This concern gets more alarming as rates of suicide among high school and college students are growing worldwide. 22 In general, this age group is already facing mental health issues, such as anxiety, mood disorders, and depression. 7 Adolescents accounted for 30.5% of the total population in the country. Most of the gamers were 21–35 years of age, followed by the adolescents 10–20 years of age. In 2017, there were more than 29.9 million gamers recorded in the country. The country ranks 29 th in game revenues across the globe. In the Philippines, online gaming is an emerging industry. 19 It is a serious threat to the mental and psychosocial aspects of an individual, as it lead to stress, loss of control, aggression, anxiety, and mood modification. 15 However, it is well established that video gaming is addictive, 16 – 18 and there is clinical evidence for the symptoms of biopsychosocial problems among video game addicts. 13 – 14 The prevalence of video gaming addiction varies from region to region based on the socio-cultural context and the criteria used for the assessment. 8 Some of the reported reasons to engage in video games include having fun and for recreation, 9- 10 to de-stress, 11 – 12 and to avoid real life issues. 6 Studies have shown that there are similarities between males and females in regard to choice of games, behavior toward video gaming, and motives for engaging in this activity. ![]() ![]() 7 In the US, 60% of the video gamers were males and 40% are females. 6 In 2017, reported that the active gamers in the Philippines were 52% males and 48% females. 1 Several studies have found that the majority of these players were adolescents aged 12-17 years, 2- 5 with more usage among males than females. Based on the report of the European Mobile Game Market in 2016, there were more than 2.5 billion video gamers across the globe.
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