Background of the study It is known that we are living in technological era. The computers become irreplaceable tool in everyday life of almost each person. The adult users generally use it for business purposes while youngsters for computer games. Computers became the part of our life and very important component in the spheres of the life is leisure. And nowadays majority of young people spend their leisure time playing computer games, surfing through the internet. Computer games have become one of the favorite time-spending of young people in all ages, and even some adults and the students. With permanent development of computer technology the quality of people using computer either for working purposes or entertainment purposes is increasing speedily. There are many things that causes addiction to computer games, one reason being, is that most students just need something to occupy their time and these games do that for countless hours. Some students use computer gamings to escape their reality which can include school, work and possibly personal problems. Computer games also represent students to challenges they can overcome so they can feel a sense of accomplishments in virtual world, mistakes can be undone and time can review itself with the push of a few buttons.
Acknowledgment
The researchers wish to express their deepest gratitude and warmest appreciation to the following people, who, in any way have contributed and inspired the researchers to the overall success of the undertaking: To Marvin Marilao for his guidance and support in the duration of the study. To our friends, who have been unselfishly extending their efforts and understanding.To our parents who have always been very understanding and supportive both financially and emotionally.And above all, to the Almighty God, who never cease in loving us and for the continued guidance and protection. DEFINITION OF