Chapter 2
Chapter 2
CHAPTER 2
imparts related facts and evidence with reference to other studies which will
serve as partial basis for the Impact of Online gaming to Senior High School
(SHS) students.
I. Foreign Literature
addiction, they define game addiction based on the definition used by the
Center for Addiction and Mental Health based in the US. The center
cases have been reported in which users play online games compulsively,
isolating themselves from social contact and focusing almost entirely on in-
socializing with family and friends, or sports. Out-game life should spend
times on academia, communicate with family members and sport etc. But
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game players see the in-game life as more important than out-game life.
This means they spent almost all the time to play online game.
The aim of the study by Wan and Chiou (2006) on why adolescents
During the research process they discovered that most of the adolescents
they interviewed stated that online gaming had become the focus on their
lives, and that life would become dark and bleak without these games.
From this point of view, we can channel our investigation to focus on why
person cannot express himself or herself adequately, he (or she) may get
would be through playing online games, which enables gamers to chat and
play with other friends and players on the internet. Another explanation of
why young people become addicted to the internet was proposed in that
they were trying to avoid societal pressure. According to Diao, some young
people are naturally too shy to talk to stranger’s face to face in reality, but
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when surfing the Internet or playing online games, they can be whoever
they want to be. As such, they can chat with the people they met online
without feeling any of the regular social pressures that come with physical
meetings.
treat at present. Mu (2006) points out that some of the main symptoms of
Internet and online game addictions, including the decrease in social friend
Ultimately, the psychokinesis becomes weaker and weaker over time. This
means that after a long time of playing online games, the players begin to
realize the dangers of online gaming. At this point players generally try to
play less as they try to orient themselves back to the demands of society.
Zhang (2007) and Zhuo (2007), who also researched on the same topic,
reported different results on the online game addiction and the finding
who were addicted to the Internet or online games, Zhang indicated that
In the research of Zhao & Yan (2014), several research have studied
associated with online game addiction. They found that “entertainment and
“escape from reality” may be the major factors that motivate people to play
online games.
of male and 16% of female in the age group 10-20years old are active
mobile players.
Although they pose no direct physical danger, they take a toll on the
addiction to drugs or alcohol. The article also posed that the effect of the
article of Center Courses (2016), they listed the top online games listed as;
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Bandmaster. These games are the ones who are so popular for the
I. Foreign Studies
In the study of Wittek, Finseras, et. al. (2015), Video gaming is one
competitiveness. However, Lin and Tsai (2002) reported that 11.7% of high
research. The effect that interactive digital media has on the learning
inherently flawed, but much of the information that gets transmitted through
it may be. As was noted in 2008 study on media attention and cognitive
the country are playing DOTA and regarding it as their specialty compared
to playing games like Ragnarok, Tantra, etc. These factors make playing
Oliveros, R. P., and M. T. Sapio. 2007). Some studies have found that
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video games are like addictions such as gambling which create negative
Other studies have noted positive aspects of the games such as the ability
public.
(Sanchez, 1997).
and used this as a rough assessment tool for computer game addiction.
This classification approach is rarely used today and for better or for
the symptoms of computer addiction. Still, there are some signs and
all of one’s free time for gaming, regularly playing late into the night and
Synthesis
disclosed findings that are parallel or run counter with one another.
The differences with their findings have been explored in the process