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The effects of playing online games and using

THE CONSEQUENCES OF PLAYING FREE ONLINE GAMES AND EMPLOYING INTERNET TO TEENAGERS AND YOUNG ADULTS NOWADAYS A Term Paper offered to the English Faculty of the College of Business Education and Government, New Era University In Partial Satisfaction of the Requirements for the Degree of Bachelor of Science Business Administration By simply: Gemmie Farrenheit. Juachon Novelyn M. Prepare Charisse Gail M. Ponte Fhelnan V. Gallano Mar 2009 VERIFICATION The researchers express their very own sincerest gratitude to all those who, in one way or another contributed to the completing this function.

To all in whose help and support had been instrumental inside the academic satisfaction of this piece of content in preparing and completing this term paper, this acknowledgement is due. Prof. Joana Marie Diaz, the researchers’ adviser, to get extending important assistance and support, her insights, time and expertise in giving direction and guidance which hastened the completing this examine. To the researchers’ dear parents, who backed and continuously gave aide for the researchers to go on. All who have in one method or another got given their moral support to finish the piece of work.

Especially, our Luminous God, for endowing the researchers the knowledge and wisdom, strength and a aiding hand to undertake a difficult task and to help make it this research a success. G. N. C. F. Commitment The experts humbly dedicate this endeavor to their parents who are there for them every time they needed them the most and who have seriously motivated and serve as their very own inspirations in conducting this research. Their friends for love, support and confidence, for without them, this function would have recently been meaningless¦

Above all, to the Dearest Almighty Daddy for the guidance, perception, good health and blessings, He always bestows the research workers. G. N. C. Farrenheit. THESIS SUMMARY Title: THE EFFECTS OF PLAYING FREE ONLINE GAMES AND EMPLOYING INTERNET TO TEENAGERS AND YOUNG ADULTS CURRENTLY Researchers: Gemmie F. Juachon Novelyn M. Plan Charisse Gail M. Ponte Fhelnan V. Gallano Course: Bachelor of Research Business Administration Major: Business Management School: New Era University Season: March 2009 Adviser: Mrs. Joana Marie Diaz DECLARATION OF THE ISSUE

This research aimed to identify the effects of playing online games and using the internet to teenagers and young adults at present. Specifically, that sought answers to the following questions: 1 ) What is the profile in the teenagers/young adults ” participants in terms of: 1 ) age 2 . gender 3. awareness in internet/online game addiction four. length of time online 5. regularity of playing online games or perhaps surfing the net 2 . Precisely what are the reasons for playing free games and browsing the net to get the respondents? 3. Does the internet and online gambling addiction in the same way dangerous as substance craving?. What are the huge benefits and the disadvantages of playing online games and surfing the web? 5. Precisely what are the causes of excessive use of internet and on the net gaming? OVERVIEW OF RESULTS The experts attained the following summary of findings that were created within the statement of the problem. 1 . What is the profile of the teenagers/young adults ” individuals in terms of: 1 . Age. The participants’ typical age is usually 17 years old. 2 . Gender. There are more males included rather than females. 3. Awareness in internet/online game habit.

The teenagers and youngsters today are aware about this sort of addiction and so they believe that cyber-addiction is a large use of Net, nevertheless the majority them believe that cyber-addiction does not need treatment and medicine. 4. Length of time creating an online business. Most of the teens use the Internet 2-3 hours each day, which is a reasonable number of several hours, and couple of them avoid using the Internet 4 – 5 hours per day. 5. Regularity of playing online games or surfing the net. Most of the respondents agreed that using Internet is just a few days in the week and some of the respondents agreed that Net is used daily.. What are the reasons/purpose for playing free games and surfing the net for the participants? The major reason or purpose of online game playing is for entertainment while online surfing, their major purpose or goal is for chatting and e-mails. 3. Does the internet and online gambling addiction just like dangerous since substance habit? The cyber-addiction is at precisely the same level with drug dependency. Though it can be less violent and easier to treat, however the effects are exactly the same in terms of physical and mental. 4. What are the advantages plus the disadvantages of playing free online games and searching the internet?

Difficulties advantage of playing online games and surfing the web is to relief stress and to entertain. While the disadvantages of these are the likelihood to acquire addicted to these activities and neglect alternative activities which are more crucial especially their priorities in schools and families. a few. What are what causes obsessive make use of internet and online gaming? There are two factors that cause cyber-addiction, psychological elements and sociable factors. Underneath the psychological elements are solitude, anxiety, stress, epression, and self-consciousness. Whilst under in social elements are expert influence, making new friends or “virtual friends, and social associations that impact the need for those to play. CONCLUSION From the synopsis of finding, the researchers found the following a conclusion: 1 . The world wide web is certainly not the adversary just because persons become hooked on it. It includes many significant and required benefits. It truly is fast, ecologically sound, easy, and informative. In many ways it makes existence much simpler. In many ways it makes our lives more complicated.

The Internet offers an escape coming from reality and everyday complications just like alcoholic beverages or medications. 2 . Addiction is still a great addiction, both by chemical or specialized. And all varieties of addiction might affect any individual’s lifestyle including the environment and other people that surround him. 3. Internet addiction disorder is the same with other tangible addictions like alcohol and medicines. Though it is less chaotic, the causes, results and the results are the same. Both are causes of psychological and social factors plus they are led to mental and physical disorders. four.

More guys are susceptible into obsession in playing online games. Based upon the research of experts in Stanford University the part of the head that generates rewarding feelings is more triggered in guys than ladies. But women are more likely to turn into addicted consist of types of application just like chatting, instant messaging and shopping online. 5. Positively, the teens and young adults today know about the bad effects of internet. And they nonetheless know what are their goals in life, all their studies, households and close friends. 6. Free games and internet surfing are not just a hobby or pertaining to ntertainment since many of the participants use in this kind of study presume, but , it can be meant for creating a new persona to create a new life virtually and to generate new close friends. RECOMMENDATION The subsequent recommendations were formulated by the researchers. For the Administrators, they must coordinate while using internet shop owners outside of the school grounds to screen the students with their online actions to prevent this sort of addiction. That they could also offer restrictions towards the minor learners, especially high school and class levels, that they can should use the internet after their school hours.

To the Parents, they should provide limitation to their children in using the internet and find a way tips on how to monitor their very own online activities. To the Students, they must control their usage in internet. They could also self-discipline themselves by practicing period management and because of this way, they can improve their research habits, way of life and preparation for their upcoming. To the Internet shops owners, they could have notifications in their outlets saying that the minors aren’t allowed to play during their university hours. And so they must also set up their outlets with evaluation of 50 yards away from universities.

TABLE OF CONTENTS TITLE PAGES Subject Page¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ i Acknowledgment¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. ii Dedication¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. iii Thesis Abstract¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. iv Table of Contents¦¦¦¦¦¦¦¦¦¦¦¦¦¦. ¦¦ ¦xii List of Appendices¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. ¦. xiv List of Figures ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. xiv List of Tables ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. ¦. xv Section 1 THE SITUATION AND ITS BACKGROUND¦¦¦¦¦¦¦¦.. ¦.. one particular Statement from the Problem¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. a couple of Null Hypothesis¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. ¦. three or more Significance of the Study¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. Range and Delimitation of the Study¦¦¦¦¦¦¦¦¦¦.. 5 Meaning of Terms¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. six Chapter a couple of REVIEW OF RELATED LITERATURE AND STUDIES¦¦¦¦. ¦8 Literature¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. ¦. 8 Studies¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. 12 Relevance of Literature and Studies Reviewed to the Present Study¦¦¦¦¦¦¦¦. 18 Theoretical/Conceptual Framework¦¦¦¦¦¦¦¦¦.. ¦. 17 Chapter several METHODS OF RESEARCH¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ ¦18 Research Design¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦18 Sample¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦. ¦18 Instrument/Technique¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ ¦19 Treatment of Data¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ 20 Chapter 5 PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA.. twenty two Chapter your five SUMMARY, REALIZATION, AND RECOMMENDATION¦¦¦¦. 28 Synopsis of Findings¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. ¦ twenty eight Conclusion¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦31 Recommendation¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦33 BIBLIOGRAPHY¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. 35 APPENDICES¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦37 PROGRAMS VITAE¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦.. 46 LIST OF APPENDICES APPENDIXTITLE WEB PAGE ASurvey Questionnaire¦¦¦¦¦¦¦¦¦¦¦. 38 BThe Internet Addiction Test¦¦¦¦¦¦¦¦¦40 LIST OF STATISTICS

PAGES Number 1Paradigm in the Theoretical Platform 17 Physique 2Gender Droit of the Participants 22 Figure 3Age Distribution of the Participants 15 SET OF TABLES TABLESTITLE PAGE 1 ) Level of Understanding of Internet/Online 24 Game Habit 2The Reason/Purpose of Playing 25 Free games 3. The Reason/Purpose of Internet 26 four. Frequency of Using Net 26 five. Hours of Using Net 27 Chapter 1 THE CHALLENGE AND ITS BACKGROUND As the earth commenced towards the modern age, thousands of adjustments were eveloped in the field of technology and marketing and sales communications. It requires abundant use of the apparent “internet. The net, which means connected with each other network of networks, backlinks tens of thousands of more compact computer systems. It permits computer users through the globe to deliver and receive messages, discuss information in a number of forms, and in many cases play online computer games with individuals thousands of miles away. With all the continual regarding technology in today’s information-dependent world, online discussion has become a major influence within the possibilities of addiction.

The Internet is a new technology which has influenced the world and offers provided lots of advantages to people. In spite of the truth that the benefits of Internet make notable advancements in all fields, some users are becoming preoccupied with the Internet, unable to control their usage of this new technology, and are taking a chance on their work and personal relationships. This is regarded in the materials as Internet Addiction (I A). Internet addiction or as many experts call it Internet addiction disorder, is viewed as a problem that is certainly still challenging to be described accurately (Young, 1998).

These kinds of addiction may be thought of as time spent on the pc, playing video games, or browsing the internet by which reaches a spot of disruption in an individual’s natural actuality. Similar to addictive problems that require a non-tangible contact form like alcohol, cocaine, etc, online gambling and overuse of internet has recently become revealed as a significant source of mental addiction. These types of provide addictive means in which many teenagers and youngsters neglect crucial tasks including school, function, and other cultural activities.

AFFIRMATION OF THE TROUBLE This research aimed to determine the effects of playing online games and using the internet to teenagers and young adults currently. Specifically, this sought answers to the following questions: 1 . What is the profile with the teenagers/young adults ” participants in terms of: 1 . age installment payments on your gender a few. awareness in internet/online video game addiction 5. length of time creating an online business 5. regularity of playing online games or surfing the internet 2 . What are the reasons intended for playing free games and surfing the net pertaining to the participants? 3.

Will the internet and online gaming addiction as dangerous because substance dependency? 4. Precisely what are the advantages and the disadvantages of playing free games and browsing the internet? a few. What are what causes obsessive usage of internet and online video gaming? NULL HYPOTHESES Psychological and social factors are probably the main causes to excessive usage of internet and online game playing. Social factors include peer pressure and social relationships that affect the need for teenagers to play. Isolation and flawed relationships can lead to clinical mental disorders just like depression and anxiety.

And because online games and internet surfing allow the youngsters to free of charge themselves through the real world, individuals that become hooked on these has to be dissatisfied together with the reality or perhaps socially uneasy. SIGNIFICANCE IN THE STUDY This study is very timely while the use of net is element of daily trend nowadays. This study hopes to benefit students, parents, administrations, internet retailers owners and future research workers. The organizations may make make use of findings of the study as bases pertaining to reviewing the limitation of websites shops that provide online video gaming outside the schools and may make action relating to these.

The scholars may be taken advantage of in paying attention more on the studies and could use their vacant time in more relevant and other sociable activities. The parents may gain awareness and insights on how they can develop responsibility among all of their children inside the use of computers/internet. Internet shops owners may possibly utilize the findings to improve their service to people. Future analysts may use this kind of study while basis in conducting long term research on online video gaming and internet addiction disorder and may front the way for its improvement. OPPORTUNITY AND DELIMITATION OF THE EXAMINE

This study is limited for the effects of online gaming and using the internet to teenagers and young adults of ages 13-21 at the Barangay New Time, Quezon Metropolis. DEFINITION OF CONDITIONS Addiction is usually compulsive, extended use of a substance or perhaps behavior known by the user to be dangerous. It is a human brain disease that manifests as compulsive behavior. Pc addiction is a compulsive make use of computers. The internet/net is a system of networks that links computers over the world. Internet addiction/cyber-addiction is a excessive use of the Internet or free online games, problematic Net use.

Net surfing may be the act of searching the web or net navigation. Online-games are game titles played when connected to the Net. It can be played alone or with other players online. The video game is usually an electronic or perhaps computerized game played simply by moving photos on a display screen or monitor. Virtual reality is actually a delusion of reality produced by a pc, existing while not in real form, that is, a computer image. Chapter two REVIEW OF RELATED LITERATURE AND STUDIES This kind of chapter shows different literatures and studies that were written and conducted which are associated with this study.

The resources provided substantial information in conceptualizing the analysis. Literature The subsequent literatures were relevant to the modern day research, which in turn helped in establishing valid insights that have been inferred by teacher. Community. Addiction is definitely addiction. The symptoms are identical as any craving. These youngsters are becoming hooked on the Internet or Computer Games in much that same way that others started to be addicted to prescription drugs or liquor which lead to academic, cultural, and work-related impairment. Although computer addiction is the lower evil when compared to drug habit, it however takes away the priorities of the children.

Regardless if they are finished with their groundwork, they should be reading books. (Oliva, 2008) “How much is excessive? That is a great question. We don’t know in the event there are guidelines on how much time on the internet is extreme. Here are some indications for me personally you have gone overboard with taking place line:? 1st, you go even more online than out with friends.? Second, you reject most invite from close friends to go out simply because you want to use the internet? Third, you could have more good time with people on the internet compared to your non-virtual friends and family members Fourth, when you need to get glasses because you ruined your eyes looking at your computer screen for hours and hours.? Fifth, when almost all of what you speak about are not shared experiences with actual persons you know but conversations in chatrooms along with your virtual friends? Sixth, when you spend weekend after weekend after weekend in front of your computer instead of going away with either family or friends and finally,? Seventh, at the time you don’t genuinely have a life to speak of outside of cyberspace (Chico and Delle, 2006). Foreign. “Addiction is a patterns pattern of compulsive medicine use seen as overwhelming involvement ith conditions drug and the securing with the supply, as well as the tendency to relapse after completion of withdrawal.  (Noyes, 2007) “Addiction is a compulsion to engage in unhealthy or perhaps detrimental habit. It is usually a desire for drugs such as heroin, cocaine, or alcohol. There are other forms of addiction, it is far from limited to the substance which can be ingested or injected. A hobby or a task can be the subject of an dependency. Some of these habits are challenging to define and may even seem harmless enough, nevertheless they can ruin the lives of these whom cannot get away them.

Mental problem may well lead the into addiction. The need for quick gratification, a sensation of being socially ostracized, and an failure to cope with the “downs of life almost all have been offered as possible springboards to dependency.  (Blaser, 1996) “Like all other addictive problems, Internet addiction is a psycho physiological disorder regarding tolerance, disengagement symptoms (especially, tremors, anxiety, and moodiness), affective disruptions (depression, irritability), and being interrupted of sociable relationships (a decline or perhaps loss, both in quality or quantity). Researchers with the University of Rochester and Immersive Incorporation. nvestigated what motivates players to continue playing video games. In accordance to lead detective Richard Thomas, they believe that players perform for more factors than just pure fun. Ryan, a motivational psychologist at Rochester, says that numerous video games can easily satisfy some fundamental psychological demands and often players continue to enjoy because of rewards, freedom, and often a connection to players (LeClair, 2006). “There are also effects to be regarded, the point of view is that the Internet can cut the users off from legitimate social human relationships and finally lead to impoverished participation in social existence.

Additionally , Net use could be a potentially separating the mediating effect of users emotional and social skills in real life. As a result of the analysis, they found that overusing the Internet leads to social isolation (Engelberg and Sjoberg, 2004). Studies The next studies concurred to the needed facts and insights to look for the findings in the present research. Local. “What are we all to do with these types of kids with lost their priorities because of the addiction? They will only realize unhealthy effects of their very own addiction as soon as they get declining marks.

So long as they are succeeding in school, they are going to continue to perform or go online. Parents have to draw limitations once their kids start using the pc or even game consoles. What can the government do? According to the Business Promotion and Development Office (BPDO) of the Pallino City Corridor, they are not strict in terms of releasing lets of the Internet Shops seeing that so far, there is absolutely no particular code governing their particular operation. However the BPDO can be strict in implementing two policies: 1 ) That all computer system shops has to be 50 metres away from churches, schools and government organizations 2 .

There should be a notice saying that minors are not permitted to play during school several hours or coming from 8: 00 AM to 5: 00 EVENING.  (Noemi, 2006) Foreign. “Dr. Brody, head of the media committee at the American Academy of Child and Young Psychiatry, places forth which the addiction to video games can be brought on by psychological complications. He is convinced that many lovers want a method to escape actuality and then realize that they can make a whole new character on an video game and live their life through their particular new on the net personality.

Dr . Brody, just like others, perceives the problem in computer game craving and thinks it needs to be treated on the same level like a drug addiction. However , sometimes it is easier to treat when compared to a drug dependency. Computer and video game habit is a disease according to him,  (Backer, 2008, Tanner, 2008). “In latest research, additional characteristics had been identified. The very first is feelings of restlessness or perhaps irritability when attempting to cut down or end Internet employ.

The second is which the Internet can be used as a way of escaping concerns or relieving feelings of helplessness, sense of guilt, anxiety or depression. Another characteristic is usually that the user is placed to loved ones or good friends to hide the degree of involvement with the Net. And, finally, the user earnings repeatedly irrespective of excessive fees (Egger Rauterberg, 1996). “A 2008 Examine by Stanford University School of Medicine suggests that video game habit in men may be more prevalent than women when the video game concept involves territorial control.

In a first-of-its-kind imaging examine, the Stanford University Institution of Medicine experts have shown the fact that part of the brain that produces rewarding feelings is more activated in males than females during video-game play. These types of gender variations may help clarify why guys are more attracted to, and more likely to become hooked on video games than females, the researchers had written in their newspaper, which was just lately published on the net in the Log of Psychiatric Research (Brandt, 2008). “There are two reasons that may cause Internet addiction.

The first one can be shyness, or maybe the fear to satisfy people and Internet will offer you alternatives for people to please their sociable and psychological needs. The second reason is positionnement of control which was called a set of values about how 1 behaves, and relationship of the behaviour to how one is rewarded or punished. They also added different important factors that may trigger this type of habit, such as solitude, anxiety, depression, and self-consciousness (Chank and Leung, 2004). “Gender affects the types of applications and underlying reasons for Internet addiction.

Boys are likely to seek out prominence and sex fantasy on-line, while ladies seek out close friendships, romantic partners, and like anonymous communication in which to hide their appearance. Young boys are more likely to become addicted to online games, cyber porn, and gambling online, while females are more likely to become addicted to chatting, instant messaging, craigs list, and online shopping. It seems to become natural conclusion that attributes of gender played out out in cyberspace parallel the stereotypes girls and boys have inside our society (Young, 1998). RELEVANCE OF BOOKS AND STUDIES REVIEWED TO THE PRESENT STUDY

This kind of study employed references which can be related to the literature also to the studies. The literary works and research reviewed have been completely significant in providing information to demonstrate the significance of the study. From all the explanations given by referrals, they delimit it with the same description. Addiction is not only for element and chemicals addiction, it could be a job or possibly a hobby, like playing online games and browsing the net. The fact is, according to Freeman, it is just a psychological disorder involving patience, withdrawal symptoms, affective disruptions, and being interrupted of cultural relationships.

THEORETICAL/CONCEPTUAL FRAMEWORK Figure1. Paradigm of the Theoretical Construction The framework of this study is along the concept which the causes of excessive use of internet or free games and internet addiction disorder are psychological and social factors. Section 3 TECHNIQUES OF RESEARCH This kind of chapter covers the research design, the choice of the respondents, the instrument found in the study and its particular construction. Additionally, it describes how the research was administered, in order to obtain the needed data strongly related the study. It discusses the way the study was undertaken using the appropriate research methods.

ANALYSIS DESIGN The study design is usually descriptive in nature because it describes the profile in the respondents in terms of age, male or female, reason for searching the internet and online game playing, length of time using the net, and consistency of surfing/playing in a day. TEST The experts conducted the analysis with young adults and young adults with the associated with 13-20, playing or employing internet in the computer shops/internet cafes inside Barangay New Era. The total number of participants is 55. Most of them are students their studies at New Age University. INSTRUMENT/TECHNIQUE

In order to collect information necessary to answer research questions, the researchers utilized a self constructed review questionnaire to assemble data within the profile of the respondents concerning age, gender, awareness in internet/online game addiction, basis for surfing the net and on-line gaming, amount of time using the net, and frequency of surfing/playing in a day. Survey/Questionnaire. A questionnaire is a direct means of knowing the respondents’ feelings, encounters, thoughts and motives lurking behind their behavior. It is the expression used for almost any sort of instrument which has questions or perhaps items to which in turn an individual responds.

The 1st part prospect lists down the account of the participants, which include identity, age, gender, and their favourite online games or perhaps websites The 2nd part consists of a series of questions of consciousness about internet addiction disorder, reasons for playing online games or surfing the internet, length of time playing/using the net, regularity of surfing/playing in a day and what advice/s does the respondents can give with regards to with these matters. Construction of the Tool. In constructing the instrument used in their study, the researchers go through several literatures, articles and also other previous researches about addiction, online game playing, and net.

These psychic readings helped the researcher in formulating the several terms as part of the questionnaire. TAKE CARE OF DATA This kind of study made use of the following formula to compute, analyze and interpret the effect of the data accumulated from the instrument of the study. To answer the first two problems, frequency and percentage distribution had been used. Frequency and Percentage Distribution P = (f/n)(100 P sama dengan percentage farreneheit = regularity of participants with the particular variables/characteristics becoming studied and = count of participants Chapter 4 PRESENTATION, EVALUATION, AND PRESENTATION OF DATA

This kind of chapter shows the data to reply to the problems that rose in Chapter 1 ) The presentation, analysis and interpretation of data follow the pattern of the specific questions the research sought to resolve. The survey questionnaires happen to be randomly given away to 55 teens and young adults within the internet shops. In Fig. 2 shows that the percentage between male and feminine is almost similar but still, there are more guys because that they ae very likely to get hooked in internet searching specially in online games. Figure2. The Male or female Distribution in the Respondents

Regarding age, 18 years old is the highest percentage which is 24% (12 respondents) and the lowest is 12-15 years old which is 2% (1 respondent). Figure3. Age Circulation of the Participants In Stand 1, 34% of the respondents believe that Internet addiction disorder is a awful habit, and a high percentage which is 96% of them feels that Internet addiction disorder does not need treatment and treatments. Such proportions may explain that most in the respondents will not consider the addiction being a disease. Some of them agree that Internet addiction is psychological disease and fifty percent of them considered the addiction as being a heavy make use of Internet.

Beside, only 4% of the students agreed that Internet Addiction needs treatment. | |Yes |No | |Physical Disease |12% |88% | |Psychological Disease |28% |72% | |Not a disease |30% |70% | |Need treatment and treatments |4% |96% | |Need psychological therapy |20% |80% | |Bad habit |34% |66% |Heavy use of internet |50% |50% | Table1. Level of Awareness of Internet/Online Game Addiction The second table analyzed the purpose of playing Online Games. The highest percentage which is 70% is perfect for entertainment. And 78% said that the least cause of online gaming is increasing confidence. |Yes |No | |Entertainment |76% |24% | |Hobby |50% |50% | |Making Good friends |48% |52% | |Building up self-confidence |22% |78% | |Escaping from concerns |28% |72% | |Peer Influence |30% |70% |

Table2. The Reason/Purpose of playing Free online games In Stand 3, that canvassed the objective of using the Internet. Luckily, a high percentage which is 66% is for the most crucial purpose which is searching for details, though it is only second to the highest. It seems that teenagers and young adults realized that this is the main purpose of using such technology. Astonishingly, the lowest percentage which can be 20% is usually using the Internet when it comes to shopping, and perhaps this is the result of the small volume of females. |Yes |No | |Chatting and emails |68% |32% | |Searching for information |66% |34% | |Shopping |20% |80% | |Reading newspapers |26% |74% | |Looking for researches and references |56% |44% | Table3. The Reason/Purpose of Internet The fourth table shows the frequency of using Net.

The highest percentage which is 48% of the pupils agreed that using Internet is just a few days in the week and 36% of the pupils agreed that Internet can be used daily. | |Yes |No | |Daily |36% |62% | |Some days inside the week |48% |52% | |Weekly |8% |92% | |Monthly |2% |98% | |In event |6% |94% |

Table4. Frequency of Using Net The last desk indicates the hours of using Net a day. Especially, 54% with the respondents use the Internet two to three several hours in a day, the reasonable range of hours, and 18% of these use the Internet just one hour per day. The positive indicator is that the most affordable percentages which can be 12% from the respondents go surfing more than five hours in the day. In another word, that may ensure that students are aware of unhealthy and dangerous affects in the heavy utilization of Internet.

Additionally, it ascertains the fact that level of recognition about Internet addiction disorder is relatively substantial and the recognition of the influence of the Internet in general is actually a known reality for most of the teenagers and young adults. | |Yes |No | |One Hour in a day |18% |82% | |Two to three several hours a day |54% |46% | |Four to five several hours a day |14% |86% | |More than five hours a day |12% |88% |

Table5. Several hours of Applying Internet Part 5 SYNOPSIS, CONCLUSION AND RECOMMENDATION This chapter shows the synopsis of results, conclusions and recommendations for the consequences of playing free games and using the internet to teenagers and young adults nowadays. BRIEF SUMMARY OF STUDIES The research workers came up with this summary of findings. Particularly, it responded the following inquiries. 1 . Precisely what is the profile of the teenagers/young adults ” participants when it comes to: 1 . Era. The participants’ average age group is 18 years old. 2 . Gender.

There are more guys involved rather than females. several. Awareness in internet/online game addiction. The teenagers today are aware about this kind of dependency and they believe cyber-addiction is actually a heavy usage of Internet, many all of them believe cyber-addiction does not need treatment and medicine. 4. Length of time creating an online business. Most of the young adults use the Internet two to three hours in one day, which is a affordable number of hours, and couple of them don’t use the Internet 4 – 5 hours every day. 5. Rate of recurrence of playing online games or perhaps surfing the web.

Most of the participants agreed that using Internet is just a few days in the week and only handful of them agreed that Net is used daily. 2 . Precisely what are the reasons pertaining to playing online games and searching the net pertaining to the respondents? The major reason or purpose of online game playing is for entertainment while online surfing, the major purpose or purpose is for communicating and e-mail. 3. Will the internet and online game playing addiction as dangerous because substance habit? The cyber-addiction is at similar level with drug dependency.

Though it truly is less chaotic and much easier to treat, nevertheless the effects are exactly the same in terms of physical and mental. 4. Precisely what are the advantages and the disadvantages of playing online games and searching the internet? The major advantage of playing online games and surfing the web is to relief stress and to entertain. While the disadvantages of those are the likelihood to get addicted to these activities and neglect other pursuits which are more important especially their priorities in schools and families. 5. What are what causes obsessive use of internet and online gambling?

There are two factors that cause cyber-addiction, psychological elements and sociable factors. Under the psychological factors are isolation, anxiety, pressure, depression, and self-consciousness. Although under in social factors are peer influence, making new friends or “virtual friends, and social relationships that impact the need for those to play. SUMMARY Considering the synopsis of results, the research workers arrived at the next conclusions: 1 . The Internet is not the enemy simply because people become hooked on this. It has many important and necessary rewards.

It is quickly, ecologically appear, convenient, and informative. In several ways it makes our lives much simpler. In many ways this makes existence more complex. The web provides an avoid from fact and day-to-day problems the same as alcohol or drugs. installment payments on your Addiction remains to be an dependency, either by simply chemical or technical. And everything kinds of habit may have an effect on any individual’s life such as the environment and other people that encompass him. a few. Internet addiction is the same with additional tangible harmful habits like alcoholic beverages and drugs. Though it is much less violent, the complexities, results and the effects are identical.

Both are causes of psychological and social elements and they are led to physical and mental disorders. 4. More males will be prone in to obsession in playing free online games. Based on the studies of researchers in Stanford College or university that the area of the brain that generates rewarding feelings is far more activated in men than women. Although women may become addicted in other types of application such as chatting, instant messaging and online shopping. five. Positively, the teenagers and young adults today are aware about the bad effects of internet.

And in addition they still know what are their priorities is obviously, their studies, families and friends. six. Online games and internet browsing are not only a hobby or for entertainment as most with the respondents utilization in this research suppose, however it is intended for building a fresh persona to make a new your life virtually and create new friends. SUGGESTION The following recommendations were developed by the analysts. To the Administrators, they should organize with the net shop owners outside the university campus to monitor the students with their on the net activities to avoid such habit.

They can also give constraints to the slight students, specifically high school and grade levels, that they should use the internet after their university hours. To the Parents, they should give limit to their children in using the internet and find the best way how to monitor their on-line activities. Towards the Students, they must control their usage in internet. They should self-control themselves by simply practicing period management and because of this way, they will improve their analyze habits, life-style and preparation for their foreseeable future.

They may also examine themselves if they are dependent on online games and internet simply by answering these kinds of quiz or perhaps tester that determines the level of addiction. (See Appendix B) To the Internet outlets owners, they could have notifications in their retailers saying that the minors are generally not allowed to play during their school hours. Plus they must also build their outlets with evaluation of 50 yards away from schools. REFERENCES Backer, Erin. Kid and young psychiatrists interact with AMA advice on game titles. 7 Might 2008. Fatiguer, Larry. The Gale Encyclopedia of Science. Gale Analysis Publisher, 1996.

Brandt, Michelle. Video games trigger reward regions of brain in men more than women. several May 08. Chank, K, and Leung, L. Shyness and locus of control as predictors of Internet addiction and Net use. Internet Psychology and Behavior. 2005. Delle, Chico and. Dellemar Says Manila Bulletin. Feb 2006. Egger, O and Rauterberg, M. Internet Patterns and Habit. October june 2006. Engelberg, Elizabeth and Sjoberg, L. Internet use, interpersonal skilss, and adjustment. Cyber Psychology and Behavior. Jennifer, LeClaire. Warning Signs Appear Along Road to Video Game Dependency Tech Information World. 13 September 06\. Devhard ware Website. twenty-five June 3 years ago. Noemi. Computer Game and Internet Addiction: The Breakthrough of a Fresh Clinical Disorder. 2006.. Noyes, Katherine. Docs Retreat From Video Game Craving Diagnosis Technology News Globe. 25 06 2007. Devhard ware Site. 27 06 2007. Aceituna, Erwin. BSA-backed website helps bring about cyber integrity. Inquirer Daily Newspaper Web page. 23 March 2008 Excéder, Lindsey. Is definitely video habit a mental disorder? 7 May 2008. Young, E. Internet Addiction, the emergence of the new scientific disorder. Web Psychology and Behavior.

APPENDIX A ” Survey Set of questions TO THE RESPONDENTS, We are conducting a study permitted “THE EFFECTS OF PLAYING FREE ONLINE GAMES AND APPLYING INTERNET TO TEENAGERS AND YOUNG ADULTS NOWADAYS. In this regard, we would like to request your kind help filling up this set of questions. Rest assured that all information will probably be treated with utmost privacy. Thank You! GEMMIE F. JUACHON NOVELYN Meters. PLAN CHARISSE GALE Meters. PONTE FHELNAN V. GALLANO BSBA- College student, New Era University Identity (optional): ______________________________Age: ____ Beloved online game/website: __________________Gender: ____ _________________________________

INSTRUCTION: Please fill up ALL blanks as truthfully and as effectively as you can. Set ( for yes and ( intended for no . 1 . What is internet/online game habit? __ Physical disease__ Want psychological therapy __ Internal disease__ Bad habit __not a disease__ Heavy use of Internet __ Need treatment and treatments 2 . Exactly what are the reasons/purposes of playing online games and surfing the web? Online games Net Surfing __Entertainment__ Chatting and emails __Hobby__ searching for info __Making friends__ Shopping __Building up confidence__ Reading newspaper publishers __Escaping via problems__ trying to find researches and __Peer Influencereferences. How often will you use internet to surf/play? __Daily__ monthly __Some days in the week__in occasion __Weekly 4. When do you employ internet to surf/play each day? __ One Hour in a day__ More than five hours each day __ Two to three hours a day__ 4 – 5 hours every day 5. What advices is it possible to give to those who have hooked or perhaps addicted to internet surfing and online game playing? State that clearly and briefly. ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________ Thanks a lot! God Bless! APPENDIX N ” The net Addiction Check The Internet Habit Test is a first authenticated and trusted measure of addictive use of the Internet. Developed by Doctor Young (1998), the IAT is a 20-item questionnaire that measures moderate, moderate, and severe degrees of Internet Addiction. To assess the level of habit, answer the next questions using this scale: you = Almost never 2 sama dengan Occasionally several = Often 4 sama dengan Often a few = Always. 1 . When do you find that you stay on-line for a longer time than you designed? 1 a couple of 3 4 5 Will not Apply installment payments on your

How often do you really neglect home chores to pay more time online? 1 two 3 4 5 Does Not Apply several. How often do you prefer the excitement of the Internet to closeness with your partner? 1 a couple of 3 5 5 Would not Apply some. How often do you really form new relationships with fellow on the web users? one particular 2 3 4 5 Does Not Apply 5. How often do other folks in your existence complain for you about how much time you spend on-line? one particular 2 a few 4 your five Does Not Apply 6. How often do your grades or perhaps school work endures because of the period of time you spend across the internet? 1 a couple of 3 4 5 Does Not Apply 7. How often will you check your email before something different that you need to do? 2 a few 4 five Does Not Apply 8. How often does your work performance or perhaps productivity undergo because of the Internet? 1 a couple of 3 four 5 Does Not Apply 9. How often will you become defensive or deceptive when any individual asks you what you do on the web? 1 two 3 some 5 Would not Apply 12. How often do you really block out troubling thoughts with regards to your life with soothing thoughts of the Net? 1 a couple of 3 four 5 Would not Apply 10. How often will you find yourself looking forward to when you should go on-line again? 1 . 2 3 4 5 Would not Apply doze. How often do you fear that life with no Internet will be boring, vacant, and joyless? 1 a couple of 3 some 5 Will not Apply 13.

How often do you really snap, yell, or action annoyed if someone bothers you while you are on-line? you 2 3 4 your five Does Not Apply 14. When do you shed sleep as a result of late-night user login ids? 1 two 3 4 5 Would not Apply 12-15. How often do you feel preoccupied with the Internet when off-line, or fantasize about staying online? you 2 three or more 4 a few Does Not Apply 16. When do you end up saying a few more mins when online? 1 2 3 four 5 Does Not Apply 18. How often do you really try to lessen the amount of time you spend on the web and fail? 1 a couple of 3 four 5 Will not Apply 18. How often do you really try to conceal how long you’ve been online? 1 two 3 4 5 Would not Apply nineteen.

How often do you choose to take more time on-line above going out with other folks? 1 a couple of 3 5 5 Will not Apply twenty. How often do you really feel depressed, moody, or nervous when you are off-line, which disappears once you are again on-line? 1 2 several 4 your five Does Not Apply After responding to all the questions, add the quantities that selected for each response to obtain a final score. The bigger score, more suitable the level of habit and the challenges in Internet consumption causes. Here is a general size to help evaluate scores: twenty 49 points: You could be an average across the internet user. You could surf the Web a tad too long sometimes, but you possess control over the usage. 0 -79 points: You are experiencing infrequent or regular problems as a result of Internet. You should think about their full impact on your daily life. 80 95 points: Your Internet usage is usually causing significant problems within your life. You should evaluate the effect of the Net on your existence and address the problems immediately caused by your online usage. CV NAME: Gemmie F. Juachon Personal Data**************************************************************Nick Name: Gemy, Gemay, Faith Age: 18 years old Particular date of Labor and birth: January 2, 1992 Status: Single Address: 335 Sagana Condo, Fresh Era, Central Ave.

Quezon City Email Add: [emailprotected] com. ph level [emailprotected] com. ph Speak to #: 09065932511 Educational Attainment************************************************** College: 1st Year College, BSBA-Management, New Era College or university ” present. Secondary: initial -4th season, New Period University ” 2004-2008. Primary: Grade 1-2, New Age Elementary School ” 1999-2001 Class 3, Sto. Rosario Grammar school ” 2001-2002 Grade 4-6, New Age University ” 2002-2004 TERM: Novelyn Meters. Plan Personal Data**************************************************************Nick Term: Novie

Grow older: 19 years of age Date of Birth: Nov 27, 1990 Status: Solitary Address: Japanese. 60 Whole lot 1 Tagumpay, Rodriguez, Rizal E-mail Put: [emailprotected] com Contact #: 09062445804 Educational Attainment************************************************** University: 1st Season College, BSBA-Management, New Era University ” 2008-present. Supplementary: Apayao Technology High School ” 2004- 08 Elementary: Quality 1, Botánica Elem. University ” 1998-1999 Grade two, Pata Elem. School ” 1999-2000 Grade 3-4, Sta. Maria Major School ” 2000-2002 Class 5-6, Bacsay Elem. Institution ” 2002-2004 NAME: Charisse Gail M.

Ponte Personal Data**************************************************************Nick Term: Cha, Gail, Cha-cha, CG, Charotz, Charita Age: 18 years old Date of Birth: August six, 1991 Position: Single Addresses: #3 Tanguile st . Verbena Rd. Aged Balara Diliman, Q. C. E-mail Put: [emailprotected] com Contact #: 09059214208 Educational Attainment************************************************** College: 1st Year College, BSBA-Management, New Age University ” 2008-present. Extra: New Period High School ” 2004-2008 Elementary: Milaor Central School ” 1999-2004 TERM: Fhelnan Versus. Gallano

Personal Data**************************************************************Nick Identity: Cards Era: 23 years outdated Date of Birth: September 3, 1985 Status: Solitary Address: Japanese. 89 Lot 14 Tagumpay, Rodriguez, Rizal E-mail Add: [emailprotected] com Contact #: 09194882659 Educational Attainment************************************************** College: 2nd Season College, BSBA-Legal Management, Fresh Era University or college Secondary: Fresh Era Senior high school Elementary: Sta. Cruz Talisay, Camarines Ideal Psychological Factors Social Factors Online games/ Internet Addiction

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