Sign In
Not register? Register Now!
You are here: HomeThesis ProposalSocial Sciences
Pages:
6 pages/≈1650 words
Sources:
21 Sources
Level:
APA
Subject:
Social Sciences
Type:
Thesis Proposal
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 26.1
Topic:

Online gaming addiction in adolescent (Thesis Proposal Sample)

Instructions:
A thesis proposal on the topic "Online gaming addiction in adolescent." the thesis is a pHD LEVEL FOR APPLICATION AND FOUR YEARS STUDY PERIOD WITH RESEARCH. THE PROPOSAL SHOULD BE FOR A STUDY THAT SHOULD COLLECT PRIMARY DATA. tHE STUDY WILL FOCUS ON SOCIAL THEORIES. THE PROPOSAL IS WRITTEN IN APA FORMAT WITH PAGES BETWEEN 5 TO 7. source..
Content:
Online gaming addiction in adolescent Proposal Name: Institution: Date: Online gaming addiction in adolescent Introduction Online gaming refers to playing video games over the internet. This can be done on a computer or gaming console, such as an Xbox or PlayStation (Mattioli, 2020; Mattioli and Lahtiranta, 2021). Online gaming has become increasingly popular over the past years, as it allows people to play games and interact with others from around the world. While online gaming can be a fun and enjoyable activity, it is important to remember to balance it with other activities, such as exercise, socialising with friends and family, and school or work (Andriyani, Biddle, and De Cocker, 2021). Overuse of online gaming can lead to negative consequences, such as addiction, social isolation, and poor academic performance (Tamazsek et al., 2019; Abbasi et al., 2021; Zeliha, 2019; Almourad, 2020). Online gaming has become a popular activity among adolescents, with many young people spending significant amounts of time playing games on their computers, smartphones, and other devices. While gaming can provide a sense of social connection and enjoyment, it can also lead to addiction, negatively impacting the individual and their social environment. According to Gupta and others (2021), "online gaming addiction" is a condition in which a person becomes excessively preoccupied with playing video games over the internet. This can lead to negative consequences, such as social isolation, poor academic performance, and increased aggression (Tamazsek et al., 2019). Symptoms of online gaming addiction may include spending excessive time playing games, neglecting other activities and responsibilities, and continuing to play despite negative consequences (Kim, Nam, and Keum, 2022; Petrovskaya, 2022). Online gaming addiction can be a severe problem, especially for adolescents. Adolescents are particularly vulnerable to the addictive potential of video games due to ongoing brain development that may make them more susceptible to developing addictive behaviors (Imataka et al., 2022). Treatment options may include therapy, support groups, and medication. Also, parents and caregivers should monitor the adolescent's video game usage and encourage healthy living and balanced habits. Problem of statement From a sociological perspective, online gaming addiction among adolescents can be understood as a product of the social and cultural context in which it occurs (Mazolla, 2021). Adolescence is a time of significant social and emotional development, and the influence of peer groups and the media can be powerful during this period. Online gaming can provide a sense of belonging and social connection for adolescents, particularly those who struggle with social interactions in offline settings (Mittmann, 2022). However, excessive gaming can also lead to social isolation and a decline in face-to-face social interactions, negatively impacting social and emotional development (Milani, 2021). Additionally, the marketing and promotion of online games may target adolescents and young adults, and microtransactions and other tactics can encourage excessive gaming behaviour (Lischaer et al., 2022). The availability and accessibility of online games, mainly through smartphones and other portable devices, can also contribute to the potential for gaming addiction. Online gaming may become a maladaptive, media-focused coping mechanism for adolescents dealing with stress (Milani, 2021). Problematic gaming has also been linked to changes in teenage coping mechanisms for dealing with stress and frustration (Chang and Lin, 2019). This proposal examines the sociological perspectives of online gaming addiction among adolescents. Through a review of relevant literature and data analysis, this proposal aims to identify the social and cultural factors that contribute to online gaming addiction among adolescents and the consequences of this issue. Further, identify the health consequences of online gaming addiction among adolescents and proposes strategies for addressing and preventing this issue. Research objectives To determine the prevalence of adolescent internet gaming addiction. To examine how the exposure to peers’ pressure and gaming-related content shape adolescent attitudes and behaviors towards online gaming. To understand the impact of the rewards and punishments on the adolescent gaming addiction To examine the relationship between the structural factors in the communities and the gaming addiction To understand the impact of community-level interventions on social disorganization on the reduction of online gaming addiction among adolescents. Research questions What is the prevalence of addiction to internet gaming among adolescents? How do the exposure to peers’ pressure and gaming-related content shape adolescent attitudes and behaviors towards online gaming? What are the impacts of the rewards and punishments on the adolescent gaming addiction? What is the relationship between the structural factors in the communities and the gaming addiction? What are the impacts of community-level interventions on social disorganization on the reduction of online gaming addiction among adolescents? Study hypotheses There is a high prevalence of online gaming addiction among adolescents. The exposure to peers’ pressure and gaming-related content shapes adolescent attitudes and behaviors towards online gaming There no relationship between the structural factors in the communities and the gaming addiction There is no impact of community-level interventions on social disorganization on the reduction of online gaming addiction among adolescents Theoretical background Online gaming addiction is a type of impulse control disorder in which a person becomes compulsively engaged in playing video games to the exclusion of other interests and activities, and with potentially negative consequences (Kuss and Griffiths, 2012). Symptoms of online gaming addiction may include neglecting personal hygiene and relationships, a loss of interest in other activities, and difficulty functioning in school or at work. Treatment for online gaming addiction may include therapy, counselling, and support groups. The study uses two theories to explain the concept as follows: One, the social learning theory (SLT), founded by Albert Bandura in 1977, suggests that individuals may develop an addiction to online gaming through observing and imitating others who are already addicted (Kelland, 2015). This theory emphasizes the role of social influences and peer pressure in the development of addictive behaviours, and suggests that individuals may be more likely to develop an addiction if they have friends or family members who are already addicted to online gaming. To understand the addictive online gaming among the adolescents from SLT perspective, study will involve examining how the exposure to peers who engage in excessive gaming and the exposure to gaming-related content in the media shape adolescent attitudes and behaviors towards online gaming, as well as how rewards and punishments associated with gaming influence adolescent's engagement in excessive gaming. The second theory, Social Disorganization by Shaw and McKay (1942), explains how structural factors, such as poverty, residential instability, and ethnic and racial segregation, can increase the risk of addictive behaviors. This theory can be applied to online gaming addiction by examining how the lack of resources, opportunities, and support in certain communities may lead to higher rates of online gaming addiction among adolescents living in those areas. Applying the theory, the study will involve studying the correlation between the structural factors in communities such as poverty, ethnic and racial segregation and online gaming addiction among adolescents living in those areas. It would also involve studying the impact of community-level interventions that aim to reduce social disorganization and improve resources, opportunities and social support, on the reduction of online gaming addiction among adolescents. Conceptual Framework (Dependent and independent variable) Methodology The study will be based on a cross-sectional research design (Setia, 2016). The study will use a questionnaire as a tool for data collection. The study participants will be recruited through self-selection using online survey platforms. The adolescent for the purpose of this study will be 19 years and below. The study will measure five main aspects the gaming prevalence, social pressure and game contents, rewards and punishments, community structural factors and the interventions. The methods used in this study will include a review of relevant literature and analysis of data. A comprehensive review of the literature on online gaming addiction among adolescents will be conducted, including studies on the prevalence and predictors of online gaming, as well as the public health, social and cultural factors that contribute to online gaming addiction. The online gaming prevalence will be looked at in terms of the use or no use of the video games among the participants. The social pressure and game contents, rewards and punishments, community structural factors and the interventions will be determined by utilising a comprehensive scale for evaluating game behaviour (CSG) (Kim and Kim, 2013) to evaluate the level of addiction to online games among the teenagers. The data will be collected through questionnaire survey. Descriptive statistics will be utilised in the analysis of the data in SPSS to highlight the overall trends in the individuals' addiction prevalence, social pressure and game contents, rewards and punishments, community structural factors and the intervent...
Get the Whole Paper!
Not exactly what you need?
Do you need a custom essay? Order right now:

Other Topics:

  • The Relationship between substance abuse and high school drop out rates.
    Description: The Relationship between substance abuse and high school drop out rates. Social Sciences Thesis Proposal...
    4 pages/≈1100 words| 3 Sources | APA | Social Sciences | Thesis Proposal |
  • Military Spouse Coping with Mental Health
    Description: Military Spouse Coping with Mental Health Social Sciences Thesis Proposal...
    18 pages/≈4950 words| 5 Sources | APA | Social Sciences | Thesis Proposal |
  • Internet of Things Approach to Transport for Blind Travelers
    Description: Not knowing about the availability of suitable or free seats on public transport is associated with increased anxiety among blind travelers. This issue raises the demand for a mechanism to improve communication between people with reduced vision and transporters to minimize the struggles the blind face...
    8 pages/≈2200 words| 9 Sources | APA | Social Sciences | Thesis Proposal |
Need a Custom Essay Written?
First time 15% Discount!