INFLUENCE OF INTERNET GAMING ADDICTION 1

Influence of Internet Gaming Addiction

Topic development [MH(1]

With regards to the research project that we are focused to undertake, my topic is addressed and give out some insights on the influences of internet gaming addiction. Online games or rather the internet games are those video games that are wholly or partially dependent on the internet and other computers and computing networks. The internet games draw history from way back in the 1970s to date undergoing some significant transformation.

The internet video gaming has been transforming and is currently taking center stage in the lives of the youths. Thus, there are myriads of reasons as to why I opted for this topic. First, having a check on the adverse effects of excess indulgence in the internet gaming, it is in close association with lots of risk factors, and it has taken the global attention to seek professional help to help handle this (Kuss, 2013). Secondly, the topic will contribute to review the internet gaming and relate it to the current world and give it an analytical and holistic approach holding high the forms of online games and the kind of appeal it gives to the people.

However, the contemporary world is geared too much towards technology, there is the bit of culture that we have to put into consideration. The games have to be analytically viewed, have them critically compared to the cultural beliefs and practices and give them the kind of meaning they perceive (Kuss & Griffiths, 2012). The topic is chosen primarily to find the best support and solutions with regards to the current perspective. Finally, the topic is chosen such that to give the possible insights and get a very deep understanding of the context, meaning and the activities that are linked with gaming.

The research will involve the testing of the hypothesis. A hypothesis is an idea that is based on limited facts or rather the evidence that are just a foundation to further forms of discussion. The hypothesis that my study will test is whether the psychological development of students and youths during their times of growth is affected by the influences of internet gaming addiction. [Office2]

There is the use of variables in the research study that is to be conducted. In this study, the dependent variable is the psychological development of the students and the youths since it is the one that is tested on the independent variable that is the influence of internet gaming addiction. It is the power of the web gaming that would be controlled to gauge the effects on the psychological development of the youths.

In every field of study that related to data collection to find the results of that research, there are various problems likely to be faced by the research team. Based on this study, finding the participants would prove to be very hectic in the fact that, the study seems to criticize their hobby or rather that which they like. Secondly, they might snub the study and spend the time to play the game. There is also the likelihood that the participants might not give the best or the accurate information that is needed for them (Manovich, 2011).

In the testing of the hypothesis, after making the reasonable assumptions, I would state the null hypothesis while setting the alpha. I would designate my sample size and the sample distribution and specify my test statics. I then compute the tested statistics and then interpret my results with regards to the decision I have made.

Reference

Kuss, D. J. (2013). Internet gaming addiction: current perspectives.Psychology research and behavior management,6, 125-137.

Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research.International Journal of Mental Health and Addiction,10(2), 278-296.

Manovich, L. (2011). Trending: The promises and the challenges of big social data.Debates in the digital humanities,2, 460-475.

[MH(3]

Influence of Internet Gaming Addiction

Introduction [MH(4]

This research paper is obliged to focus primarily on the influence of internet gaming addiction which has taken a course in the current world with the young generation much into it. My primary point of interest is to estimate the level or rather the magnitude of internet gaming in the lives of the students and the youths and how the influence of the internet gaming is affecting their psychological growth. The objective of my study is to get the insights of the internet gaming and give a universal approach with little criticism as video internet gaming is causing the youths some more harm than the good they are to get from the games.

Following the earlier studies on the effects of the internet, gaming is that it alters the behavioral characters of a person. With the kind of addiction that is gained from the biopsychosocial processes give rise to behaviors such as those individuals involved in gaming become preoccupied and they tend to focus on any other thing. Secondly, based on the change of habits, they allow the same behavior to alter their moods, and they gain a sense of defiance with reality (Grüsser et al., 2006). The behavior changes cause one to withdraw at the point when the games are discontinued from them. (Kuss, 2013). Some of those who are addicted to the internet gaming are very poor problem solvers and decision makers as they most of the time use the games to escape the real life problems and assume everything is well.

The young people are very vulnerable to the negating effects of the influence of internet gaming addiction, and that is the reason as to why the menace is only prevalent among the youths and the young people (Ng & Wiemer, 2005). Therefore, there need to be some solutions to this. However much the study is aimed at getting some of the insights of dealing with the problem, basing our discussion on earlier studies, we find that parents and family members take petite attention of their children internet gaming addiction. It is very thoughtful to organize short strategic family therapies to deal with the problem; there need to be some sorts of motivational interviews. The students also need to be told about the adverse effects of clouding their minds with internet games. However, there are factors that lead to such influences such as the consistently advancing technology that makes the people or the participants anticipate the next invention.

Therefore, the key reason as to conducting this study is to get to reach a solution to the problems the victims of the internet gaming are exposed to. Finding solution also comes with the baggage of understanding the students and the gaming they are into and provide a holistic approach to the addiction problem. When this issue is solved, the people are likely to be more creative and embracing innovation rather than just sitting down and playing games that are designed and made functional by other people. This study is aimed towards solving the quest of whether the internet gaming has an effect on the psychological development of the people especially the students and youths.[Office5]

The dependent variables that are to be used during the study are the psychological development of the students, the performance of the students in their school works, on the other hand, the independent variable would be the influence that the internet gaming addiction has on the students. These would help us gauge how the internet gaming addiction affects the student's performance and psychological development. During the time of data collection, I would apply the use of questionnaires whereby, the students will help fill in the questionnaires voluntarily. The target sample size will be about 550 students. My hypothesis would be whether the psychological development of students and youths during their times of growth is affected by the influences of internet gaming addiction.[Office6]

Reference

Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game playing: evidence for addiction and aggression?.CyberPsychology & Behavior,10(2), 290-292.

Kuss, D. J. (2013). Internet gaming addiction: current perspectives.Psychology research and behavior management,6, 125-137

Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming.Cyberpsychology & behavior,8(2), 110-113.

[MH(1]Needs to be centered.

[Office2]This is not a hypothesis. It is a question. Your hypothesis is a prediction. It is the proposed answer to your research question. Please review and revise. – Dr. Manning

[MH(3]Should not be centered. Second line should be indented.

[MH(4]Should be centered.

[Office5]Is this your research question? If so, please state explicitly, “The research question is…” This adds clarity and prevents the reader from having to guess. – Dr. Manning

[Office6]Again, this is a question, not a hypothesis (which is a prediction). Please revise.