The Effects of Playing Online Games and Using Internet to Teenagers and Young Adults Nowadays

THE EFFECTS OF PLAYING ONLINE GAMES AND USING INTERNET TO TEENAGERS AND YOUNG ADULTS NOWADAYS A Term Paper presented to the English Faculty of the College of Business Education and Administration, New Era University In Partial Fulfillment of the Requirements for the Degree of Bachelor of Science Business Administration By: Gemmie F. Juachon Novelyn M. Plan Charisse Gail M. Ponte Fhelnan V. Gallano March 2009 ACKNOWLEDGMENT The researchers express their sincerest gratitude to all individuals who, in one way or another contributed to the completion of this work.

To all whose help and support were instrumental in the academic fulfillment of this piece of work in preparing and completing this term paper, this acknowledgement is due. Prof. Joana Marie Diaz, the researchers’ adviser, for extending valuable assistance and support, her insights, time and expertise in giving direction and guidance which hastened the completion of this study. To the researchers’ dear parents, who supported and continuously gave encouragements for the researchers to go on.

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All who in one way or another had given their moral support to finish the piece of work.

Above all, our Almighty God, for endowing the researchers the knowledge and wisdom, strength and a helping hand to undertake a difficult task and to make this study a success. – G. N. C. F. Dedication The researchers humbly dedicate this endeavor to their parents who are always there for them every time they needed them the most and who have earnestly motivated and serve as their inspirations in conducting this research. Their friends for their love, support and encouragement, for without them, this work would have been meaningless…

Above all, to the Dearest Almighty Father for the guidance, wisdom, good health and blessings, He always bestows the researchers. – G. N. C. F. THESIS ABSTRACT Title: THE EFFECTS OF PLAYING ONLINE GAMES AND USING INTERNET TO TEENAGERS AND YOUNG ADULTS NOWADAYS Researchers:Gemmie F. Juachon Novelyn M. Plan Charisse Gail M. Ponte Fhelnan V. Gallano Course:Bachelor of Science Business Administration Major:Business Management School:New Era University Year:March 2009 Adviser:Mrs. Joana Marie Diaz STATEMENT OF THE PROBLEM

This study aimed to determine the effects of playing online games and using the internet to teenagers and young adults nowadays. Specifically, it sought answers to the following questions: 1. What is the profile of the teenagers/young adults – participants in terms of: 1. age 2. gender 3. awareness in internet/online game addiction 4. length of time using the internet 5. frequency of playing online games or surfing the net 2. What are the reasons for playing online games and surfing the net for the respondents? 3. Does the internet and online gaming addiction just as dangerous as substance addiction? . What are the advantages and the disadvantages of playing online games and surfing the internet? 5. What are the causes of obsessive use of internet and online gaming? SUMMARY OF FINDINGS The researchers attained the following summary of findings which were created on the statement of the problem. 1. What is the profile of the teenagers/young adults – participants in terms of: 1. Age. The participants’ average age is 17 years old. 2. Gender. There are more males involved rather than females. 3. Awareness in internet/online game addiction.

The teens and young adults today are aware about this kind of addiction and they believe that cyber-addiction is a heavy use of Internet, nevertheless almost all of them believe that cyber-addiction does not need treatment and medicine. 4. Length of time using the internet. Most of the teenagers use the Internet two to three hours in a day, which is a reasonable number of hours, and few of them don’t use the Internet four to five hours a day. 5. Frequency of playing online games or surfing the net. Most of the respondents agreed that using Internet is just some days in the week and few of the respondents agreed that Internet is used daily. . What are the reasons/purpose for playing online games and surfing the net for the respondents? The major reason or purpose of online gaming is for entertainment while in internet surfing, its major reason or purpose is for chatting and emails. 3. Does the internet and online gaming addiction just as dangerous as substance addiction? The cyber-addiction is at the same level with drug addiction. Though it is less violent and easier to treat, but the effects are the same in terms of physical and mental. 4. What are the advantages and the disadvantages of playing online games and surfing the internet?

The major advantage of playing online games and surfing the net is to relief stress and to entertain. While the disadvantages of these are the possibility to get addicted to these activities and neglect other activities which are more important especially their priorities in schools and families. 5. What are the causes of obsessive use of internet and online gaming? There are two factors that cause cyber-addiction; psychological factors and social factors. Under the psychological factors are loneliness, anxiety, stress, epression, and self-consciousness. While under in social factors are peer influence, making friends or “virtual friends”, and social relationships that affect the need for them to play. CONCLUSION From the summary of finding, the researchers arrived at the following conclusions: 1. The Internet is not the enemy just because people become hooked on it. It has many important and necessary benefits. It is fast, ecologically sound, convenient, and informative. In many ways it makes our lives much simpler. In many ways it makes our lives more complex.

The Internet provides an escape from reality and everyday problems just like alcohol or drugs. 2. Addiction is still an addiction, either by chemical or technical. And all kinds of addiction may affect any individual’s life including the environment and other people that surround him. 3. Internet addiction is the same with other tangible addictions like alcohol and drugs. Though it is less violent, the causes, results and the effects are the same. Both are causes of psychological and social factors and they are led to physical and mental disorders. 4.

More males are prone into obsession in playing online games. Based on the studies of researchers in Stanford University that the part of the brain that generates rewarding feelings is more activated in men than women. But women are more likely to become addicted in other types of application such as chatting, instant messaging and online shopping. 5. Positively, the teenagers and young adults today are aware about the bad effects of internet. And they still know what are their priorities in life; their studies, families and friends. 6. Online games and internet surfing are not just a hobby or for ntertainment as most of the respondents use in this study suppose, but, it is meant for building a new persona to create a new life virtually and to create new friends. RECOMMENDATION The following recommendations were formulated by the researchers. To the Administrators, they should coordinate with the internet shop owners outside the school campus to monitor the students with their online activities to prevent such addiction. They could also give restrictions to the minor students, especially high school and grade levels, that they should use the internet after their school hours.

To the Parents, they should give limitation to their children in using the internet and find a way how to monitor their online activities. To the Students, they must control their usage in internet. They may also discipline themselves by practicing time management and with this way; they can improve their study habits, lifestyle and preparation for their future. To the Internet shops owners, they may have notifications in their shops saying that the minors are not allowed to play during their school hours. And they must also establish their shops with estimation of 50 meters away from schools.

TABLE OF CONTENTS TITLE PAGES Title 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 Chapter 1 THE PROBLEM AND ITS BACKGROUND…………………….. ….. 1 Statement of the Problem……………………………………….. 2 Null Hypothesis……………………………………………….. …. 3 Significance of the Study……………………………………….. Scope and Delimitation of the Study………………………….. 5 Definition of Terms………………………………………………. 6 Chapter 2 REVIEW OF RELATED LITERATURE AND STUDIES…………. …8 Literature………………………………………………………. …. 8 Studies……………………………………………………………. 12 Relevance of Literature and Studies Reviewed to the Present Study………………………. 16 Theoretical/Conceptual Framework……………………….. …. 17 Chapter 3 METHODS OF RESEARCH………………………………………… …18 Research Design…………………………………………………18 Sample…………………………………………………………. …18 Instrument/Technique………………………………………… …19 Treatment of Data……………………………………………… 20 Chapter 4 PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA……………………………………………….. 22 Chapter 5 SUMMARY, CONCLUSION, AND RECOMMENDATION…………. 28 Summary of Findings……………………………………….. …… 28 Conclusion…………………………………………………………31 Recommendation…………………………………………………33 BIBLIOGRAPHY……………………………………………………….. 35 APPENDICES……………………………………………………………37 CURRICULUM VITAE………………………………………………….. 46 LIST OF APPENDICES APPENDIXTITLE PAGE ASurvey Questionnaire……………………………. 38 BThe Internet Addiction Test………………………40 LIST OF FIGURES

PAGES Figure 1Paradigm of the Theoretical Framework 17 Figure 2Gender Distributions of the Respondents 22 Figure 3Age Distribution of the Respondents 15 LIST OF TABLES TABLESTITLE PAGE 1. Level of Awareness of Internet/Online 24 Game Addiction 2The Reason/Purpose of Playing 25 Online Games 3. The Reason/Purpose of Internet 26 4. Frequency of Using Internet 26 5. Hours of Using Internet 27 Chapter 1 THE PROBLEM AND ITS BACKGROUND As the world commenced to the modern era, thousands of changes were eveloped in the field of technology and communications. It involves abundant usage of the so-called “internet”. The internet, which means interconnected network of networks, links tens of thousands of smaller computer networks. It enables computer users throughout the globe to send and receive messages, share information in a variety of forms, and even play online computer games with people thousands of miles away. With the continual growth of technology in today’s information-dependent society, online interaction has become a major influence on the possibilities of addiction.

The Internet is a new technology that has influenced the world and has provided many benefits to its users. In spite of the fact that the benefits of Internet have made notable improvements in all fields, some users are becoming preoccupied with the Internet, unable to control their use of this new technology, and are jeopardizing their employment and personal relationships. This is known in the literature as Internet Addiction (I A). Internet addiction or as many specialists call it Internet addiction disorder, is viewed as a problem that is still difficult to be defined accurately (Young, 1998).

This kind of addiction can be thought of as time spent on the computer, playing video games, or surfing the internet in which reaches a point of disturbance in an individual‘s natural reality. Similar to addictions that take a non-tangible form like alcohol, cocaine, etc, online gaming and overuse of internet has recently become unveiled as a serious source of mental addiction. These provide addictive means in which many teenagers and young adults neglect more important tasks such as school, work, and other social activities.

STATEMENT OF THE PROBLEM This study aimed to determine the effects of playing online games and using the internet to teenagers and young adults nowadays. Specifically, it sought answers to the following questions: 1. What is the profile of the teenagers/young adults – participants in terms of: 1. age 2. gender 3. awareness in internet/online game addiction 4. length of time using the internet 5. frequency of playing online games or surfing the net 2. What are the reasons for playing online games and surfing the net for the respondents? 3.

Does the internet and online gaming addiction just as dangerous as substance addiction? 4. What are the advantages and the disadvantages of playing online games and surfing the internet? 5. What are the causes of obsessive use of internet and online gaming? NULL HYPOTHESES Psychological and social factors are probably the main causes to excessive use of internet and online gaming. Social factors include peer pressure and social relationships that affect the need for teenagers to play. Loneliness and faulty relationships may lead to clinical psychological disorders such as depression and anxiety.

And because online games and internet surfing allow the young adults to free themselves from the real world, people who become addicted to these must be dissatisfied with the reality or socially uneasy. SIGNIFICANCE OF THE STUDY This study is very timely as the use of internet is part of daily phenomenon nowadays. This study hopes to benefit students, parents, administrations, internet shops owners and future researchers. The administrations may make use of findings of the study as bases for reviewing the limitation of internet shops that provide online gaming outside the schools and may formulate action regarding these.

The students may be benefited in concentrating more on their studies and may use their vacant time in more relevant and other social activities. The parents may gain awareness and insights on how they can develop responsibility among their children in the use of computers/internet. Internet shops owners may utilize the findings to improve their service to the public. Future researchers may use this study as basis in conducting future research on online gaming and internet addiction and may pave the way for its improvement. SCOPE AND DELIMITATION OF THE STUDY

This study is limited to the effects of online gaming and using the internet to teenagers and young adults of ages 13-21 at the Barangay New Era, Quezon City. DEFINITION OF TERMS Addiction is compulsive, continued use of a substance or behavior known by the user to be harmful. It is a brain disease that manifests as compulsive behavior. Computer addiction is a compulsive use of computers. The internet/net is a system of networks that connects computers around the globe. Internet addiction/cyber-addiction is a obsessive use of the Internet or online games; problematic Internet use.

Internet surfing is the act of searching the net or internet navigation. Online-games are games played while connected to the Internet. It can be played alone or with other players online. The video game is an electronic or computerized game played by moving images on a screen or monitor. Virtual reality is a delusion of reality created by a computer, existing although not in actual form, that is, a computer image. Chapter 2 REVIEW OF RELATED LITERATURE AND STUDIES This chapter presents different literatures and studies that were written and conducted which are related to this study.

The sources provided substantial information in conceptualizing the study. Literature The subsequent literatures were relevant to the present research, which helped in establishing valid insights that were inferred by the teacher. Local. Addiction is addiction. The symptoms are the same as any addiction. These kids are becoming addicted to the Internet or Computer Games in much that same way that others became addicted to drugs or alcohol which result in academic, social, and occupational impairment. Although computer addiction is the lesser evil compared to drug addiction, it nevertheless takes away the priorities of these children.

Even if they are done with their homework, they should be reading books. (Oliva, 2008) “How much is too much? That is a good question. I don’t know if there are rules on how much time on the internet is excessive. Here are some signs for me personally that you’ve gone overboard with going on line: ? First, you go more online than out with friends. ? Second, you turn down most invitation from friends to go out just because you want to go online ? Third, you have more quality time with people on the internet than with your non-virtual friends and family members Fourth, when you need to get glasses because you ruined your eyes looking into your computer screen for hours and hours. ? Fifth, when most of what you talk about are not shared experiences with actual people you know but conversations in chatrooms with your virtual friends ? Sixth, when you spend weekend after weekend after weekend in front of your PC instead of going out with either family or friends and lastly, ? Seventh, when you don’t really have a life to speak of outside of cyberspace” (Chico and Delle, 2006). Foreign. “Addiction is a behavior pattern of compulsive drug use characterized by overwhelming involvement… ith the use of a drug and the securing of the supply, as well as the tendency to relapse after completion of withdrawal. ” (Noyes, 2007) “Addiction is a compulsion to engage in unhealthy or detrimental behavior. It is usually a desire for drugs such as heroin, cocaine, or alcohol. There are other forms of addiction, it is not limited to the substance that are ingested or injected. A hobby or a job can be the object of an addiction. Some of these addictions are difficult to define and may seem harmless enough, but they can destroy the lives of these who cannot escape them.

Psychological problem may lead the individual into addiction. The need for instant gratification, a feeling of being socially ostracized, and an inability to cope with the “downs” of life all have been cited as possible springboards to addiction. ” (Blaser, 1996) “Like all other addictions, Internet addiction is a psycho physiological disorder involving tolerance, withdrawal symptoms (especially, tremors, anxiety, and moodiness), affective disturbances (depression, irritability), and interruption of social relationships (a decline or loss, either in quality or quantity). Researchers at the University of Rochester and Immersive Inc. nvestigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than just mere fun. Ryan, a motivational psychologist at Rochester, says that many video games can satisfy some basic psychological needs and often players continue to play because of rewards, freedom, and often a connection with other players” (LeClair, 2006). “There are also consequences to be considered, the point of view is that the Internet will cut the users off from genuine social relationships and ultimately lead to impoverished participation in social life.

Additionally, Internet use can be a potentially isolating the mediating effect of users’ emotional and social skills in real life. As a result of the study, they found that overusing the Internet leads to social isolation” (Engelberg and Sjoberg, 2004). Studies The following studies concurred to the needed facts and insights to determine the findings of the present study. Local. “What are we to do with these kids who have lost their priorities because of their addiction? They will only realize the bad effects of their addiction once they get failing marks.

As long as they are doing well in school, they will continue to play or go online. Parents need to draw boundaries once their kids start using the computer or even game consoles. What can the government do? According to the Business Promotion and Development Office (BPDO) of the Mania City Hall, they are not strict when it comes to releasing permits of the Internet Shops since so far, there is no particular ordinance governing their operation. However the BPDO is strict in implementing two policies: 1. That all computer shops must be 50 meters away from churches, schools and government institutions 2.

There should be a notice saying that minors are not allowed to play during school hours or from 8:00 AM to 5:00 PM. ” (Noemi, 2006) Foreign. “Dr. Brody, head of the media committee at the American Academy of Child and Adolescent Psychiatry, puts forth that the addiction to computer games can be caused by psychological problems. He believes that many addicts want a way to escape reality and then find that they can create a whole new persona on an online game and live their life through their new online personality.

Dr. Brody, like others, sees the problem in computer game addiction and believes it needs to be treated on the same level as a drug addiction. However, in some cases it is much easier to treat than a drug addiction. Computer and video game addiction is a disease according to him,” (Backer, 2008; Tanner, 2008). “In recent research, other characteristics have been identified. The first is feelings of restlessness or irritability when attempting to cut down or stop Internet use.

The second is that the Internet is used as a way of escaping problems or relieving feelings of helplessness, guilt, anxiety or depression. The third characteristic is that the user lies to family members or friends to conceal the extent of involvement with the Internet. And, finally, the user returns repeatedly despite excessive fees” (Egger & Rauterberg, 1996). “A 2008 Study by Stanford University School of Medicine suggests that video game addiction in men may be more prevalent than women when the game concept revolves around territorial control.

In a first-of-its-kind imaging study, the Stanford University School of Medicine researchers have shown that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play. “These gender differences may help explain why males are more attracted to, and more likely to become ‘hooked’ on video games than females,” the researchers wrote in their paper, which was recently published online in the Journal of Psychiatric Research” (Brandt, 2008). “There are two reasons that may cause Internet addiction.

The first one is shyness, or the fear to meet people and Internet will offer alternatives for people to gratify their social and emotional needs. The second reason is locus of control which was referred to as a set of beliefs about how one behaves, and relationship of that behaviour to how one is rewarded or punished. They also added other important reasons that may cause this type of addiction, such as loneliness, anxiety, depression, and self-consciousness (Chank and Leung, 2004). “Gender influences the types of applications and underlying reasons for Internet addiction.

Boys tend to seek out dominance and sexual fantasy online, while women seek out close friendships, romantic partners, and prefer anonymous communication in which to hide their appearance. Boys are more likely to become addicted to online games, cyber porn, and online gambling, while women are more likely to become addicted to chatting, instant messaging, eBay, and online shopping. It seems to be a natural conclusion that attributes of gender played out in cyberspace parallel the stereotypes boys and girls have in our society” (Young, 1998). RELEVANCE OF LITERATURE AND STUDIES REVIEWED TO THE PRESENT STUDY

This study used references that are related to the literature and to the studies. The literature and studies reviewed have been significant in providing information to prove the significance of the study. From all the definitions given by references, they delimit it with the same definition. Addiction is not only for substance and chemicals addiction, it could be a job or a hobby, like playing online games and surfing the net. The fact is, according to Freeman, it is a psychological disorder involving tolerance, withdrawal symptoms, affective disturbances, and interruption of social relationships.

THEORETICAL/CONCEPTUAL FRAMEWORK Figure1. Paradigm of the Theoretical Framework The framework of this study is along the concept that the causes of obsessive use of internet or online games and internet addiction are psychological and social factors. Chapter 3 METHODS OF RESEARCH This chapter discusses the research design, the choice of the respondents, the instrument used in the study and its construction. It also describes how the research was administered, in order to obtain the needed data relevant to the study. It discusses how the study was undertaken using the appropriate research methods.

RESEARCH DESIGN The research design is descriptive in nature because it describes the profile of the respondents in terms of age, gender, reason for surfing the internet and online gaming, length of time using the net, and frequency of surfing/playing in a day. SAMPLE The researchers conducted the study with teenagers and young adults with the age of 13-20, playing or using internet in the computer shops/internet cafes inside the Barangay New Era. The total number of respondents is 50. Most of them are students studying at New Era University. INSTRUMENT/TECHNIQUE

In order to gather information needed to answer research questions, the researchers used a self constructed survey questionnaire to gather data on the profile of the respondents as to age, gender, awareness in internet/online game addiction, reason for surfing the internet and online gaming, length of time using the net, and frequency of surfing/playing in a day. Survey/Questionnaire. A questionnaire is a direct way of knowing the respondents’ feelings, experiences, thoughts and motives behind their behavior. It is the term used for almost any kind of instrument that has questions or items to which an individual responds.

The first part lists down the profile of the respondents, which include name, age, gender, and their favorite online games or websites The second part consists of a series of questions of awareness about internet addiction, reasons for playing online games or surfing the internet, length of time playing/using the net, frequency of surfing/playing in a day and what advice/s does the respondents can give regarding with these matters. Construction of the Instrument. In constructing the instrument used in their study, the researchers read several literatures, articles and other previous researches about addiction, online gaming, and internet.

These readings helped the researcher in formulating the different terms included in the questionnaire. TREATMENT OF DATA This study made use of the following formula to compute, analyze and interpret the result of the data collected from the instrument of the study. To answer the first two problems, frequency and percentage distribution were used. Frequency and Percentage Distribution P = (f/n)(100 P = percentage f = frequency of respondents with the particular variables/characteristics being studied n = total number of respondents Chapter 4 PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter presents the data to answer the problems that rose in Chapter 1. The presentation, analysis and interpretation of data follow the sequence of the specific questions the study sought to answer. The survey questionnaires are randomly distributed to 50 teens and young adults inside the internet shops. In Fig. 2 shows that the percentage between male and female is almost the same but still, there are more males because they ae more likely to get hooked in internet surfing specially in online games. [pic] Figure2. The Gender Distribution of the Respondents

In terms of age, 17 years old is the highest percentage which is 24% (12 respondents) and the lowest is 15 years old which is 2% (1 respondent). [pic] Figure3. Age Distribution of the Respondents In Table 1, 34% of the respondents believe that Internet addiction is a bad habit, and a high percentage which is 96% of them believes that Internet addiction does not need treatment and medicine. Such percentages may explain that most of the respondents do not consider the addiction as a disease. Some of them agree that Internet addiction is psychological disease and 50% of them considered the addiction as a heavy 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 medicine |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 for entertainment. And 78% said that the least reason for online gaming is building up confidence. |Yes |No | |Entertainment |76% |24% | |Hobby |50% |50% | |Making Friends |48% |52% | |Building up confidence |22% |78% | |Escaping from problems |28% |72% | |Peer Influence |30% |70% |

Table2. The Reason/Purpose of playing Online Games In Table 3, it canvassed the purpose of using the Internet. Fortunately, a high percentage which is 66% is for the most important purpose which is searching for information, 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 is 20% is using the Internet for the purpose of shopping, and maybe this is a result of the small number 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 Internet.

The highest percentage which is 48% of the students agreed that using Internet is just some days in the week and 36% of the students agreed that Internet is used daily. | |Yes |No | |Daily |36% |62% | |Some days in the week |48% |52% | |Weekly |8% |92% | |Monthly |2% |98% | |In occasion |6% |94% |

Table4. Frequency of Using Internet The last table indicates the hours of using Internet a day. Specifically, 54% of the respondents use the Internet two to three hours in a day, which is a reasonable number of hours, and 18% of them use the Internet only one hour a day. The positive indication is that the lowest percentages which is 12% of the respondents use the Internet more than five hours in the day. In another word, that may ensure that students are aware of the bad and dangerous affects of the heavy use of Internet.

It also ascertains that the level of awareness about Internet addiction is relatively high and the realization of the impact of the Internet in general is a known fact for most of the teenagers and young adults. | |Yes |No | |One Hour in a day |18% |82% | |Two to three hours a day |54% |46% | |Four to five hours a day |14% |86% | |More than five hours a day |12% |88% |

Table5. Hours of Using Internet Chapter 5 SUMMARY, CONCLUSION AND RECOMMENDATION This chapter presents the summary of findings, conclusions and recommendations for the effects of playing online games and using the internet to teenagers and young adults nowadays. SUMMARY OF FINDINGS The researchers came up with the following summary of findings. Specifically, it answered the following questions. 1. What is the profile of the teenagers/young adults – participants in terms of: 1. Age. The participants’ average age is 17 years old. 2. Gender.

There are more males involved rather than females. 3. Awareness in internet/online game addiction. The teenagers today are aware about this kind of addiction and they believe that cyber-addiction is a heavy use of Internet, and almost all of them believe that cyber-addiction does not need treatment and medicine. 4. Length of time using the internet. Most of the teenagers use the Internet two to three hours in a day, which is a reasonable number of hours, and few of them don’t use the Internet four to five hours a day. 5. Frequency of playing online games or surfing the net.

Most of the respondents agreed that using Internet is just some days in the week and only few of them agreed that Internet is used daily. 2. What are the reasons for playing online games and surfing the net for the respondents? The major reason or purpose of online gaming is for entertainment while in internet surfing, its major reason or purpose is for chatting and emails. 3. Does the internet and online gaming addiction just as dangerous as substance addiction? The cyber-addiction is at the same level with drug addiction.

Though it is less violent and easier to treat, but the effects are the same in terms of physical and mental. 4. What are the advantages and the disadvantages of playing online games and surfing the internet? The major advantage of playing online games and surfing the net is to relief stress and to entertain. While the disadvantages of these are the possibility to get addicted to these activities and neglect other activities which are more important especially their priorities in schools and families. 5. What are the causes of obsessive use of internet and online gaming?

There are two factors that cause cyber-addiction; psychological factors and social factors. Under the psychological factors are loneliness, anxiety, stress, depression, and self-consciousness. While under in social factors are peer influence, making friends or “virtual friends”, and social relationships that affect the need for them to play. CONCLUSION Considering the summary of findings, the researchers arrived at the following conclusions: 1. The Internet is not the enemy just because people become hooked on it. It has many important and necessary benefits.

It is fast, ecologically sound, convenient, and informative. In many ways it makes our lives much simpler. In many ways it makes our lives more complex. The Internet provides an escape from reality and everyday problems just like alcohol or drugs. 2. Addiction is still an addiction, either by chemical or technical. And all kinds of addiction may affect any individual’s life including the environment and other people that surround him. 3. Internet addiction is the same with other tangible addictions like alcohol and drugs. Though it is less violent, the causes, results and the effects are the same.

Both are causes of psychological and social factors and they are led to physical and mental disorders. 4. More males are prone into obsession in playing online games. Based on the studies of researchers in Stanford University that the part of the brain that generates rewarding feelings is more activated in men than women. But women are more likely to become addicted in other types of application such as chatting, instant messaging and online shopping. 5. Positively, the teenagers and young adults today are aware about the bad effects of internet.

And they still know what are their priorities in life; their studies, families and friends. 6. Online games and internet surfing are not just a hobby or for entertainment as most of the respondents use in this study suppose, but, it is meant for building a new persona to create a new life virtually and to create new friends. RECOMMENDATION The following recommendations were formulated by the researchers. To the Administrators, they should coordinate with the internet shop owners outside the school campus to monitor the students with their online activities to prevent such addiction.

They could also give restrictions to the minor students, especially high school and grade levels, that they should use the internet after their school hours. To the Parents, they should give limitation to their children in using the internet and find a way how to monitor their online activities. To the Students, they must control their usage in internet. They should discipline themselves by practicing time management and with this way; they can improve their study habits, lifestyle and preparation for their future.

They may also examine themselves if they are addicted to online games and internet by answering such quiz or tester that determines the level of addiction. (See Appendix B) To the Internet shops owners, they may have notifications in their shops saying that the minors are not allowed to play during their school hours. And they must also establish their shops with estimation of 50 meters away from schools. REFERENCES Backer, Erin. “Child and adolescent psychiatrists react to AMA recommendation on video games. ” 7 May 2008. Blaser, Larry. The Gale Encyclopedia of Science. Gale Research Publisher, 1996.

Brandt, Michelle. “Video games activate reward regions of brain in men more than women. ” 7 May 2008. Chank, K, and Leung, L. “Shyness and locus of control as predictors of Internet addiction and Internet use. ” Cyber Psychology and Behavior. 2004. Delle, Chico and. “Dellemar Says… ” Manila Bulletin. February 2006. Egger, O and Rauterberg, M. “Internet Behavior and Addiction. ” October 2005 . Engelberg, E and Sjoberg, L. “Internet use, social skilss, and adjustment. ” Cyber Psychology and Behavior. Jennifer, LeClaire. “Warning Signs Appear Along Road to Video Game Addiction Tech News World. 13 September 2006. Devhard ware Website. 25 June 2007 . Noemi. “Computer Game and Internet Addiction: The Emergence of a New Clinical Disorder. ” 2006. . Noyes, Katherine. “Docs Retreat From ‘Video Game Addiction” Diagnosis Tech News World. ” 25 June 2007. Devhard ware Website. 27 June 2007 . Oliva, Erwin. “BSA-backed website promotes cyber ethics. ” Inquirer Daily Newspaper Website. 23 February 2008 Tanner, Lindsey. “Is video addiction a mental disorder? ” 7 May 2008. Young, K. “Internet Addiction, the emergence of a new clinical disorder. ” Cyber Psychology and Behavior.

APPENDIX A – Survey Questionnaire TO THE RESPONDENTS, We are conducting a study entitled “THE EFFECTS OF PLAYING ONLINE GAMES AND USING INTERNET TO TEENAGERS AND YOUNG ADULTS NOWADAYS”. In this regard, we would like to request for your kind help filling up this questionnaire. Rest assured that all information will be treated with utmost confidentiality. Thank You! GEMMIE F. JUACHON NOVELYN M. PLAN CHARISSE GALE M. PONTE FHELNAN V. GALLANO BSBA- Student, New Era University Name (optional):______________________________Age: ____ Favorite online game/website: __________________Gender: ____ _________________________________

INSTRUCTION: Please fill up ALL blanks as truthfully and as accurately as you can. Put ( for yes and ( for no. 1. What is internet/online game addiction? __ Physical disease__ Need psychological therapy __ Psychological disease__ Bad habit __not a disease__ Heavy use of Internet __ Need treatment and medicine 2. What are the reasons/purposes of playing online games and surfing the net? Online games Internet Surfing __Entertainment__ Chatting and emails __Hobby__ searching for information __Making friends__ Shopping __Building up confidence__ Reading newspapers __Escaping from problems__ looking for researches and __Peer Influencereferences . How often do you use internet to surf/play? __Daily__ monthly __Some days in the week__in occasion __Weekly 4. How often do you use internet to surf/play in a day? __ One Hour in a day__ More than five hours a day __ Two to three hours a day__ Four to five hours a day 5. What advices can you give to those who have hooked or addicted to internet surfing and online gaming? State it clearly and briefly. ____________________________________________________________ ____________________________________________________________ ____________________________________________________________ ____________________________________________ Thank you! God Bless! APPENDIX B – The Internet Addiction Test The Internet Addiction Test is the first validated and reliable measure of addictive use of the Internet. Developed by Dr. Young (1998), the IAT is a 20-item questionnaire that measures mild, moderate, and severe levels of Internet Addiction. To assess the level of addiction, answer the following questions using this scale: 1 = Rarely 2 = Occasionally 3 = Frequently 4 = Often 5 = Always. 1. How often do you find that you stay on-line longer than you intended? 1 2 3 4 5 Does Not Apply 2.

How often do you neglect household chores to spend more time on-line? 1 2 3 4 5 Does Not Apply 3. How often do you prefer the excitement of the Internet to intimacy with your partner? 1 2 3 4 5 Does Not Apply 4. How often do you form new relationships with fellow on-line users? 1 2 3 4 5 Does Not Apply 5. How often do others in your life complain to you about the amount of time you spend on-line? 1 2 3 4 5 Does Not Apply 6. How often do your grades or school work suffers because of the amount of time you spend on-line? 1 2 3 4 5 Does Not Apply 7. How often do you check your e-mail before something else that you need to do? 2 3 4 5 Does Not Apply 8. How often does your job performance or productivity suffer because of the Internet? 1 2 3 4 5 Does Not Apply 9. How often do you become defensive or secretive when anyone asks you what you do on-line? 1 2 3 4 5 Does Not Apply 10. How often do you block out disturbing thoughts about your life with soothing thoughts of the Internet? 1 2 3 4 5 Does Not Apply 11. How often do you find yourself anticipating when you will go on-line again? 1. 2 3 4 5 Does Not Apply 12. How often do you fear that life without the Internet would be boring, empty, and joyless? 1 2 3 4 5 Does Not Apply 13.

How often do you snap, yell, or act annoyed if someone bothers you while you are on-line? 1 2 3 4 5 Does Not Apply 14. How often do you lose sleep due to late-night log-ins? 1 2 3 4 5 Does Not Apply 15. How often do you feel preoccupied with the Internet when off-line, or fantasize about being online? 1 2 3 4 5 Does Not Apply 16. How often do you find yourself saying “just a few more minutes” when on-line? 1 2 3 4 5 Does Not Apply 17. How often do you try to cut down the amount of time you spend on-line and fail? 1 2 3 4 5 Does Not Apply 18. How often do you try to hide how long you’ve been on-line? 1 2 3 4 5 Does Not Apply 19.

How often do you choose to spend more time on-line over going out with others? 1 2 3 4 5 Does Not Apply 20. How often do you feel depressed, moody, or nervous when you are offline, which goes away once you are back on-line? 1 2 3 4 5 Does Not Apply After answering all the questions, add the numbers that selected for each response to obtain a final score. The higher score, the greater the level of addiction and the problems in Internet usage causes. Here’s a general scale to help measure scores: 20 – 49 points: You are an average on-line user. You may surf the Web a bit too long at times, but you have control over your usage. 0 -79 points: You are experiencing occasional or frequent problems because of the Internet. You should consider their full impact on your life. 80 – 100 points: Your Internet usage is causing significant problems in your life. You should evaluate the impact of the Internet on your life and address the problems directly caused by your Internet usage. CURRICULUM VITAE NAME: Gemmie F. Juachon Personal Data**************************************************************Nick Name: Gemy, Gemay, Faith Age: 18 years old Date of Birth: January 2, 1992 Status: Single Address: 335 Sagana Condo, New Era, Central Ave.

Quezon City E-mail Add: [email protected] com. ph [email protected] com. ph Contact #: 09065932511 Educational Attainment************************************************** College: 1st Year College, BSBA-Management, New Era University – present. Secondary: 1st -4th year, New Era University – 2004-2008. Elementary: Grade 1-2, New Era Elementary School – 1999-2001 Grade 3, Sto. Rosario Elementary School – 2001-2002 Grade 4-6, New Era University – 2002-2004 NAME: Novelyn M. Plan Personal Data**************************************************************Nick Name: Novie

Age: 19 years old Date of Birth: November 27, 1990 Status: Single Address: Blk. 60 Lot 1 Tagumpay, Rodriguez, Rizal E-mail Add: [email protected] com Contact #: 09062445804 Educational Attainment************************************************** College: 1st Year College, BSBA-Management, New Era University – 2008-present. Secondary: Apayao Science High School – 2004- 2008 Elementary: Grade 1, Flora Elem. School – 1998-1999 Grade 2, Pata Elem. School – 1999-2000 Grade 3-4, Sta. Maria Primary School – 2000-2002 Grade 5-6, Bacsay Elem. School – 2002-2004 NAME: Charisse Gail M.

Ponte Personal Data**************************************************************Nick Name: Cha, Gail, Cha-cha, CG, Charotz, Charita Age: 18 years old Date of Birth: August 6, 1991 Status: Single Address: #3 Tanguile st. Feria Rd. Old Balara Diliman, Q. C. E-mail Add: [email protected] com Contact #: 09059214208 Educational Attainment************************************************** College: 1st Year College, BSBA-Management, New Era University – 2008-present. Secondary: New Era High School – 2004-2008 Elementary: Milaor Central School – 1999-2004 NAME: Fhelnan V. Gallano

Personal Data**************************************************************Nick Name: Cards Age: 23 years old Date of Birth: September 3, 1985 Status: Single Address: Blk. 89 Lot 14 Tagumpay, Rodriguez, Rizal E-mail Add: [email protected] com Contact #: 09194882659 Educational Attainment************************************************** College: 2nd Year College, BSBA-Legal Management, New Era University Secondary: New Era High School Elementary: Sta. Cruz Talisay, Camarines Norte ———————– Psychological Factors Social Factors Online games/ Internet Addiction

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