Computer addiction introduction thesis

The computer dependent group had shown interests in technological and scientific artefacts before school age and rarely partook of either the social or physical activities of interest to the control groups. The dependent group had found in the computer the ultimate hobby; one which was constantly stimulating and exciting and which matched their psychological needs.

Investigation of the social and psychological issues suggested that the group of computer dependent people had experienced different types of parenting from the control groups, leading them to become object- rather than people-centred at an early age. This bias had been perpetuated throughout life, leaving them shy and unable to form satisfactory relationships; they neither trusted humans nor needed them in many cases. Their lives had become dominated by task- and object-related activities, with the computer offering them a controllable form of interaction Which they had been unable to find elsewhere.

Deleterious effects occurred within some marriages Where one spouse had become computer dependent, but only en very rare occasions did individuals express distress about their dependency.


  • essay on ganesh utsav in english.
  • Essay on Social Media: Effects, Importance, Advantages, Disadvantages.
  • boston university summer program essay!

Tb the contrary, the positive benefits gained by their use of computers far outweighed any disadvantages. The research disproved the hypothesis that computer dependency was in general detrimental to the individuals' social and psychological development, and suggested that computer dependency was in fact therapeutic by providing an outlet for their high levels of curiosity and originality. Computing had brought them intellectual stimulation rarely found when interacting with the majority of humans and had provided a level of fulfilment to which many would aspire.

Categories Design Practice and Management not elsewhere classified. Keyword s untagged.

Computer Addiction

Technology- the Brach of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon subjects as industrial arts, engineering, applied science, and pure science. This research contains related literature that will support the facts about the study. Review of related literature is divided in 4 parts; foreign literature, local literature, foreign studies and local studies.

Foreign Literature.

Thesis On Computer Addiction Free Essays

Today, most of the online games that are present are also free and hence they are able to provide ample resources of enjoyment without the need to spend a single penny. According to Dachary Carey, the history of online gaming includes contributions by many different companies and entities. Online gaming began as multiplayer gaming, but has evolved to include online gaming servers and massively-multiplayer online gaming setting.

In , new interfaces enabled students to begin creating games, and the world of multiplayer gaming began. MUD was the first network game MUD in spawned a genre of network based games, enabling players on the network to interact and explore the MUD game world. Maze War paved the way for two computers connecting directly in a peer-to-peer connection, computers connecting to a server and games hosting on the server with local workstations. It was integral to the development of future MMO games.

Doom paved the way as a first person shooter multiplayer game Doom made major landmarks as a first-person shooter game with multiplayer capabilities in You should connect and play with others via local network, or you could direct dial to other folks via your modem. Dom also spawned the creation of DWANGO, an independent service that matched players up online to promote multiplayer gaming.

Quake paved the way for modern multiplayer gaming Quake was similar to and followed Doom in , but it was revolutionary for the development of one extremely important bit of technology: client-side prediction. Quakeworld introduced the concept of client-side prediction, which drastically reduced lag and made it possible for multiplayer to game simultaneously without significant server delays. Quakeworld refined the technology, and Ultima Online introduced game world where players could freely interact and pummel each other.

Based on the facts of Searle Huh of University of Southern California and Nicholas David Bowman of Michigan State University in April 26, , with the growing popularity on online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 5 o 50 hours per week playing. Thus, research into individual characteristics that lead to excessive play is warranted.

In the history of online gaming, Aradhana Gupta stated that online games blossomed after the year while Dachary Carey stated that the history of online gaming includes contributions by many different companies and entities In the effects of online gaming, based on the facts of ScienceDaily in October 22, , Joshua Smyth found out that online socially integrated multiplayer integrated multiplayer games create greater negative consequences but also garner far higher good results than do single player games, while Searle Huh and Nicholas David explained that online games are highly addictive.

Sample Thesis About Computer Addiction Free Essays

About one-half to m two-thirds of the computer in a typical Internet cafe, according to one study, are devoted to games violent and gory games. The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafes have become not just game centres. They are becoming centres of addiction among the youth, mostly boys, including elementary school pupils.

Downloading prezi...

In terms of the large gender difference, Finland was among the most striking examples in the entire study. Based on the facts of J. Both studies stated that online games are really addictive to anyone who are hooked here. Students find it happy and enjoyable and they eventually forget their tasks and problems, but it does a bad effect to them, which is called addiction. According to them, addiction is too much playing, and it cannot be resisted because most of the youth tells that they are bored with their everyday lives, especially to their studies.

Computer addiction - Wikipedia

From all the short research papers, the methodology is already stated at start and other additional details about the methods used are only stated in the appendix. But from one scientific research statement, the methodology is one of the most important chapter that contains methods used in researching.

The research design clearly states what kind of research is conducted on the present study.


  • Chapter 1 in Research About Computer Games Addiction Essay!
  • THE IMPACT OF VIDEO GAME PLAYING ON ACADEMIC PERFORMANCE AT A COMMUNITY COLLEGE.
  • Long and Short Essay on Social Media in English.

He stated that the most common and simple kind of research which is known as descriptive-analytic which is a kind of research design for data gathering and information relating to the factors of the research topic. The researcher chose this kind of research design because the study does not require complicated statistical explanations and it is the most commonly used research design which is very easy to handle.

An Overview Of Video Game Addiction Sociology Essay

According to Bernales, sampling design refers to the correspondents of survey if how many are they and why they are chosen. The researcher will get 10 correspondents from each of the five courses for data gathering. The researcher chose them as correspondents for the research because most first year college students are hooked into online gaming.

According to Garcia, in this part, the researcher explains the details and methods used in data gathering which is needed and used in order to solve the problems stated in the study. Its content must fit to the kind of research that issued in the study.


  1. turabian research paper guidelines.
  2. Computer addiction.
  3. Effects of Online Games;
  4. Navigation menu.
  5. The researcher will use survey questionnaires as an instrument for data gathering. It is enough to get the percentage after tallying all the answers from the questionnaire from the correspondents. After the researcher gathered all the data from the respondents, data will now be treated and process. The researcher will use a simple statistics that will be used for tallying the percentage of certain topic from the questionnaire which is written below.

    Count of chosen answers from the questionnaire Number of respondents. The statistics which is written above will be applied after the data is treated and processed. Accessed October 18, Leave your email and we will send you an example after 24 hours 23 : 59 : If you contact us after hours, we'll get back to you in 24 hours or less. Hi there, would you like to get such a paper? How about receiving a customized one?