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Background of The Study
Background of The Study
Background of The Study
found that high levels of online game addiction are more likely when
attractiveness value perception is high. The most popular types of online
games have appearance, competition, and academic competency variables.
Self-worth contingencies have an impact on how addicted non-gifted high
school kids become to playing online games. The likelihood of having mild
addiction increases if you enjoy multiplayer and social games (Durak et. al.,
2022).
Online gaming is now used by students not just for fun but also for
learning. According to several studies, it encourages teens to explore the
internet and enables them to think critically. Particularly with puzzle-based
games, it encourages players’ minds to be more engaged. It also aids in
decision-making under pressure, which is particularly used in adventure
games where players must be observant, proactive, and strategic.
Computer games are common pastime for many young people, who
frequently play them for seven hours of more each week. Many kids’ preferred
style of play has evolved into such games. Both males and females enjoy
playing computer games. Despite the lack of direct casual link between
gaming and academic achievement. Mitchell & Smith (2004) did a research
that identifies both positive and negative effects. On the one hand, frequent
players have lower attitudes toward school. Students who exhibit strong
preference Information Service Providers means any entity that is in the
business of collecting, aggregating and/or disturbing information products.
Intelligence refers to a person ability to learn, understand, and apply
knowledge and skills.
Internet Gaming Addiction(IGD) refers to a type of behavioral addiction
characterized by excessive and compulsive use of online games,leading to a
significant disorders.
Life Satisfaction is the degree to which a person positively evaluates the
overall quality of his/her life as a whole.
Massively Multiplayer Online Games(MMOG) are video games that include
hundreds or thousands of players who interact simultaneously in a persistent
virtual world.
Mental well-being is enables people to cope with the stressess of life, realize
their abilities, learn and work well, and contribute to their community.
Online Games Addiction refers to a behavioral addiction characterized by
excessive and compulsive use of online games.
Psychosocial Problem include the broad spectrum of all complaints which
are not strictly medical or somatic.
Preference of Online Social Interaction(POSI) is cognitive individual
difference construct characterized by beliefs that one is safer, more,
efficacious, more confident, and more comfortable with online interpersonal.
Self-esteem refers to an individual’s overall evaluation of their own worth or
value.
Social Isolation is the lack of social contacts and having few people to
interact with regularly.
Social well-being is the sharing, developing, sustaining of meaningful
relationship with others.
Technology is programmable system or devices that interact with the
physical environment.
Time-consuming Activities is using or taking up a great deal of time.
Adachi, P. J., & Wiloughby, T. ( 2013). More than just fun and games: The
longitudinal relationships between strategic video games, self-reported
problem solving skills, and academic grades. Journal of Youth and
Adolescence, 42, 1041-1052
Durak, H. Y., Demirhan, E. K., & Citil, M. (2022). Examining various risk
factors as the predictors of gifted and non-gifted high school students’
online game addiction. Computers & Education 117, 104378
Kamal, N. S. Z., & Wok, S. (2020). The impact of online gaming addiction on
mental health among iium students. International Journal of Heritage,
Art and multimedia 3(11), 01-20
Kaya, A., Tűrk, N., Batmaz, H., & Griffiths, M. (2023). Online gaming addiction
and basic psychological needs among adolescents: the mediating roles
of meaning in life and responsibility. International Journal of Mental
Health and Addiction, 1-25
Marino, C., Canale, N., Vieno, A., Caselli, G., Scacchi, L., & Spada, M.
(2020). Social anxiety and Internet gaming disorder: The role of motives
and metacognitions. Journal of Behavioral Addictions 9 (3), 617-628
Mitchell, A., & Smith, C. (2004). The use of computer and video games for
learning. A review of the literature 88(10), 1397-1399
Ropovik, I., Martončik, M., Babinčák, P., Banik, G., Vargová, L., & Adamkovič,
M. (2023). Risk and protective factors for (internet) gaming disorder: A
meta-analysis of pre-COVID studies. Addictive Behaviors 139, 107590
Scott, D., Valley, B., & Simecka, A. (2017). Mental Health Concerns in the
Digital Age. International Journal of Mental Health and Addiction 15,
604-613
Tso, W., Reichert, F., Law, N., Wa Fu, K., de la Torre, J., Rao, N., Leung, L.
K., Wang, Y., Wong, W., & Ip, P. (2022). Digital Competence as a
protective factor against gaming addiction in children and adolescents:
A cross-sectional study in Hong Kong. The Lancet Regional Health-
Western Pacific 20, 100382
Walsh, D. (2002). Kids don’t read because they CANT read. Education Digest
67(5), 29-30