Professional Documents
Culture Documents
Term Paper DG
Term Paper DG
Marawi City
Motivational Factors that Lead to Playing Computer Games and its Significant Effects
Requirement in
Submitted to
Submitted by
DANIEL GUMAPON
CHAPTER I
Introduction
For most young people, playing games on a computer, video game console, or handheld
device is just a regular part of the day. Most are able to juggle the multiple demands of school,
sports, work or chores, and family life. Gaming becomes an addiction when it starts to interfere
with a person's relationships or their pursuit of other goals, such as good grades or being a
contributing member of a sports team. Computer and video games, especially the massive multi-
online role-playing games (or MMORPGs) such as "World of Warcraft," allow players to behave
very differently from their normal persona. A shy child can suddenly became gregarious; a
passive child can become aggressive. Young people, who often feel powerless in their daily
lives, suddenly have the ability to command armies, drive (and crash) cars, and wreak havoc on a
virtual world with no real-life consequences. And when that boy or girl is already finding it a
challenge in the "real world" to make friends, computer and video games offer a way to interact
with others in their "virtual world," without the distress of face-to-face interactions. Video game
and Internet addiction are not actual Diagnostic and Statistical Manual of Mental Disorders
order to determine whether they should be included in the next update of the manual in 2010.
Many mental health professionals feel that video games are similar to gambling as an addictive
Computer games are now taking advantage upon many students in High school, College,
and even Elementary. It attracts these poor children very easily through their curiosity which
1
leads to addiction. It acts as there imaginary world, were there is fun and acceptance upon who
they are. Then in time will this students life's be changed because they will be lured upon it
making it as their own life, and thinking more upon it than there future, goals or dreams.
Many parents and guardians are also complaining about this matter and are really angry
for the computer games effects upon their children. These games seem normal but it is also now
a big temptation upon many Filipino students and it kills many dreams.
The importance of studying this topic is for us to further understand why there are
students who been addicted in playing computer and video games. The researchers want to
search for its deepest perspective what made them to be motivated or what are their motivational
factors in playing computer games. And also through this study, it will serve as an instrument of
awareness to them to its effect not only in their studies but also for their health. Through this, the
researchers will able to understand and made understand its significant effects to every
individual who are still addictive in playing computer games or those who are planning to
2
Conceptual Framework and Statement of the Problem
The study hopes to outline its motivational factor and significant effects in playing computer
games.
2.) What are the motivational factors that lead them in playing computer games?
3.) What are the significant effects in playing computer games to the students?
The study was conducted with the researchers’ anticipation of its importance for the
following reasons:
computer games.
b.) It will serve as an instrument of awareness for the students of its significant
c.) It will also warn those students who are planning to engage in such activity.
a.) This hopes to help in the provision of more information and will serve as
This study was limited on the information that was gathered from the questionnaires
passed through and answered by the students here in Msu-main campus that are engaging in
computer games. The students are subjectively chosen as they are the appropriate respondents
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who can answer the question related the study. Further research and references will be taken
Definition of Terms
Addiction - habitual repetition of excessive behavior that a person is unable or unwilling to stop,
the control of a set of instructions called a program. Programs usually reside within the computer
and are retrieved and processed by the computer’s electronics. The program results are stored or
routed to output devices, such as video display monitors or printers. Computers perform a wide
Computer games- a game in the form of computer software, run on a personal computer or
games machine and played by one or more people using a keyboard, mouse, control pad, or
joystick. Computer games usually combine sound and graphics and range from traditional games
Psychological - existing only in the mind, without having a physical basis. His health problem is
psychological.
Physical-relating to the body, rather than to the mind, the soul, or the feelings
Video Game-generally refers to interactive entertainment programs that are projected onto
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computers called video-game consoles. Some video-game systems feature built-in screens, such
as Game Boy, a popular handheld system manufactured by Nintendo, and Vectrex, a tabletop
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Chapter II
This chapter presents the different literature and studies that have direct bearing on the
topic regarding on the Motivational Factors and Significant effects of playing computer/video
games.
History of Computer
Many people do not know how, or even when computers were first made. Even before
the first electronic computers were made, many people believe that computers started with the
abacus, a simple counting device. The abacus is believed to have been built in Babylon in the
fourth century B.C. The "First Generation" of computers started in the very late 1930's. These
computers were grotesquely slow, colossal in size, created much heat, used hundreds of kilowatts
of power, and were about as reliable as a used up match (www.pbs.org). As time went on, these
computers evolved from using vacuum tubes to transistors. Transistors mark the beginning of the
"Second Generation" of computers in 1947. Unfortunately, the 2nd Generation did not advance
as much as most people hoped, but eventually, the "Third Generation" was brought about by the
invention of integrated circuits in 1958. Integrated circuits replaced transistors, and many
computer languages came out in this time. Many more computer companies were born during
this time, and eventually this led to personal computers for everyday use. Microprocessors
introduced the beginning of the "Fourth Generation" and a time where computers were in almost
Historically, the most important early computing instrument is the ABACUS, which was
has been known and widely used for more than 2,000 years. (American Encyclopedia 5)
History of Video/Computer Games
Early games used interactive electronic devices with various display formats. The earliest
example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25
January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December
Inspired by radar display tech, it consisted of an analog device that allowed a user to
control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were
1952
• Spacewar!, written by MIT students Martin Graetz, Steve Russell, and Wayne
Each game used different means of display: NIMROD used a panel of lights to play the
game of Nim, OXO used a graphical display to play tic-tac-toe. Tennis for Two used an
oscilloscope to display a side view of a tennis court, and Spacewar! Used the DEC PDP-1's
In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first
commercially sold, coin-operated video game. It used a black-and-white television for its
display, and the computer system was made of 74 series TTL chips.The game was featured in the
1
1973 science fiction filmSoylent Green. Computer Space was followed in 1972 by the Magnavox
Odyssey, the first home console. Modeled after a late 1960s prototype console developed by
Ralph H. Baer called the "Brown Box", it also used a standard television. These were followed
by two versions of Atari's Pong; anarcade version in 1972 and a home version in 1975 that
dramatically increased video game popularity.[10] The commercial success of Pong led
numerous other companies to develop Pong clones and their own systems, spawning the video
game industry.
A flood of Pong clones eventually led to the video game crash of 1977, which came to an
end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the
beginning of the golden age of arcade video games and inspiring dozens of manufacturers to
enter the market. The game inspired arcade machines to become prevalent in mainstream
locations such as shopping malls, traditional storefronts, restaurants, and convenience stores. The
game also became the subject of numerous articles and stories on television and in newspapers
and magazines, establishing video gaming as a rapidly growing mainstream hobby. Space
Invaders was soon licensed for the Atari VCS (later known as Atari 2600), becoming the first
"killer app" and quadrupling the console's sales. This helped Atari recover from their earlier
losses, and in turn the Atari VCS revived the home video game market during the second
generation of consoles, up until the North American video game crash of 1983. The home video
game industry was revitalized shortly afterwards by the widespread success of the Nintendo
Entertainment System, which marked a shift in the dominance of the video game industry from
(http://en.wikipedia.org/wiki/Video_game)
2
Gaming Addiction
their pursuit of other goals, such as good grades or being a contributing member of a sports
team.Computer and video games, especially the massive multi-online role-playing games (or
MMORPGs) such as "World of Warcraft," allow players to behave very differently from their
normal persona. A shy child can suddenly became gregarious; a passive child can become
aggressive. Young people, who often feel powerless in their daily lives, suddenly have the ability
to command armies, drive (and crash) cars, and wreak havoc on a virtual world with no real-life
consequences. And when that boy or girl is already finding it a challenge in the "real world" to
make friends, computer and video games offer a way to interact with others in their "virtual
addiction.org/what-is-computer-internet-addiction.html)
As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue.
For starters, video games are designedto be addictive. Not "addictive" in the clinical sense of the
word, but game designers are always looking for ways to make their games more interesting and
increase the amount of time people will spend playing them. There are Web sites devoted to
gaming design where gamers try to answer the question, "What makes a video game addictive?"
They want you - once you log in or pick up that controller - to never want to stop playing.
Consequently, games are designed to be just difficult enough to be truly challenging, while
allowing players to achieve small accomplishments that compel them to keep playing. In that
respect, the design of video games is similar to the design of gambling casinos, which will allow
3
players to have small "wins" that keep them playing. There are several "hooks" that are built into
Whether you've tried out the latest edition of Grand Theft Auto or haven't played a video game
since PacMan, the high score is one of the most easily recognizable hooks. Trying to beat the
high score (even if the player is trying to beat his own score) can keep a player playing for hours.
This "hook" isn't used in online role-playing games, but is found in nearly every gaming system.
The desire to beat the game is fed as a player "levels up," or finds the next hidden clue.
•Role-Playing
Role-playing games allow players to do more than just play - they get to actually create the
characters in the game and embark on an adventure that's somewhat unique to that character.
Consequently, there's an emotional attachment to the character, and the story makes it much
•Discovery
The exploration or discovery tactic is most often used in role-playing games. One of the most
popular online games currently is World of Warcraft, and a good portion of the game is spent
exploring imaginary worlds. This thrill of discovery (even of places that don't really exist) can be
extremely compelling.
•Relationships
4
Again, this is primarily an online "hook." Online role-playing games allow people to build
relationships with other players. For some kids, this online community becomes the place where
they're most accepted, which draws them back again and again.
because there's no ending. Unlike standard games like Super Mario Brothers, where you win
when you save the princess, you can't rescue the princess in an MMORPG.
Another consideration is that some people are more prone to addiction of any kind than others,
gaming or otherwise. Kids who are easily bored, have poor relationships with family members,
feel like outcasts at school, or tend toward sensation-seeking are more easily drawn into video
game addiction because it fills a void and satisfies needs that aren't met elsewhere.
In addition to the psychological addiction, it's now believed that there may be a physiological
a study in 2005 which found that dopamine levels in players' brains doubled while they were
findings of this study indicate that gaming could actually be chemically addictive.
Though the debate rages on as to whether gaming addiction is a diagnosable disorder, the
behavior undeniably exists. The combination of intentional programming by designers and the
predisposition some teens have to addictive behavior means this is a real issue that parents,
addiction.org/what-is-computer-internet-addiction.html)
5
Physical consequences of gaming addiction include carpal tunnel, migraines, sleep
Carpal tunnel syndrome has long been associated with computer use, so it's no surprise
that it's a physical symptom of gaming addiction. Carpal tunnel syndrome is caused when the
main nerve between the forearm and hand is squeezed or pressed. This occurs when the carpal
tunnel - the area of the wrist that houses the main nerve and tendons - becomes irritated or
swollen. Overuse of a computer mouse can cause such irritation and swelling, as can excessive
Migraines
Migraine headaches typically start in one spot and slowly spread, getting more painful as
they progress. In severe cases, the pain can be so extreme that it causes the sufferer to vomit.
Light and noise can cause excruciating pain. Someone who plays video games for extended
periods of time is more prone to migraines because of the intense concentration required and the
Sleep Disturbances
The term "sleep disturbances" covers several sleep-related disorders, including insomnia,
narcolepsy, sleep apnea, nocturnal myoclonus (periodic leg or arms jerks during sleep), and
parasomnia (i.e., night terrors, sleepwalking or talking, and nightmares). Sleep disturbances are
caused, in part, by overstimulation of the brain. However, some people can't get a good night's
sleep simply because they think obsessively about the game they're playing.
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Backaches
Backaches are a common physical symptom of gaming addiction because most gamers
stay seated in the same position for hours on end. The lack of movement causes stiffness and
Eating Irregularities
Eating irregularities are caused by gaming addiction simply because most addicted
gamers don't want to take the time to eat properly. Rather than eating healthy, balanced meals,
they eat food that is quick and usually unhealthy. In extreme cases, the gamer may choose not to
eat at all.
An addicted gamer is not going to take the time to properly care for himself. Showers,
face-washing, and brushing hair and teeth all get put on the back burner. It simply becomes less
These physical consequences will occur in varying degrees from one gamer to another.
Though the severity of physical consequences is often tied to the severity of the addiction, this is
not always the case. A gamer that is already in poor physical condition will be more susceptible
addiction.html)
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People who are addicted to gaming encounter situations like this all the time; situations in
which they have to choose whether to interact with the real world or continue living in their
Social consequences are a very real part of gaming addiction. Addicted gamers spend so
much time playing that their personal relationships get neglected and sometimes disappear
altogether. Among addicted gamers who are married, up to 50 percent report a strain in their
A quick search online for information about video game addiction yields multiple stories
about detrimental, and potentially harmful, social decisions people have made because gaming
takes priority above all else. One such story was about a man who installed an online gaming
program onto his laptop so he could play at work, even though he knew that getting caught
would mean getting fired.1Yet another told of a wife whose husband had begun playing "all the
It's not just neglect that costs addicted gamers their relationships. Some of them talk so
much about their game of choice – to the exclusion of everything else – that people no longer
want to be around them. They can't, or won't, engage in real world conversations or be a source
of support or encouragement to friends and family. Because their friends talk about other things,
they begin to feel left out, which in turn causes them to feel irritated or offended. It doesn't occur
to them that they've chosen to be left out by devoting all their time to gaming.
Some of the physical consequences of video game addiction can lead to social
consequences as well. For instance, an addicted gamer who loses sleep because he's playing so
8
much simply doesn't have the energy to invest in relationships. Lack of sleep may also make him
The lack of social interaction that results from obsessive gaming can have long-term
social consequences. An addicted teenager won't develop effective social skills, which will
hinder his ability to develop and maintain healthy relationships in college and beyond. Suddenly,
he's 21 but has the social skills of a 15-year-old. He doesn't know how to make friends, talk to
girls, or just "hang out” and enjoy people's company. The social awkwardness created by the
isolationism of gaming addiction, unfortunately, feeds the addiction. The gaming addict will
likely retreat back to his online world where relationships are easier and already waiting for him.
Gaming addiction is serious. Though there still is much debate about whether it is a
diagnosable disorder, there is clearly a segment of our society for whom gaming is more than
just a casual pastime. These people need friends and family members who care enough to
Psychological Effects
There is a large body of evidence which suggests that violent video games lead to
increased aggression and even violence. There is some mixed evidence on the psychological
effects of video game violence, but Craig Anderson (2003) offers overall implications that can be
reached by looking at all studies that relate video games to risk factors:
Some studies have yielded nonsignificant [sic] video game effects, just as some smoking studies
failed to find a significant link to lung cancer. But when one combines all relevant empirical
studies using meta-analytic techniques, five separate effects emerge with considerable
9
consistency. Violent video games are significantly associated with: increased aggressive
behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping)
In another study which considers available research on media violence, several relevant
conclusions were reached (Anderson, et al., 2003). It was found that there are “sufficient studies
with sufficient consistency” to back up several important findings (Anderson, et al., 2003, p. 93).
Video game violence is linked to aggression in the short term. Cross-sectional studies have been
able to show a correlation between long term exposure to video game violence and real world
violence. A few longitudinal studies are also able to suggest that video game exposure has long
term effects on aggression. It should be noted that Craig Anderson, one of the authors of this
study has been criticized for overstating the data on video games and its link to aggression and
A study in 2008 considers the correlation between increasing interactive digital media usage and
unhealthful behaviors (Escobar-Chaves & Anderson, 2008). The researchers looked at five major
areas of risky behavior. These include obesity, smoking, drinking, violence, and early sexual
activity. These categories were chosen because the Center for Disease Control and Prevention
(CDC) has identified these areas among the activities that “contribute to the leading causes of
death and disability in the United States among adults and youth” (Escobar-Chaves & Anderson,
2008, p. 148).
The study found that, in general, there is at least a modest link between electronic media
consumption and obesity, smoking, drinking, and violence. The study focused largely on TV and
movies as the basis for the first three, but specifically mentioned the effect of videogame
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violence as increasing the risks of violence in teens. The research in this study concluded that
“brief exposure to violent video games increases aggressive thoughts, feelings, and behavior”
Playing video games is often associated in our society with poor academic performance.
This anecdotal idea is supported by some research. A 2000 study found a negative correlation
between GPA and time spent playing video games (Anderson & Dill, 2000). The correlation was
relatively small. Time alone accounted for a 4% variance in GPA, yet the findings are
significant. However, several older studies contend that the results of research have been mixed.
A 1997 study suggests that “there is no clear causal relationship between video game playing and
academic performance” (Emes, 1997, p. 413). It goes on to say that the research is “sparse and
The effect that interactive digital media has on the learning process is not completely negative. It
is not that the medium itself is inherently flawed, but much of the information that gets
transmitted through it may be. As was noted in a 2008 study on media attention and cognitive
abilities, “content appears to be crucial” (Schmidt &Vanderwater, 2008, p. 63). If the content
being consumed is positive, then positive results can be expected. If the content is negative, then
negative results can be expected. The study examined research from many sources in arriving at
this conclusion.
There is a movement to leverage video games as a part of the learning process. A paper from
EDUCAUSE suggests that faculty need be aware of games that could be helpful to the in class
learning experience (Hitch & Duncan, 2005). It mentions using tactical and strategy games to
11
enhance the level of understanding and engagement with the material. It specifically mentioned
using Civilization IV, a game which focuses on empire building and economies of scale to aid in
A 2005 paper suggests that videogames are changing education and that games are more than a
simple form of entertainment (Shaffer, Squire, Halverson, & Gee, 2005). It explains that student
learning can be enhanced by experiences in vast virtual worlds. These worlds can allow students
to interact as a community. Virtual worlds are useful “because they make it possible to develop
situated understanding” (Shaffer, Squire, Halverson, & Gee, 2005, p. 106). This means that
students are able to actually experience and experiment with the things that they are learning
Some research concludes there is little evidence to suggest that interactive media enhances the
learning experience (Schmidt &Vanderwater, 2008). Other sources have noted positive impacts
curriculum found that “students experienced significantly more intellectual intensity, intrinsic
motivation, positive affect and overall student engagement when completing homework”
(Coller&Shernoff, 2009, p. 315). Research on the subject has been mixed, but it seems that video
games can have a positive effect on learning when used in particular ways.
Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley,
&Gabbard, 2006). Some studies have found that video games are similar to addictions such as
gambling which create negative social effects. Massively Multiplayer Online Role Playing
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Games (MMORPGs) have been called “heroinware” because they are “simultaneously
competitive and highly social” (Allison, Wahlde, Shockley, &Gabbard, 2006, p. 383). Other
studies have noted positive aspects of the games such as the ability to experiment with aspects of
MMORPGs have been criticized for hampering academic and job performance. The FCC has
specifically accused World of Warcraft, one of the most popular games, as leading to college
dropouts (Somaiya, 2009). Students can become obsessed with these games and become
Video games can also have positive social effects. One measure of this which has significant
research is that of prosocial behavior. Prosocial behavior is defined as when one person acts to
help another. While research on this topic is mixed, there is evidence that games which focus on
One recent study focused specifically on the effects of prosocial games on undergraduate
students (Gentile, et al., 2009). It was found that playing prosocial video games significantly
impacted the immediate helpfulness of the player. As was expected from previous work by
Anderson and others, violent and neutral video games did not increase the helpfulness of the test
subjects.
Recent data from UCLA’s Higher Education Research Institute provides useful
information about video game usage on college campuses. The data show that most college
students have played video games, many play them regularly, and a small percentage use them as
13
a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of
respondents admitted to playing over 20 hours of videogames per week. Over 35% of the
respondents stated that they play at least one hour per week.
There is an enormous gender disparity in the amount of time spend on videogames. While less
than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in
10 males admitted to doing this (UCLA Higher Education Research Institute, 2009). The
disparity increases with 10 times more males than females admitting to playing more than 20
Video game usage tends to drop significantly during the first year of college. Over 7% more
students report playing no video games at all after the first year than they did at the start of their
freshman year. The same trend is seen at the extremes, with around 25% fewer males admitting
to playing more than 20 hours of videogames per week (UCLA Higher Education Research
Institute, 2009).
The trend toward increased video game and other interactive digital media usage does not appear
to be going away. The upcoming college students are even more likely to be tightly tied to their
technology than students are today. The current generation is exceedingly comfortable with
technology and electronic entertainment. One study noted that the average American youngster
now spends one-third of each day with some form of electronic media (Escobar-Chaves &
Anderson, 2008).
Gender Identity
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Violent videogames seem to affect men differently than women. One study of 43
undergraduate students yielded particularly interesting results. The study used a nonviolent game
(PGA Tournament Golf) as a control game, and used Mortal Kombatas the violent video game
(Bartholow& Anderson, 2001). It then placed participants in different rooms and told them that
their reaction time would be measured. The participants were able to “punish” their opponents by
playing extremely loud white noise over a speaker. The study found that men’s aggression in the
retaliation test was affected much more than women’s. Admittedly, the study was small, and it
was difficult to choose games that were not inherently gender biased already, but the study does
still serve to show that in at least some cases, men experience more added aggression than
In his book Die Tryin': Videogames, Masculinity, Culture, Derek Burrill suggests that modern
videogames have borrowed much of their material from Hollywood. The player character in
many games, referred to as the avatar, is generally created to be at least somewhat superhuman.
Just like in movies, this portrayal of what an individual is supposed to be contributes to identity
development. Many games involve male characters that are incredibly well built and tough, and
female characters that are physically attractive. As Burrill puts it, “in short, avatars are sexy”
A 1998 study examined 33 popular games of the time and found the following:
This analysis reveals that traditional gender roles and violence are central to many games in the
sample. There were no female characters in 41% of the games with characters. In 28% of these,
women were portrayed as sex objects. Nearly 80% of the games included aggression or violence
as part of the strategy or object. While 27% of the games contained socially acceptable
15
aggression, nearly half included violence directed specifically at others and 21% depicted
violence directed at women. Most of the characters in the games were Anglo. (Dietz, 1998, p.
425)
The study concludes that the portrayal of women in video games is generally “stereotypical and
traditional in nature” (Dietz, 1998, p. 439). Another study in 2007 found that “hard-core gamers
see the average woman as much larger than do nongamers” and “body type preferences for hard-
core gamers possessed larger breasts than those of nongamers” (Rask, 2007, p. 2). These findings
indicate that video games, like many other forms of mass media, are contributing to the ongoing
Today on Amazon.com, one of the most popular video games being sold is titled "Call of
Duty 4: Modern Warfare." In this game, players can take on the role of either a U.S. or British
soldier who is sent to military "hot spots" to defeat the world's most dangerous enemies. Like
other games in its genre, the images are near lifelike and the violence is graphic.
As the level of violence in video games has increased, so has concern for the effects on
those who play - especially those who play a lot. Many are quick to point out that most school
shootings in recent years have been carried out by avid gamers, and their games of choice were
But it begs the question: Which comes first? Can aggressive and violent behavior be
attributed to violence in video games? Or do those who play already have violent tendencies
16
which draw them to violent games? It's a type of "chicken or the egg" debate that has strong
Though video games made their appearance in the 1970s, it wasn't until systems like the
Sony PlayStation were released in the 1980s that violence became an issue. Along with these
more sophisticated systems came the ability to make graphics more lifelike. The more lifelike
they've become, the more interest there has been in the correlation between violent games and
violent behavior.
One of the primary concerns with violence in video games is that gaming is not passive.
In order to play and win, the player has to be the aggressor. Rather than watching violence, as he
might do on television, he's committing the violent acts. Most researchers acknowledge that this
kind of active participation affects a person's thought patterns, at least in the short term.
Another factor that concerns both researchers and parents is that violence in video games
is often rewarded rather than punished. In army and sniper games, players "level up" based in
part on how many people they kill. If played frequently enough, games like this can skew a
In 2002, researchers Anderson and Bushman developed the General Aggression Model
(GAM). Often considered one of the greatest contributions to the study of violence and video
games, the GAM helps explain the complex relationship between violent video games and
aggressive gamers. The GAM takes some (though not all) of the heat off video games by
acknowledging that a gamer's personality plays into how he is affected by violence. Anderson
and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that
17
determine how a person interprets aggressive behavior. Some people's responses are naturally
more hostile, making them predisposed to respond more aggressively to violent video games.
Short-term effects were easily identified in the GAM; the most prominent being that
violent games change the way gamers interpret and respond to aggressive acts. Even those who
aren't predisposed to aggression respond with increased hostility after playing a violent video
game. The game becomes what's called a "situational variable" which changes the perception of
Long-term effects of violent video games are still uncertain and are fiercely debated. No
long-term studies have been conducted to date, so there are only hypotheses. Anderson and
Bushman theorized that excessive exposure to violent video games causes the formation of
aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors.
Though long-term effects haven't been clinically documented, one need only look at the
way video game violence has progressively increased over the past two decades to get a sense of
potential long-term effects. Parents would be wise to monitor the amount of time their kids spend
is-computer-internet-addiction.html
18
CHAPTER III
RESEARCH METHODOLOGY
Research Design
The researchers have the privilege to use the traditional pattern of gathering data.
Interview methods, Survey questionnaire and Library were used and in addition is the use of
technology.
The methods used by the researchers are Case Study and in depth Interview. A case study
developmental factors in relation to context. The case study is common in social sciences and life
sciences. Case studies may be descriptive or explanatory. They may be prospective (in which
criteria are established and cases fitting the criteria are included as they become available) or
retrospective (in which criteria are established for selecting cases from historical records for
inclusion in the study). The researchers used the following instruments like Ball pen, paper,
survey questionnaire and camera in gathering data from the respondents. Other information was
taken from reading materials and internet because the researchers found out that
The places that the researchers had chosen are the internet cafes that are near at the
Adventist Medical Center College, because the researchers, as well as the respondents, are
Respondents
The respondents of the study were the college students of Adventist Medical Center
College whom the researcher believes to be more knowledgeable in Computer Games and since
The researchers were able to use the actual (face to face) interview for the purpose of
gathering data aside from the use of questionnaire. Those who were available computer gamers
and willing to answer the questionnaire given were expected to be the respondents. Through
small talk as well as establishing good relationships with the respondents, the researchers were
able to convince them that the said activity was for academic purposes only. The researchers
humbly asked for their vacant time so that they could concentrate in answering the
questionnaires given.
Data Analysis
The data of this study will be gathered from the 5 selected respondents for the study and
will be presented in the next chapter which contains the respondents’ Socio-demographic
1
Pictures taken during Data gathering
This chapter presents the results of the study, interprets, as well as discusses the data
gathered from the respondents. Hence 5 respondents asked to answer the questionnaire
distributed to them. The researchers collected back the questionnaire duly filled up with their
name, age, sex, civil status, highest educational attainment, religion, ethnic affiliation, and
I. Presentation
Attainment
John
Lawrence G.
M.
Jeremy P.
Moreno Day
Adventist
Respondent #1
Table 2.B
online games?
mo sa paglalaro?
4. Ilan ang nagagastos mo sa paglalaro? Wala kasi nasa laptop ko lang naka save ang
paglalaro?
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6. Alam ba ng mga magulang mo na Oo alam naman nila.
iyo?
8. Ano ang nagging epekto ng paglalaro Wala naman kasi hindi ako masyadong
kalusugan?
9. Ano naman ang nagging epekto ng Wala din, budget kasi ang time ko.
pag-aaral?
kamag-anak?
2
kaibigan na maglaro rin ng computer
games?
Respondent #2
Table 3.C
online games?
mo?
mo sa paglalaro?
sapaglalaro?
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III. Advantages and Disadvantages Respondents (Response)
saiyo?
9. Ano naman ang nagging epekto ng Wala, binabalanse ko kasi, may time
paglalaro ng computer games sa iyong for gaming, meron din time para mag-
pag-aaral? study.
kamag-anak?
games?
Respondent #3
4
Table 4.D
2. Anong computer game ang nilalaro DOTA, Facebook games, and other
games.
paglalaro?
5
naglalaro ka ng computer games? nilang alam na naglalaro na ako.
sa iyo? kaligayahan.
Insomnia
Nagiging makakalimutin
Pangangating mata
Ulcer
9. Ano naman ang nagging epekto ng Nagiging tamad na ako mag aral,
10. Ano naman ang nagging epekto ng Napapalayo na ang loob ko sa pamilya
pang kamag-anak?
6
paglalaro ng computer games? magpahalaga ng pera na pinag hirapan
pananaw ko sa buhay.
12. Papayuhan mo ba ang iyong mga Oo naman, para maexperience din nila
Respondents #4
Jeremy P. Goῇa
Table 4.D
1. Saan ka naglalaro ng computer games? Sally’s net café (upper box (hometown)
(BXU)
mo?
3. Bakit ka naglalaro? Ano ang makukuha Naglalaro ako kasi nakaka-enjoy saka
nakikilala.
paglalaro? parents.
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6. Alam ba ng mga magulang mo na Yes, they know!
iyo?
addiction.
9. Ano naman ang nagging epekto ng None! Because I only played when I
pag-aaral?
kamag-anak?
11. May plano ka bang itigil ang Yes, I have a plan doing it because I’ll
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put away childish acts.
12. Papayuhan mo ba ang iyong mga Nope! Because I know within myself
kaibigan na maglaro rin ng computer what are the possible things that they
games.
Respondents #5
Table 5.E
online games?
mo?
3. Bakit ka naglalaro? Ano ang nakukuha For satisfaction, learning and getting
paglalaro?
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naglalaro ka ng computer games?
iyo?
8. Ano ang nagging epekto ng paglalaro It can make me more anemic and thin,
pag-aaral?
10. Ano naman ang nagging epekto ng Nothing because I manage it properly.
kamag-anak?
ng computer games?
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games?
Age. As shown in Table 1.A in the respondents in terms of age. As presented, majority of
the respondents were 16-19. This implies that most of the respondents’ ages belong to the
teenager.
Sex. As shown in Table 1.A in the respondents in terms of sex. As presented, majority of
the respondents were. This implies that male significantly are more prone in playing video games
Civil Status. As shown in Table 1.A in the respondents in terms of age. As presented,
Highest Educational Attainment. As presented, majority of the respondents belong were college
students. This implies that college students are more aware about gaming and has more energy in
the said activity. And they have more time for pleasures than the other.
belonged to the Seventh Day Adventist; 3 belonged to the Roman Catholic; 1 belonged to
Jehovah’s Witness and 1 belonged to Born Again Christian. Data revealed that respondents differ
in terms of religion.
presented, 1 belonged to the Ilocano; 2 belonged to the Surigaonon; 1 belonged to Suban’n and 1
belonged to Bicolano. Data revealed that respondents differ in terms of Ethnic Affiliation.
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Discussion and Implication
their location of playing computer games. Some of the respondents prefer to play in their
boarding houses, but most of the respondents prefer to play in the internet café where there are
internet sources. They differ also in the games which they played, some of the respondents
played Torch light while most of the respondents played Dota which is very common video
game being addicted by most. In terms of their reasons in playing computer games, most of the
respondents have common reasons which is for fun and escaped from their boredom. They have
common in terms of their source of money in order to engage in the said activity, which is from
their parents. Since they are students, all of them are dependent to their parents in terms of
financial matter. All of them also answered yes in the question if their parents are aware that they
common answers in terms of benefits in playing computer games. Most of the respondents
answered gaining friends and enjoyment are the good benefits given by engaging in the said
activity. Data also revealed that some of the respondents engaging in computer games were
experiencing a negative effects in their health like ulcer due to eating irregularities, anemic,
insomnia, itching eyes and pain in the chest. In terms of their academic performances, some
managed to control but some also get failing grades because they failed to manage their time in
playing computer games. Most of the respondents managed to maintain their relationships with
their love ones but one of the respondents failed to maintain his relationship to his parents. Also
the data revealed that 2 of the respondents plan to stop in engaging in the said activity but
majority don’t have a plan to stop in gaming because of addiction. 3 of the respondents don’t
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have the plan to advise their friend to engage in the said activity but 2 of them want their friends
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CHAPTER V
Summary
This study was conducted to look deeper on Motivational Factors that lead people
in engaging in Computer games and what are its significant effects to them that engaging in the
said activity.
The method of research is qualitative. Data obtained from both primary and secondary
sources. Primary sources of data were drawn through questionnaire distributed to the
respondents. The secondary data were taken from books, internet and magazines.
The results in pursuit in answered the problems stated in the statement of the problem,
namely: 1.) What are the socio-demographic characteristics of the respondents?; 2.)What are
the motivational factors that lead them in playing computer games?; 3.)What are the significant
Findings
The findings revealed that the respondents differ in profiles and backgrounds in terms of
age, sex, civil status, highest educational attainment, religion, ethnic affiliation, and
profession/occupation.
Conclusions
Given the findings of the study, the following conclusion are drawn:
1.) The good benefits of Computer games are gaining friends, enjoyment, boredom and self-
fulfillment.
2.) Online role-playing games allow people to build relationships with other players. For
some kids, this online community becomes the place where they're most accepted, which
3.) Massive Multiplayer Online Role-Playing Games can be especially addictive because
there's no ending. Unlike standard games like Super Mario Brothers, where you win
when you save the princess, you can't rescue the princess in an online gaming.
4.) Another consideration is that some people are more prone to addiction of any kind than
others, gaming or otherwise. Students who are easily bored, have poor relationships with
family members, feel like outcasts at school, or tend toward sensation-seeking are more
easily drawn into video game addiction because it fills a void and satisfies needs that
5.) Physical consequences of gaming addiction include ulcer due to eating irregularities,
6.) Playing video games if not controlled is often associated with poor academic
performance.
Recommendations
Students:
They should learn to control gaming addiction and be aware that gaming
addiction could give a positive but most of it are negative if not being manage properly.
They should learn to prioritize their priorities in life especially as a student, they
are acting the role of a student. Having fun is not bad. But if they are compromising even
their studies in order to have fun, then it would be not good in their studies.
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They should also be aware that computer gaming if not manage properly, will
lead them to negative physical and psychological consequences that will affect their
Teachers:
The second parents as they called. They should include not only the lessons
written in their syllabus but also they should be an instrument of awareness to the student
and warn them about the things they need to know about consequences of the activities
they are engaging, especially those who have knowledge of the said topic.
Parents:
Have the responsibility in childbearing and have a big role in the developments of
their children. Since they are the masters of their home and students source of financial,
they should always or maybe have time to monitor their children of the things they are
doing. If they know that their children are engaging in the said activity, they should
advise their children about its consequences whether it is good or bad. They should learn
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BIBLIOGRAPHY
Books
American Encyclopedia 5
American Encyclopedia 9
Internet
http://www.thinkfeelplay.com/theory-of-gaming-motivation/
http://www.video-game-addiction.org/what-is-computer-internet-addiction.html
http://en.wikipedia.org/wiki/Video_game
http://en.wikipedia.org/wiki/Video_game