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The rising age of technology has brought us a new sphere of knowledge, where

enjoyment and pleasure can be attained in a single click or snap. These technologies has
become part of the society's emergence in entertaining the needs of the people. One of
this technologies is computer gaming, which has became one of the highest entertainment
today. The rapid widespread of technology affects the development of computer gaming,
from the 2D Arkanoid game to the seventh generation computer games like The Call of
Duty.

These fastpace development of computer games has increased it's addictive scale. This
"addictive scale" nevertheless has accompanied woth it good and bad effect. Before that,
what is addiction? "Addictions" defined very loosely can be healthy, unhealthy, or a
mixture of both. If you are fascinated by a hobby, feel devoted to it, would like to spend
as much time as possible pursuing it - this could be an outlet for learning, creativity, and
self-expression.

Even in some unhealthy addictions you can find these positive features embedded within
(and thus maintaining) the problem. But in truly pathological addictions, the scale has
tipped. The bad outweighs the good, resulting in serious disturbances in one's ability to
function in the "real" world. Almost anything could be the target of a pathological
addiction drugs, eating, exercising, gambling, sex, spending, working, etc (Suller, 2004).

According to Huage and Gentile of Minnesota School on Professional Psychology, that


the "Computer Game" addiction has become adolescents' problem particularly to males in
adjusting to both personal and academic affairs. The addiction is associated with the
emotional side of the player which includes changes in attitude and behaviour.

Academic lapses has also been a problem to players which having hard time coping with
his or her academic affairs. Our study, The effects of computer game addiction among the
3rd year Legal Management students has brought us a lead to what may be the cause of
the slowly decreasing academic performances of students in the same level. Computer
games is a phenomenon which is situated to people longing for entertainment and
pleasure.

Computer games provide various means for the users to express themselves, to explore
and seek recognition (Chin Sheng, 2006). Users or players of the same degree ( type of
game they play) has provided or established themselves the relationship within the game.
The flow statement of Chi Sheng Wang declares that users has the tendency to explore
things through the games they played and temporal things for them are rapidly
developing.

The experiences described by flow state such as clear objective and immediate feedback,
challenge encounter and adequate skill, combination of action and consciousness,
concentration, sense of control, curiosity, loss of self-consciosness, purposeful experience
and inner interests are the states which can be experiencee and and accomplished by
computer games.
College students have readily accepted online gaming into their lives and have adapted
gaming activities to the unique environment of college life. College students are
notorious “night owls” due in part to all night study sessions and regular (if not continual)
socializing, and their gaming activity reflects this. Close to half (41%) of college gamers
reported playing after 9 p.m. Only 8% reported gaming before noon, while another 37%
play between 5 p.m. and 9 p.m (Jones, 2003).

Jones' analysis is what the root cause of this study: to establish a taught about the effects
of computer gaming among UST Legal Management students although the courses of the
subjects in Jones' analysis was not specified.

The base analysis of our study is that playing computer games has both positive and
negative effects and it is likely to be what the balance of these effects has come out to its
users. The studies of Chin Sheng and Jones clearly specifies that users can either be too
addictive to computer games or not based on how they play or give emphasis on their
playing time.

Web links

http://researcher.nsc.gov.tw/public/wbchiou/Data/98291414271.pdf

http://www.pewinternet.org~/media/Files/Reports/2003/PIP_College_Gaming_Reporta.p
df.pdf

http://www-usr.rider.edu/~suler/psycyber/cybaddict.html

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