All Chapters and References
All Chapters and References
A Research Study
Presented to
In Partial Fulfillment
By:
2019
Chapter I
Introduction
The growth in the use of the internet has changed our lives in many perspectives. In
specific, the growth has also led to the rise of online gaming. Both the internet and online
gaming populations have increased significantly. Online gaming is popular among teenagers
nowadays. Many reports will tell you that the average gamers these days are teenagers. While
they are having fun, online gaming has opened the door to adverse side effects.
With these given fact, recent studies suggest that the there are various effect of online
gaming to the daily lifestyle and behavior. The access to internet along with the online games are
being treated a basic need for recreation, especially some youth who see it as something really
important. (Leiner,2003) Though everyone who plays the online game has a different reason for
playing and it has a different result for each. On the other hand, playing online games enables the
mind of the players to be more active. But despite the benefits, it can also bring adverse effects,
since it requires so much time that they may not leave their school work unattended.
Supported by the study of Dewa, E (2017) playing online video games become negative
when students are addicted and play it excessively. It indicates spending a lot of money, time and
energy. Moreover, students feel regretful of online video games excessive consumption after
experiencing money lavishness, physical fatigue and decline in school academic performance.
The purpose of this study is to see through, evaluate what are their motivations why they
are still playing despite the adverse impact that these players experiences.
This study is significant because it will give the readers especially students who play
online games and to the parents of the players the information of what is the influence of being
addicted to online games. Moreover, students will be aware of balancing and managing their
time for their academic life. On the other hand, this topic will also help the parents to understand
their children who play the online game. Through this, parents will be informed and will
heighten awareness about what are the significant factors why their children use to play online
The advancement of science and technology causes a lot of changes in different fields of
our lives. Development in technology brings many things that people didn't have many years
ago, and one of these is online games. According to some research, online gaming becomes one
of the most hobby or playtime of teenagers nowadays (Wan and Chiou, 2006)
Half of the American population and billions of people globally are playing video games,
and it is growing because of the profligate growing of handy devices, e.g., Androids and iOS
devices, social and community networking websites, e.g., Facebook (Liu et al. 2013). According
to Sherry et al. (2006), People play video games for many reasons, e.g., stress relief, challenge
and competition, relaxation, enjoyment, social interaction, and even mentally escaping from the
real world
The encouraging structures of video games have a lot of interactivity, arrangement and
modern computer technologies. Some portion of their educational potential in nature, video
games are lately more and more considered by educators. They have the first-class multi-sensory
version of the environment, from this time students find the chance to experience doing it to
learn from it in the background. However, the critical factor for this aggregate interest is the
method’s success, players’ inspiration, and their deep commitment while playing games (Denis
According to McFarlane, Sparrwhowk, & Heald (2002), there are some hindrances in
implementing competitions in educational settings. Though there are some study investigates on
making use of profitable games in school locales, the satisfaction and the contentment of such
games commonly do not match with the set of courses (McFarlane, Sparrwhowk, & Heald,
2002).
video games are becoming an ongoing argument and discussion in both the educational
atmosphere and the community. Even though it is still debatable either playing video games truly
disturbs students’ academic performance, modern studies of many schools have well-thought-out
that online games is an educational tool to foster students’ learning interests and motivation
(Choi et al. 2013) and it distributes diverse points of knowledge more efficiently. According to
the study of Jennifer Henderlong Corpus (2009) studies have presented that motivation is a
critical compound for learning success that is connected with academic achievement.
This study aims to understand the influence of online games to the Senior High School
students of Ateneo de Zamboanag University. The SHS students are mainly chosen because of
the fact that they have a large number of populations in the campus and they are on their
physical, mental development stage and online games became more popular in their generation.
With these, the researchers want to know the motivations and the drives of the SHS students of
ADZU on playing online games despite and with regard of the pressure they have in their
academics. In addition, the researcher wants to know what are the extent of stress experience of
the SHS students and what are the common games they play online. FOR SHORT
To further intricate the thought , a study done by Chin-Sheng Wan, M.S. and Wen-Bin
Chiou (2006), that majority of their respondent that is teenagers showed strong interests in role-
playing of online game, in which they often do things that they dare not to do in real life. This is
believed due to the fact that in an anonymous environment, online game players tend to use their
nickname rather than their real. In their paper, they also conclude that those who are addicted to
the online games might attempt to escape from the limitations brought by real life in order to
Online game generation is basically thinking differently from the earlier generations and
their informative needs are dissimilar from the previous generations’ (Prensky, 2001). Online
games have become a very common leisure activity among children and adolescents in recent
years. In fact, based on popularity alone online gaming garners a larger share of ‘favorite’ votes
among young people than physical team sports such as ice hockey and football combined. There
are many benefits of the Internet as it not only acts as an entertainment tool, but also an
important professional resource for work, communication as well as education. However, despite
all of its inherent advantages, the Internet as associated with online games also has its
of Ateneo de Zamboanga University. In order to achieve this purpose, the researcher came up
1. What are the usual online games do senior high school play?
2. How do playing online games affects Senior High School students in terms of:
C. emotion
Although the Internet could be very productive, it can have a drastically opposing effect.
For some people who play online games, the Internet acts as an enabler. It is used to feed an
addiction, which by its very definition interferes with daily life, work and personal relationships.
According to a report of Syracuse University on the Science Daily website (2007), online games
may have significantly negative consequences, especially in the lives of students, through
causing distraction and interfering with important reaction of out-game life actions, such as
most especially to the parents, guardians of students in Ateneo de Zamboanga University on the
possible effects and challenge a student- online gamer experience, and their motivations, coping
This study will help the students especially the senior high school. The researchers will
not only focus on the recreational part, but they will seek to find out how this study can help their
mentors on how to properly guide and to monitor the current status of individual student.
The concept of this study will strengthen ideas on giving parents significant information
as it can help them observe and establish guidelines and supervisions. Teachers as well can
institute strategies and make effective way handling their class advisory. It will also give the
Government of Zamboanga City, an idea to impose such ordinance that there will be no online
gaming café around near the school campuses in the City. In this case, it will be hard for the
students to go and students will not be tempted to cut-classes during school hours.
LAGYAN KO INTRO HA, KAHIYA NAMAN WALA INTRO SAATIN YUNG IBA
MERON
Online Gaming
In the study of Jenny et. Al, (2016) they mentioned that in appreciating eSports is
multifaceted because of the uniqueness of the industry because of this, the culture, technology,
sport, and business are coming together. Unlike traditional sports such as hockey, baseball, and
soccer, eSports is an interconnection of numerous stages. eSports, which is also synonymous
with gaming, is also computing, a game, media, and a sports event that is enfolded up into one.
It is not expected that our affection for games has walked into borders of the computer-
generated world, for people always tried to make a game out of anything people do. At the
beginning of online games, there are a lot of forces pushing the industries to innovate, creating
advanced technology, where gamers come together as one to make video games a reality (Chad,
2014).
some electronic devices, such as mobile phones and PDAs (Li, 2006). It was mentioned in Li's
study that online games accept different types of inputs from the game players. Like through
keyboard, mouse, joystick, and other types of game regulators to let gamer control, manage and
interact with game entities. On the other hand, and online game deals with the game players that
have different forms of responses, together with visual, audio, and tactile, which are exposed
as it contains not only remarkable furnished artworks from creators or artists, but analytically,
demands the structural supports from different disciplines of computer science to address various
technical issues.
In the world of online gaming, there is an essential component of variation of virtual behaviors:
children, adolescents, and mostly young adults have been dealing a long time of periods to play
online games. Players often join club-like online groups, and they enjoy the combination of
2004).
The online games industries are also a big market for the economy. According to a
Forbes research, citizens in the United States spend roughly between 16.3 to 16.6 billion dollars
on video games a year. This also included mobile games as well. The U.S. is not the only
country that uses online games to boost the economy; other countries as well succeed in selling
online games. According to the database (Global Games Market Revenues 2018), “With the
popularity of online games in South Korea, the total revenue of the online gaming industry
reached about 1.8 billion U.S. dollars in 2006, 24 percent of which was comprised of revenue
from the South Korean gaming industry.” (Bong-Won 2010). This means not only are people in
the United States buying video games, but also other countries purchase these games to increase
currency in their economy as well. The popularity and addictiveness to these games make
According to Maslog in 1998, the youth of today no longer seem to spend their leisure
activities like in the olden days; outdoor games or playing with toys, instead, they spend their
free time in their homes, internet cafés or computer shops merely to satisfy their hunger, and that
hunger is Online Gaming. Online gaming has such a profound impact on not only the young but
dynamically every age group as well. So far, virtually anyone can go on a computer and punch
through the keys and mouse to get a high score, chat with players, get the rarest items, and level
up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online
gaming can extend to. As in any situation where new technology is introduced, the social impact
of the Internet is being looked at. One social problem that has been observed is that Internet café
has become mainly game centers. About one-half to two-thirds of the computers in a typical
Internet café, according to one study, are devoted to games (violent and gory games). The use of
the remaining computers was roughly split between browsing, email, online chat, word
processing and research. Internet cafés have become not just game centers. They are becoming
centers off addiction among the youth, mostly boys, including elementary school pupils.
According to one concerned Internet café entrepreneur, "Internet cafés are seducing youths to a
new form of addiction, one which may not destroy their bodies as drugs do, but which is
certainly twisting their minds. To the young play is reality and reality is play." (Maslog C. (1998)
Destacamento in 2012 of the Philippine Star said that as the advancement in information
technology continues to gleam over the country, another part of our culture—one that our youth
are tasked to espouse and keep—slowly veers away from the light, creeping into the cavities of
complete disremember. The advent of computers and internet cafeterias may have compressed
the universe in a nutshell, but in the process, it has also eaten up some of the Filipino youth's
prominent identity. Entertainment for the youth now comes in the form of a computer set and
online games, most of which seem to promote and uphold violence. Least likely nowadays he
said to see kids playing bato - lata, Dr. Wakwak or siyatong and any other traditional Pinoy
games and sports. When in fact, these traditional games and sports characterize the kind of youth
our nation has— springing with enthusiasm and power, gregarious but never oblivious to the
basic tenets of humility in both defeat and victory, and most of all, glowing with some sense of
there you will find students, others still in their school uniform, clashing in pairs and groups as
they try to outplay others in what seems to be a battle of who clicks on the mouse faster. They
are like being dragged into their magical world that only they understand. They then, in a
boisterous and loud way, utter words that are rather displeasing to the ears of those who are in
the café to do a more meaningful business of researching or encoding, for instance. Sometime in
their playing, they can even get extremely profane. Almost everywhere, this seems to be the
culture among youths engaged in online gaming. According to an online how-to guide, many
studies indicate that violent computer games can have very adverse effects on children. New
studies suggest that even the non-violent games may have adverse impact on a child. Games can
have some positive results in helping children deal with stress and to learn difficult school
subjects such as math and reading. These same decisive games can cause problems for the child
An article of the PinoyGaming.Net in 2008 discussed why the Filipino youth is hooked to
online gaming. A father caught his son playing an online game during the times he should be in
class. His son said: "I played the game for three years now because this is where I found friends
who share the same level of interest as I do. Friends that cannot be seen in-real or at close range
like classmates, but friends who can offer a relationship that could stand the test of time." One of
the main advantages of having an internet connection is the opportunity to reach out to other
people, wherever they are or whatever time zone they are in. As long as you are online, the
possibilities are endless. In all honesty, online games consist of just a small slice of those
possible options out there. And in comparison to other choices, games could be the lightest of all.
In online games, you can be you the way you want yourself to be. You can stand Out the
way you want it, evolving into options that are not socially acceptable in real life. Filipinos are
conservative by nature, but online they can be as liberated as other countries. Just like coming
out of its secure shell, they now have access to express themselves. Online games became the
breathing space of Filipinos, not just the youth but everyone who gains internet access. Boredom
may play a small role in the reasons, but it could still count. The sun is up, rather than playing
basketball, you engage yourself into battle with other players with awesome sword fights and
spell casting. This boredom almost made our "national street games" like piko, tumbang preso,
and shato extinct. It also opened the occurrences of ailments that should be experienced by office
workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,
know your body's limitations and potentials and balance them out.
Craig Anderson and Douglas Gentile. It indicated that violent computer games could cause short
term aggression. The computer games can be more prone to exciting aggression than other
entertainment because of the interactive nature of computer games. Children will have a lack of
problem-solving. Violent computer games teach children that problems can be solved with little
or no personal investment or by violence. These games indicate that rather than talking through
and taking responsibility for problems, shooting or other acts of violence can elicit correct
responses and make problems go away. They are also prone to weight gain. Computer games
frequently do not require any additional movements beyond the hands. This coupled with a
child's tendency to eat and drink while playing computer games can result in weight gain. Weight
gain has been linked to various diseases including diabetes, high blood pressure, and heart
disease. Children also develop antisocial behaviors. A child who is conditioned to play computer
games may find it difficult to socialize with other children. This anti-social behavior can extend
through adulthood, making it more difficult for the adult to respond to co-workers adequately.
This can also negatively affect relationships and friendships, causing a sense of loneliness. While
new technology contributes something useful to humanity, it can also have disturbing impacts.
Our youth with never ending attitude of curiosity can be most vulnerable to any behaviors
bearing technology may bring. Of course, they can get entertainment for themselves, but the
process should not compromise the other important pieces of our nationhood. They can always
choose to become DoTA masters, but they should first become Dr. Wakwak. (Destacamento,
2012) become DoTA masters, but they should first become Dr. Wakwak. (Destacamento, 2012)
Behavior
Cancio (2014) made mention of a study regarding violent computer games that lead to aggressive
behavior. The title of the study is "A longitudinal study of risk-glorifying games and behaviors
deviance" from researchers of Dartmouth College. They suggested that MRRG (mature-rated,
risk-glorifying games) gameplay can have consequences for deviant behaviors broadly defines
by affecting the personality, attitudes, and values of the player. Video games may lead teens to
drive recklessly and experience increases in automobile accidents, police stops, and a willingness
to drink and drive. The study further disclosed playing such kinds of games could increase a
person's "behavioral deviance," or actions or behaviors that violate social norms. It also said the
said effects "part of consequences of the effects of such gameplay on sensation seeking and
rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with
deviant peers.
A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and Vitak in 2008
provided the first nationally representative study of teen video game play and teen video gaming
and civic engagement in America. The survey looked at which teens are playing games, the
games, and equipment they are using, the social context of their play, and the role of parents and
parental monitoring. Gaming is often a social experience for teens. For most teens, gaming is a
social activity and a significant component of their overall social experience. Teens play games
in a variety of ways, including with others in person, with others online, and by themselves.
Although most teens play games by themselves at least occasionally, just one-quarter (24%) of
teens only play games alone, and the remaining three-quarters of teens play games with others at
Conceptual Framework
In the figure above shows the research paradigm of the study. The two-way arrow shows
how the online gaming attitudes will influence the academic performance of the selected Senior
High School respondents of the survey. The online gaming attitudes (independent variables)
includes the type of games played, number of hours spent, the frequency of playing, and extent
of gaming. The researchers wanted to determine if these online gaming attitudes will influence
the academic performance of the respondents (dependent variable). To determine if there is a
significant relationship between the two variables, a test of correlation will be used. WE PUT
To perform the above procedures, the researchers will gather the necessary data through a
survey questionnaire that they will develop. The survey questionnaire will collect the
information of the senior high school students' profile background and their online gaming
attitudes at the same time. After the data are fully gathered and completed, it will be carefully
processed for collation and tallying to provide insights for over-all result analysis and
interpretation. After the analysis and interpretation are made, the output of the study can now be
finalized through a summary of the results and drawing of conclusions. The recommendations
for the research will depend on these two aspects of the research.
Theoretical Framework
The theories on attitude formation support this study. According to Cherry (2016), in
psychology, an attitude refers to a set of emotions, beliefs, and behaviors toward a particular
object, person, thing, or event. Opinions are often the result of experience or upbringing, and
they can have a powerful influence over behavior. Psychologists define attitudes as a learned
tendency to evaluate things in a certain way. This can include evaluations of people, issues,
objects or events. Such assessments are often positive or negative, but they can also be uncertain
at times. Researchers also suggest that several different components make up attitudes. The
elements of positions are sometimes referred to as CAB or the ABC's of view. Cognitive
Component: Your thoughts and beliefs about the subject. Affective Component: How the object,
person, issue or event makes you feel. Behavioral Component: How attitude influences your
There are three fundamental theories that describe attitude formation. There are three
founders of attitude formation. Attitude formation theories provide insight into how a person's
attitude takes shape and why a person might have a particular view or how that attitude came to
exist. Positions often direct behavior on the person itself. The three theories used most often to
describe attitude formation are functionalism, learning, and cognitive dissonance theories.
Attitude formation theories suggest that people do what benefits them, hence the
functionalist approach. Daniel Katz, a functional theorist, suggests that attitudes are formed
according to how a particular person or thing meets our needs. To a functionalist, attitudes are
To relate this to the study, a person develops their online gaming attitudes because playing
the games meets their needs. At some extent, it supports self-image or existing values.
Learning theory, on the other hand, states that their past experiences have taught them how
to act. Ivan Pavlov, a learning theorist, explains that our attitudes are formed through
conditioning. Pavlov would suggest that as this person grows older, they will likely respond by
favorite classical music. This is called classical conditioning: when a previously neutral stimulus
This is only when a stimulus produces a reaction. (Study.com, 2016)To relate this to the study,
online gaming attitudes are formed by getting conditioned with the same stimulus. Gamers
repeatedly experience it since they frequently play online games nowadays. Learning theories
suggest that beliefs are from conditioned past experiences that continue at present.
Cognitive dissonance theory states that people have an attempt to restore harmony to two
opposing truths are held. Cognitive dissonance is a phenomenon in which a person experiences
psychological distress due to conflicting thoughts or beliefs. To reduce this tension, people may
change their attitudes to reflect their other beliefs or actual behaviors (Cherry, 2016).
To relate this to the study, online gamers may be aware that some people say that too much
gaming might not be suitable for them, so they change their belief that "playing" computer
CHAPTER III
METHODOLOGY
This chapter will discuss the research methods and design that the researchers will utilize
on the study as well as the population and sampling procedure. It includes the research locale,
research instruments and tools, data gathering procedures and statistical treatment appropriate for
Research Design
method is based on observed events from which theories may later be developed in explaining
the observations. It is correlational since it will look for the significant relationship between the
online gaming attitudes of the student respondents and their academic performance.
The respondents will be chosen using random sampling. Senior high school students will
be participating in the study. They will be given survey questionnaires to determine their profile
Research Instrument
To gather the necessary data needed for this study the following research instruments will be
utilized:
Survey Questionnaire. This is the main data-gathering instrument that the researchers will
utilize to determine the online gaming attitudes of the selected respondents. This survey will be
developed by the researchers. It will be composed of 20-item questions that explore the online
The questionnaires will be distributed to answer by the senior high students of ADZU.
The researchers will carefully explain, facilitate and answer questions of the respondents to avoid
misconception or misinterpretation.
Ethical Consideration
Students who do not want to be surveyed will not be forced to accept the survey
questionnaire. The name of the students will be kept for the anonymity and will remain where it
was and will not scatter around. Students will be asked politely to answer the questionnaire to
1,894 estimated population of the University year 2018-2019. The survey questionnaires will be
distributed to bonafide Senior High School student of Ateneo de Zamboanga University and
chosen respondents respectively by purposive sampling who can qualify the inclusion criteria as
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