Background of The Study

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Background of the Study

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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.

It was shown that there is a strong and positive correlation between


addiction to online gaming and the mental health conditions and depression,
anxiety, and loneliness (Kamal & Wok, 2020). Massively Multiplayer Online
Games (MMOGs) Have drawn a lot af attention from news articles describing
players who have passed away from excessive game play. However, social
isolation, increased aggression, detrimental effects on one’s academic
performance and career are more frequently observed physical and
psychosocial problems linked to online video gaming (Sublette & Mullan,
2012).

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.

for non-directed time-consuming activities like watching television and


playing video games are considered to be “at risk” by their teachers.
According to Walsh (2002), video game play on a regular basis may
promote a preference for iconic representation, while fast satisfaction may
reduce one’s willingness to put up the kind of work necessary to reap the
benefits of reading. Overusing technology also has negative effects on a
person’s behaviour, emotions, and cognitive abilities. As means of lessening
the negative impacts of technology abuse and isolation from the real word and
assisting clients in finding a balance in connectedness, beneficial counselling
interventions and treatment choices are explode (Scott et. al.,2017)

Addiction is always bad to the human’s body. Although it is fun playing


games online, being an addict may lead to negative effects. Findings showed
that the relationship between fundamental psychological needs and addiction
to online gaming was serially mediated by duty and meaning in life. The
results also demonstrated that duty and significance in life were at least
partially responsible for the inverse association between addiction to online
gaming and fundamental psychological needs (Kaya et. al., 2023).

Adachi and Willoughby (2013) did a research that focused on the


positive effects of video games on students. One aspect of their study is the
self-reported positive effects of the games on the respondents’ academic
grades. This study mirrors the self-reporting method of their study but with
inclination on the negative effects and disadvantages of online games not only
on the students’ studies but also their mental well-being.

Addiction to online games is harmful to all of us. Online gaming may be


fun and enjoyable, but being knowledgeable about the effects of it on our well-
being is a must. Thus, the researchers will conduct this study to know the
effects of online gaming addiction on academic performance and mental
health among grade 10 students.

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.
BIBLIOGRAPHY

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

André, F., Munck, I., Håkansson, A., & Claesdotter-Knutsson, E. (2022).


Game Addiction Scale for Adolescents-Psychometric Analyses of
Gaming Behavior, Gender Differences and ADHD. Frontiers in
psychiatry 13

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

Payam, A. Z., & Mirzaeidoostan, Z. (2019). Online game addiction relationship


students. Iranian Journal of Psychiatry and Clinical Psychology, 25 (1),
72-83

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

Sublette, V. A., & Mulan, B. (2012). Consequences of play: A systematic


review of the effects of online gaming. International journal of mental
health and addiction 10, 3-23

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

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