Chapter 1
The Problem and Its Setting
Introduction
Computers have become an integral part of our lives and homes. This gives
students easy access to video games, and many students are always playing video
games.
Computers have become indispensable in modern times. From information to
fun, you can probably do everything with the help of this amazing machine. Computers
are essential for today's people, and the time they spend on computers is constantly
increasing.
One of the most popular computers for students is video games or computer
games. From puzzles to racing, action to sports, strategy to adventure, computer games
are probably the biggest addiction for most students. Companies such as Sony and
Microsoft are doing their best to promote Xbox and PlayStation to people around the
world, making this games even more attractive.
Addiction to these computer games can cause serious harm to students.
Students play for long periods of time, which can lead to eye damage. The effects of
excessive visual media are obvious, as many people these days have begun to wear
glasses from an early age. Playing computer games for long periods of time can also
cause headaches and dizziness.
But one of the biggest concerns about playing excessive computer games is that
the students/people aren't out and playing. Playing outdoor sports does not only
improve your physical fitness, but it also helps the students/people grow better because
they can adapt to a better society. Some of these games are violent and can be hostile
to students, which is very harmful.
It may not be possible to ban students from playing these games. However
parents and schools must encourage their children to play outdoor sports. They need to
allocate time to play video games and adults/seniors need to monitor the type of games
the students are playing.
Background of the Study
The relationship between violent video games and adolescent aggression has
become a hot issue in psychological research (Wiegman and Schie, 1998; Anderson
and Bushman, 2001; Anderson et al., 2010; Ferguson et al.., 2012; Greitemeyer, 2014;
Yang et al. Al., 2014; Boxer et al., 2015). Anderson et al, based on the General
Aggression Model (GAM). Violent video games have been suggested to constitute
leading variables for aggressive behavior. That is, the degree of exposure to violent
video games directly leads to increased aggression (Anderson and Bushman, 2001;
Bushman and Anderson, 2002; Anderson, 2004; Anderson et al., 2004). Related
longitudinal studies (Anderson et al., 2008), a meta-analysis (Anderson et al., 2010;
Greitemeyer and Mugge, 2014), event-related potential studies (Bailey et al., 2011; Liu
et al., 2015)., And a study of juvenile delinquency (DeLisi et al., 2013) showed that
exposure to violent video games significantly predicted adolescent aggression.
Anderson and others. He insisted on using GAM to explain the effects of violent
video games on aggression, and other researchers suggested a different perspective.
For example, a meta-analysis by Sherry (2001) suggests that violent video games have
a negligible effect on adolescent aggression. Meanwhile, Ferguson (2007) suggested
that publication bias (or the file drawer effect) could affect the effectiveness of violent
video games on adolescent aggression. Publication bias means that articles with
positive results (such as statistical significance) are more likely to be published than
articles with negative results (Rosenthal and Rosnow, 1991). .. A meta-analysis by
Ferguson (2007) found that, after adjusting for publication bias, related studies could not
support the hypothesis that violent video games are highly correlated with aggression.
Next, Ferguson and others. We proposed the Catalyst model (CM), which is the
opposite of GAM. According to this model, genetic predisposition can lead to aggressive
child temperament and aggressive adult personality. Individuals with an aggressive
temperament or personality are more likely to behave violently during times of
environmental tension. Environmental factors act as catalysts for the violent behavior of
individuals with a violent personality. This means that the environment does not cause
violent behavior, but it can mitigate the causal effects of biology on violence. The CM
model suggested that exposure to violent video games acted only as a catalyst
influencing its morphology, not as a precursor to aggressive behavior (Ferguson et al.,
2008). Many studies (Ferguson et al., 2009, 2012; Ferguson, 2013, 2015; Furuya-
Kanamori and Doi, 2016; Huesmann et al., 2017) have found that adolescent
aggression is exposed to violent video games. We found it unpredictable, but it is
closely related to the characteristics of antisocial personality, peer influence, and
domestic violence.
Anderson and his collaborators (Groves et al., 2014; Kepes et al., 2017) are
Ferguson et al. Suggested that there are major methodological shortcomings in this
study. And they re-declared the validity of their own research. Some researchers
supported Anderson et al. Criticized Ferguson's view (Gentile, 2015; Rothstein and
Bushman, 2015). However, Marquee (2015) took a neutral position that he should not
take an extreme view of the relationship between violent video games and aggression.
In fact, the relationship between violent video games and aggression is complex.
In addition to the controversy between the two models above on whether or not there is
an impact, other studies include internal factors such as normative beliefs about
aggression and the family environment in the relationship between violent video games
and aggression. We investigated the role of external factors.
Theoretical Framework
According to Maija Majamäki and Matilda Hellman (2015) that, a huge
multiplayer online role-playing games are graphical virtual environments during
which gamers interact with one another through avatars many hours day to day
"> each day on a daily basis. the foremost widely accepted criterion of
problematic variants of the gaming is that the amount of your time spent on the
games. during this study, they showed that point use won't be a really adequate
measurement of the extent of the matter . they need analyzed an interview
material with 17 (=n) gamers, and 115 (=n) applications to a gamers’ guild,
identifying gamers’ perception of your time and temporally. Firstly, their study
shows that point spent on gaming varies tons over time counting on other life
activities and therefore the overall life situation of the gamer. Secondly, their
study indicates that thanks to nature of the activity, gamers can develop time
management skills over time. Concrete techniques to enjoy the flow of the sport,
but still function well in other life spheres involve, for instance, economizing other
activities, setting alarm clocks, and schedule, “gaming binges.” they also discuss
some conceptual differences made between serious leisure, on the one hand,
and addiction, on the opposite.
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Conceptual Framework
The Behavior of Students may slowly transform if the gamer depending on how they
treat their life with it after all, it starts how gamers will treat their gaming. The reason
how can video games can shape students has many reasons like: Violent games, no
time management toward gaming and real life, the slow development of it becoming an
obsession, blocking out people in real life, becoming aggressive. These can lead the
students to a change of behavior if they don't take notice of what will happen to their
behavior.
Statement of The Problem
In this generation, Playing Video Games is one among the leisure activities, especially
to the scholars who have such a tough time in class works. Rather than doing
assignments and activities they provide their time to play some video games.
Specifically, this study seeks to determine the Impacts of Video Games on Student’s
Behavior.
1. Profile of the Respondents.
a.) Age
b.) Gender
c.) Grade Level
d.) Strand
2. What are the main Impacts of Video Games on Student’s Behavior?
3. How many hours in a week does the average students play video games?
4. Is there a significant relationship between Video Games, and the behavior of the
students?
Hypothesis
In conducting this research, the researchers thought there are two possible
inference that we can conclude:
Senior High School students’ who are addicted in video games negatively impact their
behavior. The attitude of a gamer will affect their personality depending on how they
behave while playing video games. Some will develop short temper and may verbally
abuse others or worse, may lead to violence.
Senior High School Students’ who are addicted to video games can manage their
behavior and maintain positive attitude despite video games addiction. They can be a
good example to everyone who plays video games and show that playing doesn’t affect
their attitudes and behavior negatively.
Scope and Limitations of the Study
The scope area of this study is in STI Sta. Mesa. The study will be conducted by looking
and collecting information about the students who plays video games and by conducting
a survey to Senior High School Students. We will be studying what are the impact of
playing video games.
Limitations of the study is to only focus on the causes that affect students, significant
effect of always playing games to their behaviour, and solutions on how to avoid
developing negative behaviour.
Significance of the study
The study conducted will be beneficial to the following sectors;
SENIOR HIGH SCHOOL STUDENTS
The main concern of the study are the senior high school students who often play video
games. This study will be very beneficial to the students, it will provide them knowledge
and awareness on how video games affect their behaviour.
PARENTS
The research will benefit the parents of those children addicted on video games. This
spreads awareness to parents and will help them to control their children on addictive
games thus prevent the negative impact of video games addiction on youths.
STI COMMUNITY
The study will be informing the STI regarding the impacts of video games on their
students. Through this they will be able to conduct rules that will limit their students
addiction inside the campus and implement programs that will regain the positive
behavior of those badly affected.
FUTURE RESEARCHERS
The findings of the study will be a useful reference that will support the researchers for
future studies relating to impact of video games on students behavior.
Definition of terms
References