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The Problem and Its Setting

This document provides background information on the relationship between video game usage and student behavior. It discusses how computers and video games have become integral parts of students' lives. It notes concerns that excessive video game play can negatively impact students' physical and mental health, and limit time spent on outdoor activities. The document reviews different theoretical frameworks for understanding this relationship and proposes this study will examine the impacts of video game usage on students' behavior and determine if video game addiction negatively or positively influences student attitudes.

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Jed Garcia
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0% found this document useful (0 votes)
47 views

The Problem and Its Setting

This document provides background information on the relationship between video game usage and student behavior. It discusses how computers and video games have become integral parts of students' lives. It notes concerns that excessive video game play can negatively impact students' physical and mental health, and limit time spent on outdoor activities. The document reviews different theoretical frameworks for understanding this relationship and proposes this study will examine the impacts of video game usage on students' behavior and determine if video game addiction negatively or positively influences student attitudes.

Uploaded by

Jed Garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Chapter 1

The Problem and Its Setting

Introduction

Computers have become an integral part of our lives and homes. This gives

students easy access to video games, and many students are always playing video

games.

Computers have become indispensable in modern times. From information to

fun, you can probably do everything with the help of this amazing machine. Computers

are essential for today's people, and the time they spend on computers is constantly

increasing.

One of the most popular computers for students is video games or computer

games. From puzzles to racing, action to sports, strategy to adventure, computer games

are probably the biggest addiction for most students. Companies such as Sony and

Microsoft are doing their best to promote Xbox and PlayStation to people around the

world, making this games even more attractive.

Addiction to these computer games can cause serious harm to students.

Students play for long periods of time, which can lead to eye damage. The effects of

excessive visual media are obvious, as many people these days have begun to wear

glasses from an early age. Playing computer games for long periods of time can also

cause headaches and dizziness.


But one of the biggest concerns about playing excessive computer games is that

the students/people aren't out and playing. Playing outdoor sports does not only

improve your physical fitness, but it also helps the students/people grow better because

they can adapt to a better society. Some of these games are violent and can be hostile

to students, which is very harmful.

It may not be possible to ban students from playing these games. However

parents and schools must encourage their children to play outdoor sports. They need to

allocate time to play video games and adults/seniors need to monitor the type of games

the students are playing.

Background of the Study

The relationship between violent video games and adolescent aggression has

become a hot issue in psychological research (Wiegman and Schie, 1998; Anderson

and Bushman, 2001; Anderson et al., 2010; Ferguson et al.., 2012; Greitemeyer, 2014;

Yang et al. Al., 2014; Boxer et al., 2015). Anderson et al, based on the General

Aggression Model (GAM). Violent video games have been suggested to constitute

leading variables for aggressive behavior. That is, the degree of exposure to violent

video games directly leads to increased aggression (Anderson and Bushman, 2001;

Bushman and Anderson, 2002; Anderson, 2004; Anderson et al., 2004). Related

longitudinal studies (Anderson et al., 2008), a meta-analysis (Anderson et al., 2010;

Greitemeyer and Mugge, 2014), event-related potential studies (Bailey et al., 2011; Liu
et al., 2015)., And a study of juvenile delinquency (DeLisi et al., 2013) showed that

exposure to violent video games significantly predicted adolescent aggression.

Anderson and others. He insisted on using GAM to explain the effects of violent

video games on aggression, and other researchers suggested a different perspective.

For example, a meta-analysis by Sherry (2001) suggests that violent video games have

a negligible effect on adolescent aggression. Meanwhile, Ferguson (2007) suggested

that publication bias (or the file drawer effect) could affect the effectiveness of violent

video games on adolescent aggression. Publication bias means that articles with

positive results (such as statistical significance) are more likely to be published than

articles with negative results (Rosenthal and Rosnow, 1991). .. A meta-analysis by

Ferguson (2007) found that, after adjusting for publication bias, related studies could not

support the hypothesis that violent video games are highly correlated with aggression.

Next, Ferguson and others. We proposed the Catalyst model (CM), which is the

opposite of GAM. According to this model, genetic predisposition can lead to aggressive

child temperament and aggressive adult personality. Individuals with an aggressive

temperament or personality are more likely to behave violently during times of

environmental tension. Environmental factors act as catalysts for the violent behavior of

individuals with a violent personality. This means that the environment does not cause

violent behavior, but it can mitigate the causal effects of biology on violence. The CM

model suggested that exposure to violent video games acted only as a catalyst

influencing its morphology, not as a precursor to aggressive behavior (Ferguson et al.,

2008). Many studies (Ferguson et al., 2009, 2012; Ferguson, 2013, 2015; Furuya-

Kanamori and Doi, 2016; Huesmann et al., 2017) have found that adolescent
aggression is exposed to violent video games. We found it unpredictable, but it is

closely related to the characteristics of antisocial personality, peer influence, and

domestic violence.

Anderson and his collaborators (Groves et al., 2014; Kepes et al., 2017) are

Ferguson et al. Suggested that there are major methodological shortcomings in this

study. And they re-declared the validity of their own research. Some researchers

supported Anderson et al. Criticized Ferguson's view (Gentile, 2015; Rothstein and

Bushman, 2015). However, Marquee (2015) took a neutral position that he should not

take an extreme view of the relationship between violent video games and aggression.

In fact, the relationship between violent video games and aggression is complex.

In addition to the controversy between the two models above on whether or not there is

an impact, other studies include internal factors such as normative beliefs about

aggression and the family environment in the relationship between violent video games

and aggression. We investigated the role of external factors.

Theoretical Framework

According to Maija Majamäki and Matilda Hellman (2015) that, a huge

multiplayer online role-playing games are graphical virtual environments during

which gamers interact with one another through avatars many hours day to day

"> each day on a daily basis. the foremost widely accepted criterion of

problematic variants of the gaming is that the amount of your time spent on the

games. during this study, they showed that point use won't be a really adequate
measurement of the extent of the matter . they need analyzed an interview

material with 17 (=n) gamers, and 115 (=n) applications to a gamers’ guild,

identifying gamers’ perception of your time and temporally. Firstly, their study

shows that point spent on gaming varies tons over time counting on other life

activities and therefore the overall life situation of the gamer. Secondly, their

study indicates that thanks to nature of the activity, gamers can develop time

management skills over time. Concrete techniques to enjoy the flow of the sport,

but still function well in other life spheres involve, for instance, economizing other

activities, setting alarm clocks, and schedule, “gaming binges.” they also discuss

some conceptual differences made between serious leisure, on the one hand,

and addiction, on the opposite.


[ CITATION Maj15 \l 13321 ]

Conceptual Framework

The Behavior of Students may slowly transform if the gamer depending on how they
treat their life with it after all, it starts how gamers will treat their gaming. The reason
how can video games can shape students has many reasons like: Violent games, no
time management toward gaming and real life, the slow development of it becoming an
obsession, blocking out people in real life, becoming aggressive. These can lead the
students to a change of behavior if they don't take notice of what will happen to their
behavior.

Statement of The Problem


In this generation, Playing Video Games is one among the leisure activities, especially

to the scholars who have such a tough time in class works. Rather than doing

assignments and activities they provide their time to play some video games.

Specifically, this study seeks to determine the Impacts of Video Games on Student’s

Behavior.

1. Profile of the Respondents.

a.) Age

b.) Gender

c.) Grade Level

d.) Strand

2. What are the main Impacts of Video Games on Student’s Behavior?

3. How many hours in a week does the average students play video games?

4. Is there a significant relationship between Video Games, and the behavior of the

students?

Hypothesis
In conducting this research, the researchers thought there are two possible

inference that we can conclude:

Senior High School students’ who are addicted in video games negatively impact their

behavior. The attitude of a gamer will affect their personality depending on how they

behave while playing video games. Some will develop short temper and may verbally

abuse others or worse, may lead to violence.

Senior High School Students’ who are addicted to video games can manage their

behavior and maintain positive attitude despite video games addiction. They can be a

good example to everyone who plays video games and show that playing doesn’t affect

their attitudes and behavior negatively.

Scope and Limitations of the Study


The scope area of this study is in STI Sta. Mesa. The study will be conducted by looking

and collecting information about the students who plays video games and by conducting

a survey to Senior High School Students. We will be studying what are the impact of

playing video games.

Limitations of the study is to only focus on the causes that affect students, significant

effect of always playing games to their behaviour, and solutions on how to avoid

developing negative behaviour.

Significance of the study

The study conducted will be beneficial to the following sectors;


SENIOR HIGH SCHOOL STUDENTS
The main concern of the study are the senior high school students who often play video
games. This study will be very beneficial to the students, it will provide them knowledge
and awareness on how video games affect their behaviour.
PARENTS
The research will benefit the parents of those children addicted on video games. This
spreads awareness to parents and will help them to control their children on addictive
games thus prevent the negative impact of video games addiction on youths.
STI COMMUNITY
The study will be informing the STI regarding the impacts of video games on their
students. Through this they will be able to conduct rules that will limit their students
addiction inside the campus and implement programs that will regain the positive
behavior of those badly affected.
FUTURE RESEARCHERS
The findings of the study will be a useful reference that will support the researchers for
future studies relating to impact of video games on students behavior.

Definition of terms
References

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