In the modern world, the most of children prefer to play video games; children are fond of playing video game and spend more time by this. According to the dictionary “Merriam-Webster”, the notion “video game” means “an electronic game in which players control images on a television or computer screen” (Def1). In the 21st century, most people all over the world play video games and get addicted to them, for example, according to Takahashi (2013), “more than 1.2 billion people are playing games worldwide” (Para 1). Video games are too violent for children as video games have negative effects in terms of health, acquiring harmful habits and destroying relationship between kids and parents. 4.
having friends or social relations can reduce the number of spent hours in playing video games. also, one of the causes of addiction to video games is improving the video games.brand new technologies are added to video games world which attract American teenagers. these technologies are irresistible.for instance , EA company developed FIFA 17 by adding new stadiums to the games and adding new emotion for the players when they celebrate after scoring a goal . also , EA added the journey mode to FIFA 17 (EA). All of these additions have contributed to attract the American teenagers to spend a lot of hours in this
G., & Lee, T. (2010). Parental Regulation and Online Activities: Examining Factors That Influence a Youth’s Potential to Become a Victim of Online Harassment. International Journal of Cyber Criminology, 4, 685-698. Ngo, F.T. and R.Paternoster.
Exposure to video games make kids focus split because they are busy thinking of ways to improve their game scores. As quoted from Shine, research was conducted on a number of boys focusing on the age of 6-9 years. They played video games for four full months without interruption from other games. Children ages 2-11 years is estimated to have access to video games by 71 percent (Oktiani et al., 2010). There are many places in Indonesia that provide a service for teenagers and children to play video games such as PlayStation corner or game online corner.
Are violent video games responsible for real-life violence? Are children who have grown up playing graphic games more aggressive than their peers? Did violent video games inspire mass killings, usually done by young adults, such as the Newtown massacre? Scientists and psychologists have been studying violent video games and their connection to aggression and violence in the real world for decades. These questions have recently resurfaced after Vice President Joe Biden stated that research should be conducted on violence and violent video games after the recent controversial debate over gun control.
In these days, Video games takes a major presence in most people lives, young and adult. Video games are very attracting and built to let people have fun and relax in their free time. When Video games first appeared they were designed only for pleasure and to let us release stress. Over the years the quality of the games has improved. Video games become more rexalistic and in addition they got more complex and intelligent.
It is tending to help to measure the level of addiction that researcher wants to identify. In relation to this study the researchers want to know if the female adolescent is influence by the people around them to play online games. Conceptual Framework The conceptual framework of the study consist of the input, process and output that will guide researchers in identifyingpsychological dependence aspects into withdrawal symptoms offemale online game players in Binangonan Catholic College. The first frame presentsthe input of the study which contains the demographic profile of respondents in terms of age, parent’s monthly income, parent’s occupation, and average of hours played per week, online games commonly played and the average grade last year. The second frame presents the process of the study which is the distribution and administering questionnaire-checklist, tallying and analysis and interpretation of data of the psychological dependence of the female junior high school students of Binangonan Catholic
Problems perceived by the students due to MOBA game addiction were enumerated, and also the symptoms and causes of mental disorders. The research study is only limited or focuses only to those De La Salle Lipa students addicted into MOBA game genre only. The results of the study may also be a basis for other related studies. DEFINITION OF TERMS To further understand the study made by the researcher, the following key terms are defined on how it was used in the study. Multiplayer Online Battle Arena