BACKGROUND OF THE STUDY
For most young people, playing games on a computer, video game console, or handheld device is just a regular part of the day. Most are able to juggle the multiple demands of school, sports, work or chores, and family life. Gaming becomes an addiction when it starts to interfere with a person’s relationships or their pursuit of other goals, such as good grades or being a contributing member of a sports team.
Computer and video games, especially the multiplayer online battle arena (MOBA) such as “Defence of the Ancients” and “League of Legends”, allow players to behave very differently from their normal personality. A shy child can suddenly became friendly; a passive child can become aggressive.
Young people, who often powerless in their daily lives, suddenly have the ability to command …show more content…
Particularly those students who frequently play in Shannen’s Computer Shop in MVL building right in front of the De La Salle Lipa campus.
The study is interested on how can MOBA game addiction affect students psychologically. It aims on how this games contribute into having mental disorders. This study would also like to encourage this addicted students that too much playing could potentially damage your brain or on how you think.
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
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Therefore, the purpose of this analysis is to give CanGo a detailed overview of the industry that will include information regarding the target market, geographic area, and size of the audience to include gender and age; along with trends and outlook of the gaming market. Online gaming is the new trend
In the last 10 years many things have changed in our life, especially after the electronic renaissance. Not only social media effects our life but video games do as well, many people believe that these games effects are bad to health, but many of these people think that these games can change people, make them go crazy or even killers, specially violent video games, they think that the game would turn into reality. Although they have point, a lot of people disagree with them. I think that video games don’t promote aggression even the violent one. The society has bigger problems to solve and comparing them to video games, I feel that the video games problem is a silly one, people kill each other because of the wrong polices, not a silly game.
Although the individual may or may not accept these identities which are presented to them. These portrayals of gender norms within video games can affect the players attitude towards women and their expectations about the behaviour of women. This may have substantial consequences in relation to women obtaining gender equality with men in the future, as men will learn to believe that the acceptable roles of women include being weak, dependent of males, and subordinate. According to Bialeschki (1990), “By conforming to gender role expectations, young girls restrict their own potential because so many important skills and activities have been designated as ‘inappropriate’ for them” (Bialeschki, 1990:54). This is mainly due to gender norms which are presented to individuals within the gaming culture, this can have major consequences when it comes to the gender socialisation of individuals within society, as traditional gender roles wherein the female is viewed as subordinate are expected and rewarded.
Addiction is a condition in which the body must have a drug to avoid physical and psychological withdrawal symptoms. Addiction’s first stage is dependence, during which the search for a drug dominates an individual’s life. In contrast, Gambling addiction can be defined as placing something of value at risk in the hopes of gaining something of greater value. Most people, gamble because it is a simple form of legal entertainment after all it is legal in 48 states, but to many it becomes an uncontrollable behavior. Many terms are used to describe a person who has a problem with gambling, including pathological gambler, gambling addict, compulsive gambler, or problem gambler.
The following research paper is about the detrimental effects which video, computer and Wii games have on children’s health. Upon analysis of this issue statement, the impact it has on children will be discussed to show how it affects the well- being of children. Support and refutation of the same issue statement will also be provided in this paper to provide evidence of the research findings in this context. Approaching the end of this paper, personal view point will also discussed followed by few recommendations which are given to improve health or well- being of children who are too much involved video games.
Prolonged use of electronic screen products causing eye and visual discomfort, blurred vision and even double vision. Also a fixed posture can cause or exacerbate musculoskeletal symptoms. For the psychosocial health, it is easy to cause addiction and cyber-bullying through playing games. As gamers spent most of time on online game and electronic screen products, it affects their daily routine such as studying and working. Also, characteristics of the current information and communication technology make cyber-bullying happen more easily, their self esteem may become lower after cyber-bullying by others.
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students”  or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games . However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
A great quantity of people say that video games can have a great negative impact on the social life of the player. ¨Playing video games usually does not involve a social network¨ (Barenthin). Most video games have the ability to play single player, but recently multiplayer games have started taking the lead. This means that video games used to be for only one person, but now they make it so a person can connect with many people throughout the game. This has also advanced social skills, Humans want to be in groups, and gamers can relate to each other.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Annotated Bibliography for Internet Addiction Lisa Comtaruk October 27, 2017 Bishop, J. (2015). Psychological and Social Implications Surrounding Internet and Gaming Addiction. Hershey, PA: Information Science Reference, an imprint of IGI Global. The book focuses on the negative side of technology and how people fall prey to gambling and gaming addiction (Bishop, 2015).
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.