Background of the study
The Internet has transformed the world by changing people access to information, connecting and communicating with others, allowing faster and cheaper process through the Internet which made our life easier in many ways. In 2008, more than half Malaysian residents were Internet users. Based on the growth of Internet users in Malaysia, the average hour use of Internet per week has become prominent. The number of user using Internet more than 28 hours a week has increased to 79.8% from 2005 to 2008 (MCMC, 2009). The Internet is top used for these activities namely; getting information, social networking, communication, education and downloading (MCMC, 2012). The percentage of young adult using the Internet keep on increased. A study done stated that 95% of adult with college or graduate degree are Internet users (Fadil Azim, Mohd Zam & Abdul Rahman, 2010). This is similar to the study done by MCMC where 24.8% of the Internet users in Malaysia are still studying. Students use the internet for two purposes; 1. Interactive asynchronous activities – emailing, discussing in forum, chatting and online shopping (especially in auction websites) 2. Non-interactive activities – surfing the web, downloading program and movies, and playing games (Fadil Azim, Mohd Zam & Abdul Rahman, 2010). Computer games have been positively and highly accepted among users especially children and teenagers (Perrin & Duggan, 2015). Computer games provide fun and entertainment to players and certainly addictive among gamers to explore, play, win, lose, retry and completing tasks given. Games have its evolution and are now easily accessible on the Internet which is known as Online Games. Among the widely spread and accepted online games is MMOG (Massively Multiplayer Online Game). Originally referred to as Multi-Use Dungeons (MUDs), back in 1970s, players only connected to the; which was text-based game, operated on a mainframe computer using dumb terminal (Parsons, 2005). Today, with the availability of three-dimensional (3D) graphics and high speed connectivity provided by the Internet, individuals are able to see and interact with others in virtual worlds. While traditional video or computer games at some point or become very boring and repetitive, these MMOGs such as Dota 2 and Counter Strike: Global Offensive offer endless excitement. The challenges of goal, gameplay and achievement required in these games attracted players, along with MMOG allows players advancement on their character or profile - moving to the higher rank or level while collecting valuables and weapons becoming strong and wealthier (Ng & Wiemer-Hastings, 2005).One of the primary areas of concern regarding online gaming is its psychological impact on students. Research suggests that prolonged exposure to online games may lead to addiction-like behaviors, characterized by excessive gaming, neglect of responsibilities, and withdrawal symptoms when unable to play. Moreover, the immersive nature of these games, often featuring rich narratives and rewards systems, can affect cognitive processes, attention span, and emotional regulation among students. Understanding these psychological dynamics is crucial for addressing potential risks and promoting healthy gaming habits. Online gaming also has significant implications for students' social lives. While these games provide opportunities for socialization and collaboration with peers, they can also lead to social isolation and withdrawal from real-world interactions. Additionally, online gaming communities may expose students to various social pressures, including competition, peer influence, and online harassment. Exploring the social dynamics within online gaming environments is essential for comprehending how they shape students' social behaviors, relationships, and identities. Another aspect of concern is the potential impact of online gaming on students' academic performance. Studies have shown a correlation between excessive gaming and lower academic achievement, attributed to factors such as time management issues, sleep disturbances, and reduced engagement in academic activities. Furthermore, online gaming may influence students' attitudes towards learning, with some becoming more focused on in-game achievements than academic goals. Examining the relationship between online gaming and academic outcomes can inform strategies for promoting academic success while allowing students to engage in gaming responsibly. Therefore, the examine the impact of online games among HND2 mass communication students of the polytechnic Ibadan.
Statement of the problem
he prevalence of online gaming among students has surged in recent years, posing significant challenges and concerns for various stakeholders, including educators, parents, and mental health professionals. While online games offer entertainment and socialization opportunities, they also raise questions about their potential negative impacts on students' well-being, academic performance, and social functioning.The first facet of the problem pertains to the psychological impact of online gaming on students. Research suggests that excessive gaming can lead to addictive behaviors, characterized by preoccupation with gaming, loss of control, and withdrawal symptoms (Griffiths, 2010). Moreover, the immersive nature of online games, featuring rich narratives and rewards systems, can influence cognitive processes, attention span, and emotional regulation among students (Kuss & Griffiths, 2012). Understanding the psychological mechanisms underlying student engagement with online games is crucial for identifying risk factors and developing effective interventions to address gaming-related mental health issues. The third dimension of the problem relates to the academic impact of online gaming on students. Studies have indicated a negative correlation between excessive gaming and academic achievement, attributed to issues such as time management difficulties, sleep disturbances, and decreased engagement in academic tasks (Gentile et al., 2011). Additionally, some students may prioritize in-game achievements over academic goals, leading to decreased motivation and performance in school (Liau et al., 2015). Exploring the relationship between online gaming and academic outcomes is critical for developing interventions that support students' academic success while fostering responsible gaming habits. Hence, the study examine the impact of online games among HND2 mass communication students of the polytechnic Ibadan.
Objective of the study
Generally, the study examine the impact of online games among HND2 mass communication students of the polytechnic Ibadan. The specific objectives is as follows
Research Questions
The following questions will guide the study
Research hypotheses
The hypotheses have been formulated to further guide the study
H0: Online games does not have an impact on HND2 mass communication students of the polytechnic Ibadan.
Ha: Online games does not have an impact on HND2 mass communication students of the polytechnic Ibadan.
significance of the study
Informing Educational Policies and Interventions: Understanding the impact of online gaming on students can inform the development of evidence-based educational policies and interventions aimed at promoting responsible gaming habits and mitigating potential negative consequences. By identifying risk factors and protective factors associated with excessive gaming, educators, policymakers, and mental health professionals can implement targeted strategies to support students' healthy development and well-being.
Enhancing Student Support Services: The findings of the study can contribute to the enhancement of student support services, including counseling, mental health resources, and academic support programs. By identifying students at risk of problematic gaming behaviors and addressing underlying psychological, social, or academic challenges, schools and universities can provide tailored interventions to support students in achieving a balanced lifestyle and academic success.
Empowering Parents and Caregivers: The study can empower parents and caregivers with knowledge and resources to effectively monitor and manage their children's online gaming activities. By raising awareness of the potential risks and benefits of online gaming, parents can establish clear guidelines, set limits on screen time, and foster open communication with their children regarding gaming habits and preferences.
Academic Research: The study contributes to the academic literature by advancing our understanding of the complex interplay between online gaming and various aspects of student development, including psychological, social, academic, and behavioral dimensions. By conducting rigorous research on this topic, scholars can identify gaps in knowledge, generate new theoretical insights, and guide future research endeavors aimed at addressing emerging issues and trends in the digital landscape.
1.7 Scope of the study
The study focus on the impact of online games among HND2 mass communication students of the polytechnic Ibadan. Hence, the study will assess the prevalence of online gaming among HND2 mass communication students of the polytechnic Ibadan, identify risk factors associated with excessive gaming among HND2 mass communication students of the polytechnic Ibadan and examine the relationship between online games and the academic performance of HND2 mass communication students of the polytechnic Ibadan. Therefore, the study is delimited to polytechnic Ibadan.
1.8 Limitations of the study
Like in every human endeavour, the researchers encountered slight constraints while carrying out the study. The significant constraint are:
Time: The researcher encountered time constraint as the researcher had to carry out this research along side other academic activities such as attending lectures and other educational activities required of her.
Finance: The researcher incurred more financial expenses in carrying out this study such as typesetting, printing, sourcing for relevant materials, literature, or information and in the data collection process.
Availability of Materials: The researcher encountered challenges in sourcing for literature in this study. The scarcity of literature on the subject due to the nature of the discourse was a limitation to this study.
1.9 Definition of terms
Online Gaming: Refers to the activity of playing video games over the internet, typically involving interactions with other players or computer-controlled opponents through a virtual environment.
Addiction-like Behaviors: Behaviors characterized by compulsive engagement in gaming activities, loss of control over gaming habits, and withdrawal symptoms when unable to play, resembling patterns observed in substance addiction.
Academic Performance: Refers to students' achievements in educational tasks and assessments, including grades, test scores, class participation, and overall academic success.
Social Dynamics: The patterns of interaction, communication, and relationships within online gaming communities, encompassing aspects such as socialization, cooperation, competition, and peer influence.
Behavioral Impact: The influence of online gaming on students' behaviors, including changes in sleep patterns, dietary habits, physical activity levels, and overall lifestyle choices.
Problematic Gaming Behaviors: Refers to gaming-related behaviors that interfere with daily functioning, relationships, or well-being, such as excessive gaming, neglect of responsibilities, and adverse consequences due to gaming.
Parental Supervision: The act of overseeing and monitoring children's online gaming activities, including setting limits, providing guidance, and ensuring their safety and well-being.
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