PROBLEM
Chapter 1
THE PROBLEM AND ITS BACKGROUND
This chapter presents the study's background, the problem statement,
the theoretical and conceptual framework, the scope and limitation of the
study, the significance of the hypothesis, and the definition of terms.
1.1 Background of the Study
Similar to compulsive gambling, impulse control disorder, which does
not entail drug usage, is the term used to describe video game addiction.
Furthermore, overuse of video games, as well as excessive or obsessive usage of
computer games, are other terms for it (Greenfield & Young, 2009). According
to Mehroof et al. (2010), excessive computer game use can have an impact on a
person's personality traits, such as anxiety, sensation seeking, neuroticism,
and hostility. These are signs that a person is developing a gaming addiction.
The brain is also impacted by computer addiction; when gamers look at
pictures of video games, parts of the brain linked to drug addiction urges also
seem to light up (Ko, C et al. 2010).There are two categories of gaming:
"excessive gaming" and "addictive gaming." These categories differ from one
another in that, although two gamers may play for the same amount of hours
every day, they may have very different psychological motivations and
interpretations of what gaming means in their lives. Not the amount of time
spent gaming, but rather the detrimental effects on other aspects of life, should
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be used to define gaming addiction (Griffiths, M. et al. 2010). Of the online
gamers in a volunteer sample, 41% admitted to using gaming as a means of
escape. Seven percent of the same sample were considered "dependent".
According to Hussain et al. (2010), these gamers exhibited a number of
behavioral traits that are linked to more well-known types of addiction, such as
mood manipulation, tolerance, and relapse. Men play video games online the
most. Higher levels of online gaming addiction among male gamers are
associated with older ages, lower levels of self-esteem, and lower levels of
discontentment with everyday life. According to Ko et al. (2010), this
association did not apply to female gamers. Technology abuse is comparatively
uncommon. Men are more prone than girls to become addicted to video games.
Girls are more inclined to play platform and puzzle games, whereas boys are
more likely to play violent or aggressive games (Griffiths, 2008). 3.5% to 1.5%
of teenagers in Germany who use the internet exhibit symptoms of gaming
addiction. Higher rates of anxiety and sadness as well as worse academic
performance are linked to gaming addiction (Peukert et al. 2010). According to
Zheng et al. (2016), there is a positive correlation between computer game
addiction and sensation-seeking, achievement motivation, a positive
assessment of one's intelligence, and a poor assessment of one's interpersonal
skills. Sixty-three percent of the German teenagers in the sample met the
authors' diagnostic criteria for gaming addiction. According to Klaus et al.
(2018), these teenagers were primarily male and had little formal schooling.
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Academic achievement and gaming addiction are inversely correlated (Chiu et
al. 2010). Finding out the effect of online games is the goal of this study.
1.2 Statement of the Problem
The study examines the spending behavior of Grade 11 Humanities
and Social Science students of Nasugbu East Senior High school
1. What is the demographic profile of the respondents in terms of:
a. Age; and
B. Sex
2. What are the effects of online game addiction to the student’s physical
health?
3. Is there a significant difference on the effect of online games to the
physical health of the Grade 11 Humanities and Social Science Students
at Nasugbu East Senior High School when grouped according to profile
variables?
1.3 Theoretical Framework
The recent inclusion of Internet Gaming Disorder (IGD) in Section III
(“Emerging Measures and Models”) of the fifth edition of the Diagnostic and
Statistical Manual of Mental Disorders (DSM-5; American Psychiatric
Association, 2013) appears to have increased the interest of researchers in the
development of new standardized psychometric tools for the assessment of
various online addictions. IGD has been characterized by a “persistent and
recurrent use of the Internet to engage in games, often with other players,
leading to clinically significant impairment or distress” (APA, 2013, p. 795). The
DSM-5 asserts that further empirical evidence is needed to confirm the nine
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criteria proposed for the clinical diagnosis of IGD, and to formally define IGD as
a mental disorder in future editions of the DSM. Of the nine criteria, seven
criteria are identical to those of gambling disorder and five criteria to substance
use disorder (Petry et al., 2014), and refer to preoccupation with Internet
games, withdrawal symptoms, tolerance, unsuccessful attempts to control
participation in Internet games, loss of interest in previous hobbies, continued
excessive use of Internet games, deceiving family members, use Internet games
to escape, and losing a significant relationship, job or education, or career
opportunity. To be diagnosed as a disordered gamer, five (or more) out of these
criteria need to be endorsed over a period of 12 months (APA, 2013)
1.4 Hypothesis
Ha: There is a significant difference on the effect of online games to the physical
health of the Grade 11 Humanities and Social Science Students at Nasugbu East Senior
High School students when grouped according to profile variables.
Ho: There is no significant difference on the effect of online games to the
physical health of the Grade 11 Humanities and Social Science Students at
Nasugbu East Senior High School students when grouped according to profile
variables.
1.5 Scope and Limitations of the Study
The main objective of this study is to provide specific information
about the effects Online Gaming to the Grade 11 Students. This study also
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includes the student’s personal information such as their age and sex as well
as the effects of Online Gaming to the student in their Academic Performance
and in their physical health, finally, this study is also limited to 25 Grade 11
Humanities and Social Science students, male and female, enrolled in the first
semester, the School Year 2023-2024, Nasugbu East Senior High School. Each
of the respondents are given a questionnaire to answer. The selected students
came from different sections to prevent subjective perceptions.
1.6 Significance of the Study
The result of this study is significant to the following group:
Students. This study may give information to the students about how
online gaming affects the life of a students.
Teachers. This study may serve as the way to the teachers to determine
the students who are addicted to online games so they can help the students to
avoid being addicted to online games.
Family. This study is significant to the family because it may help them
to know if their children are addicted to online games.
Future researchers. It would help the future researchers that are
interested in this study. It will serve as their basis and their background about
their research.
1.7 Definition of Terms
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Online Gaming Addiction- A internet gaming disorder, is characterized
by severely reduced control over gaming habits, leading to negative impacts on
various aspects of life such as personal, social, educational, and occupational
responsibilities.
https://my.clevelandclinic.org/health/diseases/23124-video-game-
addiction
Impulse Control- are psychiatric conditions characterized by
impulsivity, the failure to resist temptations or urges, and the inability to
control certain behaviors. https://americanaddictioncenters.org/co-occurring-
disorders/impulse-control-disorder
Escapism- refers to the act of using activities or behaviors to distract
oneself from reality or unpleasant emotions.
https://www.verywellhealth.com/escapism-7565008
Tolerance- Some studies suggest that the need to increase time spent on
gaming may not necessarily equate to the need for an increasing dose, as other
factors beyond time spent gaming can motivate and maintain excessive
behavior https://pubmed.ncbi.nlm.nih.gov/36878146/
Dopamine- a crucial neurotransmitter and hormone in the body, playing
a significant role in various essential functions
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https://my.clevelandclinic.org/health/articles/22581-dopamine
Interpersonal Relationships- Refers to the connections between
individuals and how online gaming addiction can negatively impact
relationships with family, friends, and peers.
https://www.verywellmind.com/how-to-maintain-interpersonal-
relationships-5204856
Cognitive Distortions- are irrational thoughts that shape how
individuals perceive the world, feel, and act.
https://psychcentral.com/lib/cognitive-distortions-negative-thinking
Behavioral Activation- It focuses on increasing engagement in adaptive
activities, decreasing activities that maintain or worsen depression, and solving
problems that limit access to rewards.
https://medicine.umich.edu
Relapse Prevention- This type of therapy is commonly used to treat
substance addiction and has shown promise in treating children and
adolescents with problem gaming and internet gaming disorder due to the
similarities between these behavioral addictions and substance addiction.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9853338/
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Psychoeducation- It involves educating patients and their families
about the illness, problem-solving skills, communication training, and self-
assertiveness training.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2683741/