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Statement of the Problem

The study aims to explore the reason and effects of Teenager addiction to online

games.

1.) What are the reasons of young teenager’s addiction?

2.) What are the effects of young teenager’s addiction?

3.) What are the possible ways to lessen the teenager’s online games addiction?

Significance of the Study

To teenager: this study is significant to those teenagers who are involved in


online games addiction to be aware and avoid obsession of playing games.
To parents: to those parents who spoils their teenager into modern technology to
know more advantages and disadvantages of using gadgets, smartphones and etc. This
study also enlighten up your minds to know your teenager limitations on using gadgets.
This research is useful to use all humans who use gadgets on how we limits ourselves
in this kind of situation effectively. Many of teenagers nowadays who addicted in
gadgets might face this kind of issue. Hopefully this can help them realize the fact that
gadget addiction isn’t useful to them and possibly it can lead them into wrong direction.
It might help us in personal things like smartphones communicating other people and
other things that can help mostly of the teenager in doing their school papers.
Scope and Limitations

This study is focused on the lived experiences of young teenager who are
addicted in online games. These young teenagers are studying in University of Cebu
Main, Cebu City.
This study is limited to the information that is shared and answer by the
participants as every statement is considered reliable and significant. These participants
included in the study have different situations in regards to their experiences when
technology occurred. These differences are considered also as a limitation of the study.
Being also a teenager who used technology I conclude myself as Online games addict.
That is also a limitation of this study
CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies related to the present study. The

first chapter focuses on the related literature of the problem being investigated. The

second part is about the related studies that were conducted by some researchers.

Related Literature

Online game addiction is a newly emergent disorder. It has been found to be

associated with a variety of psychiatric disorders. Information about such coexisting

psychiatric disorders is essential to understand the mechanism of Online game

addiction. In this review, we have recruited articles mentioning coexisting psychiatric

disorders of Online game addiction from the PubMed database as at November 3,

2009. We describe the updated results for such disorders of Online game addiction,

which include substance use disorder, attention-deficit hyperactivity disorder,

depression, hostility, and social anxiety disorder. We also provide discussion for

possible mechanisms accounting for the coexistence of psychiatric disorders and Online

game addiction. The review might suggest that combined psychiatric disorders

mentioned above should be evaluated and treated to prevent their deteriorating effect

on the prognosis of Online game addiction. On the other hand, Online game addiction

should be paid more attention to when treating people with these coexisting psychiatric

disorders of Online game addiction. Additionally, we also suggest future necessary

research directions that could provide further important information for the

understanding of this issue.


Studies investigating indicators of recovery from schizophrenia yielded two

concepts of recovery. The first is the reduction of psychiatric symptoms and functional

disabilities (‘clinical recovery’), while the second describes the individual adaptation

process to the threat posed to the individual sense of self by the disorder and its

negative consequences (‘personal recovery’). Evidence suggests that both perceptions

contribute substantially to the understanding of recovery and require specific

assessment and therapy. While current reviews of measures of clinical recovery exist,

measures of personal recovery have yet to be investigated. Considering the steadily

growing literature on recovery, this article gives an update about existing measures

assessing personal recovery.

A literature search for instruments was performed using Medline, Embase,

PsycINFO&PSYNDEXPlus, ISI Web of Knowledge, and Cochrane Library. Inclusion

criteria were: (1) quantitative self-report measures; (2) specifically developed for adults

with schizophrenia or schizoaffective disorder or at least applied to individuals suffering

from severe mental illness; (3) empirically tested psychometric properties and/or

published in a peer-reviewed, English-language journal. Instruments were evaluated

with regard to psychometric properties (validity and reliability) and issues of application

(user and administrator friendliness, translations).

Thirteen instruments met the inclusion criteria. They were individually described

and finally summarized in a table reflecting the pros and cons of each instrument. This

may enable the reader to make an evidence-based choice for a questionnaire for a

specific application.
The Recovery Assessment Scale is possibly the best currently available measure

of personal recovery when all evaluation criteria are included. However, the ratings

listed in the current paper depended on the availability of information and the quality of

available reports of previous assessment of the measurement properties. Considering

the significant amount of information lacking and inconsistent findings, further research

on the reviewed measures is perhaps more important than the development of new

measures of personal recovery.

Related Studies

Many researchers have conducted studies on internet addiction to find out its impact

on societies and among adolescents.

Griffiths (1995) where technology addiction was defined as nonchemical or

behavioral dependencies that involve human-machine interactions. The emergence of

this form of addiction is based on the assumption that all new technologies potentially

contain inducing and reinforcing features, much like other forms of addiction, which may

contribute to addictive tendencies. The newest conceptual framework applied to IA is

technology addiction. A multitude of new technologies have been developed over the

last 50-75 years that have altered the way people travel, live and interact. These new

technologies have increased peoples capacities and abilities. However, they may also

lead to maladaptive behaviors.

Brown (1991) summarized six core facets for the presence of addiction, and these

are often similar across different approaches. Brown’s facets are salience (the activity

dominates the person’s life, either cognitively or behaviorally), euphoria/relief (the

activity provides a high), tolerance (greater activity is needed to achieve the same high),
withdrawal symptoms (the experience of unpleasant physical effects or negative

emotions when unable to engage in the activity), conflict(the activity leads to conflict

with others, work, or the self), and relapse and reinstatement (the activity is continued

despite attempts to abstain from it). Many researchers have tended to define it based on

the criteria that medical professionals use to diagnose gambling addiction. There is no

agreed-upon standard approach for measuring it yet.

Young (1996) reported that 79.88% of 496 general internet users were classified as

internet dependents, using the diagnostic questionnaire DQ via email and telephone

survey. Young conceptualized the diagnostic criteria of internet addiction base on

criteria for pathological gambling; He identified similar diagnostic criteria for IA, including

the inability to control internet use, and impairments to daily living, work, family or

school and use of the internet to maintain mental well being. Thus the various

conceptual model of IA used in the literature share many characteristic but the distinct

primarily as a result of the exact discipline (substance dependence, pathological

gambling, and technology addiction), upon which a particular researcher bases his/her

research.
Chapter 3

RESEARCH METHODOLOGY

Research Design

This is a qualitative study that makes use of the phenomenological research

design to investigate the live experiences of online games users. This design is selected

because the researchers are interested in capturing the lived experiences of online

games users through their perspective.

Research Locale

This Study was conducted at University of Cebu which is located in Sanciangko

St. Cebu City. The University of Cebu is an educational institution in Cebu City,

Philippines founded in 1964, offering preschool, grade school, junior & senior high

school, undergraduate degrees, and post-graduate degrees. The school has 3 buildings

for Elementary, High School, and College students. Atty.Go is the owner of this famous

school.

Research Participants

The participants of this are 5 students of elementary level. This study makes use

of purposive sampling procedure.

Research Instrument

This study makes use of interview questions. These will be the basis in finding

out the lived experiences of the online games users. The researchers will also use

pens, notebooks, extra papers and digital cameras for video purposes.

Data Collection Procedures

The researcher will give an informed consent to the principal. The participants
will be given an interview questionnaire. After that they will be interviewed to get the

details of their answers in the interview questionnaire. They will be asked individually.

Data Analysis Procedure

After the data gathering the data will be read and review by the researchers

and significant statements of each transcript will be extracted. The significant

statements will be sorted and formulated into categories and themes the findings will be

simplified into brief description of the phenomenon under study.

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