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Addiction To Online Games Among Students

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Online Gaming Addiction’s Impact among students

INTRODUCTION
Online games began in the United States, and the gaming business has since grown in
popularity across the world. Online games are the most popular forms of entertainment in
modern civilizations; studies show that they appeal to a wide range of people of all ages,
particularly teenagers; children as young as six years old, and the majority of students, have
grown addicted. Academic achievement has been demonstrated to be negatively related to the
internet and electronic game addiction.

BODY
Games may provide kids a sense of freedom from their exhausting schoolwork, and a large
portion of students' free time outside of school is spent playing computer games. In the lack of
sufficient advice on which games to play and when to play them, however, children can be
exposed to serious hazards such as in-game bullying, online grooming, and, in some cases,
gaming addiction. As a result, every government should take steps to address the potential
negative impact of online gaming on pupils.
In recent years, the Internet and electronic games have been viewed as crucial not just for
improving academic performance, but also for children and teenagers' self-expression,
affability, assertiveness, and entertainment. Nowadays, instead of playing with other children,
youngsters spend the majority of their time staring at their devices, trapped in their rooms.
Online games may have pessimistic repercussions, particularly in the lives of learners, by
providing distraction and interfering with crucial out-of-game life acts including learning results,
health, and social life.
Too much time and effort spent playing online games deprives kids of the time they need to
learn, do coursework, and socialize with others. However, prohibiting students from playing
online games may prevent them from benefiting from some of the advantages that online
games give. And it has the potential to deprive them of the joy of gaming.

CONCLUSION
To summarize, computer game addiction impacts a wide range of health and physical
difficulties, as well as anxiety and despair, while also reducing social functioning disorders.
Gaming is a fun and social way to pass time while also fostering collaboration and skill
development. All of this is great, but there are a few risks to be aware of in order to stay safe
and have a nice gaming experience.
LITERATURE REVIEW

Impact of Internet Literacy, Internet Addiction Symptoms, and


Internet Activities on Academic Performance

The interrelationships between Internet literacy, Internet addiction symptoms, Internet


behaviors, and academic performance are investigated in this study. Face-to-face interviews
were used to collect data from a random sample of 718 children and adolescents aged 9–19 in
Hong Kong. Adolescent Internet addicts tended to be male, from low-income families, and
unsure of how to locate, browse, and access information from multiple sources, but they were
technologically savvy and frequent users of social networking sites (SNS) and online fun games,
according to regression results. Internet literacy, particularly in publishing and technology,
enhances rather than lessens the probability of someone being hooked to the Internet,
contrary to popular belief. Internet activities, particularly social networking sites and online
games, were shown to be strongly and positively associated with Internet addiction as well as
all Internet addiction symptoms, as predicted. This research implies that leisure-oriented
Internet activities, such as interacting via e-mail or surfing web pages, might be far more
addictive than other uses. Furthermore, the greater a subject's tool and social-structural
literacy score, the better their academic success; nevertheless, technical literacy abilities like
publishing and technological literacy were not significant predictors of academic performance.
This suggests that teenagers who can find, explore, and access a variety of information
resources and who understand the context in which the material was generated did better in
terms of overall grades and academic competence. (Leung, L., Lee, P. S.N., 2016)

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