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Introduction
Games addiction shows the bad effect among the people nowadays. Addiction to
the internet shares some of negative aspects of substance addiction and has been shown to
lead to consequences such as failing school, family and relationship problem (Brian. D.
NG, M.S & Peter. W. H, 2005).
Moreover, Zhou (2007) stated that the physical symptoms of Internet and online
game addiction were cervical spondylitis, neurasthenia and insomnia. In addition, In
United Kingdom, the research done by David Rudd (2011) stated that the addiction in
playing online game is believed to drive someone to extreme circumstances so much so
that from some evidence demonstrated parents tend to believe that their child is in
a position where their health and future is a worry.
Some researchers claim that teenagers choose online gaming as a way or method
to cope with daily problem and stress. Online gaming can also become a dysfunctional
media-focused coping strategy (Thalemann, 2009). It is reported that this is similar to
how teenagers react towards frustration and stresses (Wölfling, Thalemann, & Grüsser,
2008). For example, problematic gamers will indeed show off emotions like anger,
depression and frustration. But it’s not all bad, problematic gamers can show positive
emotions depending on the outcome of the game. This seems particularly problematic
because those teenagers who play online games excessively are likely to develop a
healthy lifestyle because they are constantly playing online games instead of occupying
themselves with school, friends and family. Therefore, their psychosocial development
may be significantly impaired. The consistent blocking out of and passive coping with
stressful experiences is a strategy that may be successful in the short-term. However,
from a long-term perspective, it may not work quite as well and could have deadly
consequences. In this case, it appears more likely that once new stressors appear,
teenagers continue to use escapist and media-focused coping mechanisms. In United
Kingdom, the research done by David Rudd (2011).
Methodology
This study aims to analyze the effects of Mobile Legends on Students. The first step
is observing how students act and do their work, which gives the researcher a better
comprehension about the how the students is affected by the game. Second step is
observing and examining Mobile Legends. The second process is an opportunity to
understand he how this game works and if it is really bewitching to any user. The third step
is to analyze the effect of Mobile Legends on Students.