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Imo Nga Chapter 3
Imo Nga Chapter 3
1. Introduction:
The introduction provides an overview of online gaming addiction, its
prevalence, and its potential consequences on academic performance. It
also outlines the objectives of the research.
2. Literature Review:
This section reviews existing literature on online gaming addiction and its impact on
academic performance. It explores theories and models explaining the addictive nature
of online gaming, as well as empirical studies examining the association between
gaming addiction and academic outcomes. Factors such as time spent gaming, gaming
motivations, and psychological characteristics are analyzed.
3. Theoretical Framework:
4. Methodology:
This section outlines the proposed methodology for empirical research. It includes
details on participant recruitment, data collection methods (e.g., surveys, interviews),
variables of interest (e.g., gaming addiction, academic performance), and statistical
analysis techniques.
4.1 Participants:
4.2 Measures:
Validated scales will be used to assess online gaming addiction (e.g., the Internet
Gaming Disorder Scale) and academic performance (e.g., GPA, standardized test
scores).
4.3 Procedure:
Participants will complete self-report surveys assessing their gaming behavior,
addiction symptoms, academic performance, and relevant demographic information.
Additional qualitative data may be collected through interviews or focus groups to gain
deeper insights into participants' experiences.
This section discusses the implications of the findings for theory, research, and
practice. It also suggests avenues for future research, such as longitudinal studies
examining the long-term effects of gaming addiction on academic trajectories and
intervention strategies for mitigating the negative impact of gaming addiction on
academic performance.
6. Conclusion:
The conclusion summarizes the key findings of the literature review and proposed
methodology, highlighting the importance of addressing online gaming addiction as a
potential risk factor for academic underachievement and suggesting potential
interventions for promoting healthy gaming behavior and academic success.
References: