted by allied heroes and AI-controlled fighters. As in role-playing
games, players level up their heroes and use gold to buy equipment during the
mission.

The scenario was developed with the "World Editor" of Reign of


Chaos, and was updated upon the release of its expansion, The Frozen
Throne. There have been many variations of the original concept; the most
popular being DotA Allstars, which eventually was simplified to DotA with
the release of version 6.68.  This specific scenario has been maintained by
several authors during development, the latest of whom is the anonymous
developer known as "IceFrog" who has developed the game since 2005.
3. League of Legends

- is a multiplayer online battle arenavideo game developed and


published by Riot Games for Microsoft Windowsand OS X. The game follows
a freemium model and is supported by microtransactions, and was inspired by
the Warcraft III: The Frozen Thronemod, Defense of the Ancients.

In League of Legends, players assume the role of an unseen


"summoner" that controls a "champion" with unique abilities and battle
against a team of other players or computer-controlled champions. The goal is
usually to destroy the opposing team's "nexus", a structure which lies at the
heart of a base protected by defensive structures. Each League of
Legends match is discrete, with all champions starting off fairly weak but
increasing in strength by accumulating items and experience over the course
of the game.

League of Legends was generally well received at release, and has


grown in popularity. By July 2012, League of Legends was the most played
PC game in North America and Europe in terms of the number of hours
played. As of January 2014, over 67 million people played League of
Legends per month, 27 million per day, and over 7.5 million concurrently
during peak hours. In September 2016 the company estimated that there are
over 100 million active players each month.
4. Defense of the Ancient 2 (Dota 2)

- is a free-to-play multiplayer online battle arena (MOBA) video game


developed and published by Valve Corporation. The game is the stand-alone
sequel to Defense of the Ancients (DotA), which was a community-
created modfor Blizzard Entertainment's Warcraft III: Reign of Chaos and its
expansion pack, The Frozen Throne. Dota 2 is played in matches between two
teams that consist of five players, with both teams occupying their own
separate base on the map. Each of the ten players independently control a
powerful character, known as a "hero", that each feature unique abilities and
different styles of play. During a match, a player and their team
collects experience points and itemsfor their heroes in order to fight through
the opposing team's defenses. A team wins by being the first to destroy a large
structure located in the opposing team's base, called the "Ancient".

Development of Dota 2 began in 2009 when IceFrog,


the pseudonymous lead designer of the original Defense of the Ancients mod,
was hired by Valve to create a modern sequel. Dota 2 was officially released
on Steam in July 2013 for Microsoft Windows, OS X, and Linux-based
personal computers, following a Windows-only open beta phase that began
two years prior. The game initially used the original Source game engine until
it was ported over to Source 2 in 2015, making it the first game to use it. The
game also allows for the community to create custom game modes, maps, and
cosmetics for the heroes, which are then uploaded to the Steam
Workshop. Dota 2 is one of the most actively played games on Steam, with
peaks of over a million concurrent players, and was praised by critics for its
gameplay, production quality, and faithfulness to its predecessor, despite
being criticized for its steep learning curve. The popularity of Dota 2 has led
to official merchandise being produced for it, including apparel, accessories,
and toys, as well as promotional tie-ins to other games and media.

1.2 BACKGROUND OF THE STUDY


The origin of video games is very different from their use today. The earliest
innovation in video games is the invention of the idea itself. The idea of having an
fast changing or moving objects on a display that a person could interact with. This
idea resulted in the game "OXO" or "Naught and Crosses" made by Alexander S.
Douglas in 1949 for his Ph.D. thesis on human and computer interaction in the
University of Cambridge. The machine utilized a cathode ray tube as its display unit.
(Winter, 1998)

"OXO" however did not have moving images or "video" rather it was a set
series of tubes that lit up in accordance to the rest of the machine and programming.
(Winter, 1998) The idea of using a computer and a display device was again visited
upon in 1958 by William Higinbotham using an oscilloscope and an analog computer,
thus "Tennis for Two" was born. The game was simple, the 5 inch oscilloscope
displayed a game of tennis which was controlled two players, each with their own
controllers and the objective was to keep the relay going as long as possible. The aim
of this invention was to "liven up" the Brookhaven Nuclear Research Laboratory
exhibit and nothing more. The device was dismantled in 1959. (Nowak, 2008)

Early video games were developed for the sake of innovation. The inventors
who made them did not market them as consumer products; rather they were
showcases on what the current technology at the time could do. It was in 1971 when
Nolan Bushnell made the arcade game called "Computer Space" where the video
game as an industry started. What made this arcade game different was it included a
coin slot which meant it was a "pay to play" machine. It was, however released to a
very limited audience because the machine was only available to universities and
corporations which had the necessary hardware to run the arcade machine. It was not
until 1972 that video games became widespread among the population with "PONG".

Research Questions and Objectives

The aim of this research is to find out the affect of video games on the gender
gap or to be more precise: how video games increase the gender gap. What are the
factors that help increase this perceived division among the sexes? Do males and
females truly have different interests in video games?

Significance of the Study

Video games are one of the most prolific forms of media today; therefore, just
like any other form of media, it ought to be studied. This has a particular relevance to
the youth who on average play video games the most. Gamers or those who consider
themselves "hardcore" video game players will find that their favorite pastimes are
more complex that they thought and will expand their perspective. Parents who buy
games for their children will also find studies on video games to be helpful as it will
help them gain a better idea on the said topic. Perhaps the one are most likely to take
notice of this are the video game developers who have to power to incorporate the
content of such studies in their development of future games.
Scope and Limitations

This research will be limited to the topic under study - that is, video games
and the perceived widening of the gender gap that they cause. For this study, young
adults of any gender in the age range of 20 to 30 years old as it is believed that this is
a stage where many are likely to play video games and be aware of what they think.

As for the video games, there will minimal emphasis on the genres and name of the
games. Although they have significance, the content and target audience of the video
games will be the priority. Because this is a quantitative study of the topic, in-depth
interviews and experiments are not going to be tackled.

The eSport (also known as electronic sports, esports, e-sports, competitive


(video) gaming, professional, (video) gaming, or pro gaming) is a form of
completion that is facilitated by electronic systems, particularly  video games; the
input of players and teams as well as the output of the eSports system are mediated by
human-computer interfaces.[1] Most commonly, eSports take the form of
organized, multiplayer video game competitions, particularly
between professional players. The most common video game genres associated with
eSports are real-time strategy, fighting, first-person shooter (FPS), and multiplayer
online battle arena (MOBA). Tournaments such as The International, the League of
Legends World Championship, the Battle.net World Championship Series,
the Evolution Championship Series, the Intel Extreme Masters, and the Smite World
Championshipprovide live broadcasts of the competition, and prize money
and salaries to competitors.
Although organized online and offline competitions have long been a part
of video game culture, participation and spectatorship of such events have seen a
large surge in popularity from the late 2000s and early 2010s. While competitions
around 2000 were largely between amateurs, the proliferation of professional
competitions and growing viewership now supports a significant number of
professional players and teams, and many video game developers now build features
into their games designed to facilitate such competition.

The genre of fighting games and arcade game fighters have also been popular


in amateur tournaments, although the fighting game community has often distanced
themselves from the eSports label. In the mid 2010s, the most successful titles
featured in professional competition were the multiplayer online battle
arena (MOBA) games Dota 2 and League of Legends, and the first person
shooter game Counter-Strike: Global Offensive.[4] Other games with significant
earnings include Smite, StarCraft II, Call of Duty, Heroes of the
Storm, Hearthstone and Overwatch.

In 2013, it was estimated that approximately 71.5 million people worldwide


watched eSports. The increasing availability of online streaming media platforms,
particularly Twitch.tv, has become central to the growth and promotion of eSports
competitions.  Demographically, Major League Gaming has reported viewership that
is approximately 85% male and 15% female, with 60% of viewers between the ages
of 18 and 34 Despite this, several female personalities within eSports are hopeful
about the increasing presence of female gamers. South Korea has several established
eSports organizations, which have licensed pro gamers since the year 2000.
Recognition of eSports competitions outside South Korea has come somewhat
slower. Along with South Korea, most competitions take place in Europe, North
America and China. Despite its large video game market, eSports in Japan is
relatively underdeveloped, which has been attributed largely to its broad anti-
gambling laws.

The global eSports market generated US $325 million of revenue in 2015 and
is expected to make $493 million in 2016; the global eSports audience in 2015 was
226 million people.

The Global Poker League (GPL) and Sina Sports signed a deal this week


that sees Sina Sports become the Official Digital Partner of the GPL in China, giving
the GPL massive exposure in the country.

Part of the press release linked to this new partnership states that the GPL,
despite being poker-based, is not a gambling league, but is instead an eSport, which
focusses purely on competition and interaction with fans of the various franchises.

eSports is big business and an industry in the midst of another boom.


Since Atari held the Space Invaders Championship in 1980, a competition that
attracted 10,000 participants across the United States, the eSports scene has exploded
with global revenues set to hit some $463 million in 2016, up 43 percent from 2015,
according to a study by research company Newzoo.
Although eSports has Asian roots, particularly South Korea, it is the United
States that is the global leader with approximately 38-percent share of revenues.
Newzoo’s CEO Peter Warmanforecasts the US will maintain its lead with $175
million in eSports revenue in 2016, money generated from online advertising, media
rights, merchandise, tickets, and sponsorships.

PriceWaterhouseCoopers (PwC) recently published a reported entitled The


Burgeoning Evolution of eSports, which highlights how big eSports has become, and
how it continues to grow without any signs of slowing down. In fact, quite the
opposite is true.

Social media has been a major catalyst in propelling eSports into the
mainstream. Players and fans can now interact seamlessly on the various social media
channels, with Twitch seen as the platform that has helped video gaming and eSports
become known around the world. Twitch says that its users streamed a staggering 241
billion minutes of video in 2015, which equates to 459,000 years' worth, an
unfathomable number when you try to imagine it.

More traditional methods of social media, such as Twitter, Facebook, blogs,


and forums are also bustling with eSports chatter. PwC performed a three-month
social listening exercise that uncovered 278,000 mentions of eSports. In November
2015, they discovered less than 5,000 mentions, yet by January 2016 this number had
ballooned to 45,000.
"The rise of social media, live streaming, and expanded distribution options
for broadcasts and top level competition have enabled eSports to break down
geographical barriers in a way that many traditional sports have struggled with,"
said Mike Sepso, Senior Vice President of Activision Blizzard Media Networks.

What Does a Typcial eSports Consumer Look Like?

eSpo
rts demographic

Part of PwC's study into eSports saw them survey a group of 757 individuals
of all ages, sexes, and ethnic backgrounds in an attempt to give a clearer picture of the
eSports landscape. For the purpose of the survey, PwC defined eSports as organized
video game competitions involving fighting, first-person shooting, multiplayer online
battle arena tournaments, or massively multiplayer online games.

The survey results show that only 15 percent of respondents were aware of
eSports, a figure than doubled to 30 percent when a definition of eSports was given.
Some 57 percent of people who classified themselves as a hardcore gamer were
aware of eSports, with 34 percent of people aged 18-24 years knowing what eSports
are.

Twenty percent of the respondents were involved in eSports in some way.


Only two percent participate in eSports while six percent both watch and participate.
The figure rises to 12 percent when asked if they only watch eSports.

The study has also gone some way to quashing the myth that video games are
only played by teenagers. The median age of an eSports consumer is 28 years old,
with 69 percent being in the 18-34 category. eSports consumers are racially diverse
and are more likely to keep up-to-date with the latest technology.

Compared to the non-eSports consumer whose media age was 34 years old,
with only 55 percent in the 18-34 years category. Non-eSports consumers are also
much less likely to be active on social media, much less likely to play fantasy sports,
and are less likely to invest in sports such as buying tickets to a sporting event.

The survey also revealed that 22 percent of women surveyed said they are
involved with eSports, compared to 18 percent of men.
COO of GameCo Inc, Cinnamon Booth, said, "For success in eSports, it's
critical to recognize that today's 'average' game is not the stereotype of a male teen in
their parents' basement."

Watching of eSports Increases

eSports viewing methods

Laptop and desktop computers are still the favored way to watch eSports with
57 percent of respondents using this method. Gaming consoles, such as the Xbox One
and PlayStation 4, are used more frequently by females and hardcore gamers.
Some 36 percent of people surveyed said they watch more eSports than a year
ago, with the average being 19 days of viewing per year, although this increased to 32
days per year for the hardcore gaming community.

One thing that stands out, and can apply to the poker world, is why people
watch eSports online. Female viewers are much more likely to watch for enjoyment
and the social aspect that comes with competition, while males appear to watch
eSports because they enjoy seeing their favorite games being played at the highest
level, and they watch the competitions to improve their own game.

The eSports Business


eSports spending

Exposure and growing a game is all well and good, but businessmen and
women don't only do these things for love, they also want to make money. Getting
into the eSports business seems like a good way to do this because the average
eSports consumer spends $309 per year on video games and related paraphernalia
compared to only $163 by non-eSports consumers.

Also, almost one in five of respondents to the PwC survey who had watched
an eSports event had paid a subscription fee to do so. Apply that figure to the fact the
League of Legends 2015 World Championships receives 334 million total cumulative
daily impressions (up from 288 million in 2014) and it is easy to see what eSports is
considered to be a lucrative business.

A couple of other facts stand out and show that eSports' popularity continues
to accelerate in an upwards trajectory:

 More people watched the League of Legends Championships in 2015 than


watched baseball's World Series of the NBA finals.
 Prizes for winning tournaments are now approaching $10 million.
 In 2014, Riot's League of Legends tournament sold out Seoul's second-largest
arena, a stadium that once played host to a 2002 FIFA World Cup.
 More than 70 million people watch competitive gaming, which is 5.9 million
more people than who live in the United Kingdom.

1.3 THEORETICAL FRAMEWORK

For most adolescents, gaming is a pleasurable pastime activity. However,


research suggests that excessive online gaming may in extreme cases lead to
symptoms commonly experienced by substance addicts, namely salience, mood
modification, craving, and tolerance. Particularly excessive engagement with both
online and offline games appears to lead to addiction in a small minority of players.
Since video game is particularly appealing to children and adolescents, it appears
reasonable to suggest that these group may be particularly at risk (i.e., more
vulnerable and susceptible) of developing gaming addiction. Furthermore, it has been
argued that because of 24/7 nature and almost mandatory excessive play required in
playing online games (such as World of Warcraft and Everquest), online gaming may
be more problematic for at risk individuals than offline gaming (Mark D. Griffiths,
2009)

Assessing online gaming addiction in children and adolescents is


relevant for several reasons. With regards to developmental psychopathological
findings, it appears that addictions tend to have precursors during adolescence
(Griffiths, 2011). Also, it is relatively common that most dependencies develop in
early adulthood (Griffiths, 2011).

Therefore, prevention efforts must be established that target adolescents who


have their first experiences with addictive substances and behaviors during puberty.
Parental influence is diminished whereas the peer group gains more importance. Peer
pressure may lead to a variety of problems that may result in the as chemical and
behavioural addictions (Wölfling & Müller, 2009). Adolescents may use online
games as a way becomes a dysfunctional media-focused coping strategy (Thalemann,
2009). Similarly, relationships between problematic gaming and the ways in which
adolescents cope with stressors and frustrations have been reported (Wölfling,
Thalemann, & Grüsser, 2008). For instance, problematic gamers play games
significantly more frequently than nonproblematic gamers as a reaction to anger and
frustration. Thus, they appear to use gaming as a strategy for emotion regulation in
order to decrease negative feelings. This seems particularly problematic because
those adolescents who play online games excessively are likely to get little chance to
actually develop healthy ways of coping with stressors because they are constantly
occupied with playing online games instead. Therefore, their psychosocial
development may be significantly impaired. The consistent blocking out and passive
coping with stressful experiences is a strategy that may be successful in the short-
term.
However, viewed from a long-term perspective, this dysfunctional coping
style may limit the adolescents. Potential to have fundamental experiences that are
necessary for developing a protective way to cope. In this case, it appears more likely
that once new stressors appear, some adolescents continue to use escapist and media-
focused coping mechanisms. This results in a vicious circle (Wölfling & Müller,
2009). Moreover, adolescents aged 17-19 years treated for their pathological
gambling and online gaming addiction at the Outpatient Clinic for
Gaming Addictions in Mainz, Germany, have been found to suffer from depressive
symptoms, anxiety, and somatization (Wölfling & Müller, 2009). Such clinical
observations hint at the importance of assessing excessive and potentially
pathological online gaming behavior

1.4 CONCEPTUAL FRAMEWORK


1.5 STATEMENT OF THE PROBLEM
D
En
m
eo
scap
The online games have a major affect in the 3rd year students of--------. What
is the help of playing online games? What is your purpose of playing online games?
What did you learn in playing online games? When did you play online games?
Where did you play online games Computer Shop or home? Why did you play online
games? How did you play online games? What if online games are announced or
proclaim a sport, what should be the effect in 3 rd year students? And the parents will
agree on that, and they can support their children? We all know that online games
have a negative and positive effect, and being addictive in online games we forgot our
responsibilities in house and also in school.

However,

Many 3rd year students are continuing playing online games. They spent a lot
of time of playing online games, they spent money. They made argue in their parents.
Sometimes they steal money in their parents so they can play online games in the
computer shop. So the purpose of this research is to get information and answered
this entire question that occurs in playing online games.

Name:
Age:
Educational Attainment:

1.6 SCOPE AND DELIMITATION OF THE STUDY


The main objective of this research is to find out why is online games are
being so addictive in the 3rd year student, how to control this addiction, and if the
online games are being implement as a sport if the parents at teacher will agree on
that. Because online games have many demand and popular in our present time. This
research held in the Mary Liane’s School or in the one of the computer shop in the
morayta, and it start at 2:00pm February 20 2017. And the respondents are 3 rd year
student of Mary Liane’s School or 50 players in Wargods Computer Shop.

1.7 SIGNIFICANCE OF THE STUDY

1.8 DEFINITION OF TERM


Addiction - The fact or condition of being addicted to a particular substance, thing, or
activity.

Gender - the state of being male or female (typically used with reference to social
and cultural differences rather than biological ones).

Online Game - is a video game that is either partially or primarily played through the
Internet or another computer network.

Playing - engage in activity for enjoyment and recreation rather than a serious or
practical purpose.

Responsibilities - the state or fact of having a duty to deal with something or of


having control over someone.

Sports - an activity involving physical exertion and skill in which an individual or


team competes against another or others for entertainment.

Student - a person who is studying at a school or college.

CHAPTER 2:
OF RELATED LITERATURE AND STUDY

2.1 RELATED LITERATURE

Foreign

Research suggests that excessive online gaming may lead to symptoms


commonly experienced by substance addicts. Since games are particularly appealing
to children and adolescents, these groups may be more at risk than other groups of
developing gaming addiction. Given these potential concerns, a literature review was
undertaken in order (i) to present the classification basis of online gaming addiction
using official mental disorder frameworks, (ii) to identify empirical studies that assess
online gaming addiction in children and adolescents, and (iii) to present and evaluate
the findings against the background of related and established mental disorder
criteria. Empirical evidence comprising30 studies indicates that for some adolescents,
gaming addiction exists and that as the addiction develops, online gaming addicts
spend increasing amounts of time preparing for, organizing, and actually gaming.
Further evidence suggests that problematic online gaming can be conceptualized as a
behavioral addiction rather than a disorder of impulse control.

-Kuss, D. J., & Griffiths, M. D. (2012).

Local
 In the beginning of the 20th century, the phenomenon of Electronic
Devices has started. As the years passed it begins to flourished, and it is known as an
ordinary part of the day to day life of man. As this industry expands, man has made
the most beautiful invention that has been created in Earth, the computer. It facilitates
the works of man. Computer is considered as one of the most beautiful invention that
has been created by man on Earth that is because it is one of the most powerful
machines that run almost all the part of the world to make life easier and better.
Computer is used in many different fields like in business, medicine, entertainment,
communication and many other fields in science which gives multifarious and
wonderful benefits to humankind today. It is not avoided to use the capabilities of the
computer to make a world which visualized the imagination of man. Because of this
intention, Virtual World or popularly known as Virtual Reality is created. Soon, the
idea entered that Virtual Reality can be used to play and travel the human
imagination. So here began creating human computer games and use it for its leisure.
Playing computer games did not began as an industry that is immediately revealed to
the world. It started as a hobby for computer software engineers. Upon entering the
’70 decade began the industry of electronic games. Also at this time, began the
computer gaming industry and 1st Generation of electronic gaming devices or gaming
consoles. As times passed, electronic games became more complicated, sophisticated
and beautiful. From non-colorful and 2 Dimensional it transform to 3 Dimensional
games which becomes more colorful and beautiful. At the present time, we are in the
7th Generation of electronic gaming devices. Until now, many games appear and
were patronized by game enthusiasts. Among the most famous games is currently
DOTA (Defense of the Ancient).

(http://www.studymode.com/essays/The-Effects-Of-Computer-Games-To-
852269.html)
2.2 RELATED STUDIES

Foreign

In recent years gaming addiction (computer game addiction, console


gaming addiction, or even excessive play on portable systems) has received increased
attention not only from the media, but also from psychologists, psychiatrists, mental
health organizations, and gamers themselves.

Gaming addiction is not yet classified as a mental health disorder or "true" addiction
like gambling or alcohol addiction. However, some gamers clearly struggle to keep
their playing habits under control and may place more importance on their gaming
accomplishments than their happiness and success in the real world (e.g., academic
achievement, friendships, relationships, career advancement, health, etc.). 

As gaming addiction becomes more of a concern for parents, spouses, families,


educators, and those in the mental health community, it is important for those hoping
to learn more about this issue to get their gaming addiction statistics and facts from
reputable sources. 

Below, TechAddiction has summarized some of the more notable articles from the
last decade of peer-reviewed published gaming addiction research. 

Note that the findings and gaming addiction facts below provide only a brief
overview of the main research findings. Be sure to read the complete articles (or read
TechAddiction's related articles on Computer Game Addiction, Video Game
Addiction Symptoms, & Video Game Addiction Statistics) for a more informed
understanding of gaming addiction statistics, facts, and general information.

-By Dr. Brent Conrad


Local

Online games are one of the medium of entertainment especially in the


youth of modern era in Batangas. Virtual or cyber games over internet are direct
personally to each individual user. It encourages and requires the participation of
individual user or gamester. It is an inexpensive in the sense that the internet
connections for the online games are easily accessible everywhere and anywhere and
affordable these days. This aspect works in association with the personal
characteristic and importance of discipline to the individual (student) gamester. The
effective advertisement and promotions of online games developers caught the youth
or student’s attention to response. These qualities of online games advertisement give
it immense influence over a vast range and sizeable number of youth or student
gamester. Certainly, it is not just a matter of a single flick. The online game is an
industry. An industry is any grouping of businesses that share a common method of
generating profit. Online game is a business and profit has to generate. Apparently,
businesses, or anyone for that matter, do not see many monetary profits from
hardcore developmental animation, graphic development, and as businesses, they
must do everything to maximize profits. The children, teenager or students are where
the money is at, and corporate boards of many online game sites decided that these
are the ones who must be targeted. The more children, teenager or students playing at
strategic times of the day, the more they could advertise and give promos. This sole
mercantile purpose sparked the first ever prototype of an online games in 1999. But
then, is the online games industry all about commercialization, all about making
profit? Certainly, it is yes. As the online game developers’ states, there is amount of
charge that internet café and computer shop should hold. That is the idea behind the
online games that the student cannot understand.

(http://www.studymode.com/essays/Effect-Of-Online-Games-Addiction-On-
1653004.html)

Chapter 3:
METHOD AND PROCEDURE

3.1 RESEARCH METHOD

Chapter 4:
PRESENTATION ANALYSIS AND INTERPRETATION OF DATA

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