Computer Addiction Thesis Paper

Computer Addiction Thesis Paper-77
Computer addiction can have horrible effects on a person’s life; cases of the pain it can inflict have been documented worldwide. A young man by the name of Shawn Woolley became addicted to the MMO Everquest.After losing his job due to calling out to play Everquest, Shawn was evicted from his apartment.A quasi-experimental research design was adopted in carrying out the study.

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SD) Standardized test and instruments were used in data collection during the study. Data from the experiment conducted was analyzed using the descriptive statistics of mean and standard deviation with graphical illustration while the hypotheses were tested using the inferential statistics of independent sample t-test at a 0.05 level of significance.

Findings indicated that there was a significant relationship between high and low screen time on the systolic blood pressure, diastolic blood pressure, body mass index (BMI), waist to hip ratio (WHR), muscular strength and muscular endurance of participants.

The sample for this study comprised a total of sixty (60) participants selected through a convenient random sampling technique.

Twenty (20) students were selected from three schools.

Oyun için yapılan harcama ve şiddet içerikli oyunlara duyulan ilginin bağımlılığı tetiklediği, oyun oynama sürelerinin kontrol edilememesinin de, bağımlılık riskini arttırdığı bulgulanmıştır.

Abstract Technological developments in the last few decades, has caused major changes in the structure and functioning of the mass communication tools.

One such pitfall many have fallen victim to is that of computer addiction.

Computer addiction can be defined as the obsessive use of computers that interferes with daily life.

Future researchers The results of this study can serve as a baseline data for developing topics as well as creating ideas about their topics.

SCOPE OF DELIMITATIONS This study was conducted during the first semester of the school year 2012-2013 to identify the factors that affect the involvement to computer game addiction of the Marian Freshmen students and to determine how it would affect their study habits.

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