"psCYBERchology" : [electronic resource] implications of the perceived factors on online gaming addiction to hard core gamers [computer file].

Garcia, Jennifer H. (2007) "psCYBERchology" : [electronic resource] implications of the perceived factors on online gaming addiction to hard core gamers [computer file]. Undergraduate thesis, De La Salle University-Dasmarinas.

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Abstract

ABSTRACT NAME OF INSTITUTION: De La Salle University - Dasmariñas ADDRESS: Dasmariñas Bagong Bayan Area-C, Dasmarinñas Cavite TITLE: “psCYBERchology” : Implications of the Perceived Factors on Online Gaming Addiction to Hardcore Gamers AUTHOR: Jennifer H. Garcia FUNDING SOURCE: Mother COST: Php 14,000 DATE STARTED: July 2006 DATE FINISHED: February 2007 STATEMENT OF THE PROBLEM: 1) What is the demographic profile of the respondents in terms of: a) age? b) gender? c) location? d) years of playing MU? e) number of characters, its level and job? f) playing hours, frequency of playing in a day? 2) What is the psychological profile of the respondents based on the Bender Gestalt and Draw a Person Test? 3) What attracts the respondents to a) play the game? b) have high leveled characters? c) acquire good or rare set of items? 4) What motivates the respondents to a) play the game? b) have high leveled characters? c) acquire good or rare set of items? 5) What are the consequences or negative effects that the respondents experienced because of being addicted to the game? 6) What realizations were brought about by being a hardcore gamer? SCOPE AND LIMITATION: The study focused on the root causes of online gaming addiction on eight (8) selected MU gamers. The study covered only on respondents who are within the accessible areas for the researcher – Las Piñas City, Metro Manila, Makati City, Quezon City. METHODOLOGY: The study used the descriptive case study method in order to determine the factors that cause online gaming addiction among MU gamers. The respondents were chosen through purposive sampling. Four instruments were used in this research. The researcher used a validated interview guide, a self-made test and two projective tests namely, Bender Gestalt and Draw a Person Test. The self-made test was used to determine whether a gamer is attracted or motivated. On the other hand, the projective tests were used to measure withdrawal tendencies, and support and strengthen the statements of the respondents during the interview and the results of the self-made test. A table was used to organize the gathered data from the respondents during the interview and with the tests taken. MAJOR FINDINGS / CONCLUSIONS: It was revealed that the attraction factors are dominant among the respondents. The gamers are attracted by fascinating graphics, challenging game play, and interactive plots. All respondents, except one experienced neglecting academic and work obligations, health, financial, and relationship problems. Despite being addicted to the game and having experienced its consequences, the respondents were still happy because they were able to accomplish their in-game goals and they were able to realize and learn something out of it. RECOMMENDATIONS: 1) The proponent of the study dealt with only one MMORPG game which is MU. Future researchers might consider other MMORPG games such as Ragnarok, Fly For Fun, Tantra, Ran Online, Rose Online, Granado Espada, etc. 2) This study focused mainly on MMORPG (Massive multi-player online role playing game) type of online game. Future researchers might consider dealing with other types of online games such as MMOFPS or Massive Multiplayer Online First Person Shooter, MMORTS or Massive Multiplayer Online Real-Time Strategy, and BBMMORPG or Browser Based Massive Multiplayer Online Role-Playing Game. 3) Offline or LAN (Local Area Network) games such as DOTA, Counterstrike, Grand Theft Auto, Grand Tourismo, Sims, Play Station, Xbox, Psp, etc. might be considered to be researched upon. 4) Future researchers could deal with other variables that will be used in the study aside from the factors that cause online gaming addiction and its effects. 5) A larger set of population and a wider range of location in acquiring participants may also be considered. 6) Other methods of research such as surveys, correlational or experimental may be used to acquire more information about online gaming addiction. 7) Just like in real communities, there will always be deviant individuals – law violators, but in the virtual community, we call them “hackers”. Future researchers might take into consideration studying the psychological profile of these virtual criminals or any other topics which concern them. 8) Future researchers might consider dealing with the following topics and relate it with online gaming: gender issues, socio-economic status of the players, parenting styles of the gamers’ parents, spirituality, purpose in life, presence of disorders, and children who are addicted to online gaming. 9) Teachers, guidance counselors and psychologists must be aware of this present day phenomenon owing to the fact that teenagers are now exposed to this technology. They are greatly susceptible to the dangers of online gaming addiction. But it must be clear to them that restricting or taking away the technology alone will not solve the problem. It must be understood that the roots of addiction among teens are psychological and emotional conflicts. These professionals, as mentioned above, must already take action before these young individuals get addicted to the game. 10) Parents could set their own family rules to control the number of hours allowed to use the computers and should make sure that their child obliges with it. Using the computer must only be a leisure time for individuals, and must not spend most of their time with it. Parents must monitor their child’s academic performance and behavior to make sure priorities are still in place. Using the computer for extra hours can be given as a reward if the child was able to do something good or exemplary at home or at school. In addition, parents could also play with their children, also show their interest with this new-age form of leisure so that they would not just be able to supervise their children but also understand how it is. 11) Game developers must not be blinded by the profit that they get from creating online games. They must also be responsible for promoting control and wellness among gamers, that they remind gamers that too much gaming would be harmful. 12) Our government must be aware that virtual communities do not exist in a different world; it is now already part of our world, part of our country, thus the government must recognize its existence, that there is a possibility that it can be part of our culture – a “cyber culture” where in new communities will be constructed linked by commonality of interest and affinity and there might be a possibility to recover the values and ideals that have been lost to the real world. We should be prepared for this new community empowered through online connectivity, not only recognize its negative effects but also the means by which we can benefit from it, how it can become an asset to our country.

Item Type: Thesis (Undergraduate)
Additional Information: PSY 860 2007
Subjects: B Philosophy. Psychology. Religion > BF Psychology
G Geography. Anthropology. Recreation > GV Recreation Leisure
T Technology > T Technology (General)
Depositing User: Users 4 not found.
Date Deposited: 27 Jan 2016 06:26
Last Modified: 09 Jun 2021 03:16
URI: https://thesis.dlsud.edu.ph/id/eprint/1228

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