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Exploring Mobile Game Addiction, Cyberbullying, and its Effects on Academic Performance among Tertiary Students in one University in the Philippines

机译:探索手机游戏成瘾,菲律宾三所大学学生在学生中的学术表现影响

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Mobile gaming addiction is a growing concern that increases the user's risk for physical and psychological health problems. Video game addiction is part of the so-called Internet Gaming Disorder (IGD) and is often associated with Gambling Addiction. In general, IGD has been linked to a poorer academic performance of students in educational institutions. However, a study conducted by Samaha and Hawi (2016) revealed that there is no relationship between smartphone addiction risk and academic performance. This denotes a disparity on the result of academic performance between IGD and mobile phone addiction. Cyber-bullying, on the other hand, is also an ethical concern that has affected several young adolescents and adults. Previous studies on traditional bullying and cyberbullying revealed that both can greatly impact school performance of students among others. As far as the present study is concerned, no studies have been conducted which determines whether mobile game addiction and cyberbullying are causal factors for the academic performance of students. It is now the objective of the present study to determine whether both can negatively affect the academic performance of students. This study employed a quantitative approach to determine a possible correlation between mobile game addiction and cyberbullying with student academic performance. A total of eighty-five (85) respondents from National University - Philippines answered two questioPnnaires through Google Forms, namely, the Game Addiction Questionnaire and Cyberbullying Questionnaire. Convenience Sampling was used to gather the respondents of the two surveys. Both cyberbullying and mobile game addiction (constructs) were neglected as causal factors for the students' academic performance. However, it can be concluded that those who have been a victim of cyberbullying are most likely to perpetrate or initiate cyberbullying. Other results are further discussed in the paper.
机译:移动游戏成瘾是一种日益增长的问题,可以增加用户身体和心理健康问题的风险。视频游戏成瘾是所谓的互联网游戏障碍(IGD)的一部分,通常与赌博成瘾有关。一般而言,IGD已与教育机构学生的较差的学术表现有关。然而,由Samaha和Hawi(2016年)进行的一项研究表明,智能手机成瘾风险与学术表现之间没有关系。这表示IGD和手机成瘾之间的学术表现的结果。另一方面,网络欺凌也是一种影响几个年轻青少年和成年人的道德问题。以前关于传统欺凌和网络欺凌的研究表明,两者都可以极大地影响其他学生的学校表现。就目前的研究而言,没有进行任何研究,该研究决定了移动游戏成瘾和网络欺凌是学生学术表现的因果因素。现在是本研究的目的,确定两者是否可以对学生的学术表现产生负面影响。本研究采用了定量方法来确定移动游戏成瘾与学生学术表现之间的可能性相关性。来自国立大学的八十五(85)名受访者 - 菲律宾通过谷歌表格回答了两个Questiopnnaires,即游戏成瘾问卷和网络欺凌问卷。方便抽样用于收集两次调查的受访者。网络欺凌和移动游戏成瘾(构建体)都被忽视为学生的学术表现的因果因素。然而,可以得出结论,那些被网络欺凌的受害者的人最有可能犯下或发起网络欺凌。本文进一步讨论了其他结果。

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