INTRODUCTION
Background of the study
The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young, but dynamically every age group as well. So far, virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score, chat with players, get the rarest items, and level up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online gaming can extend to.
As in any situation where new technology is introduced, the social impact of the Internet is being looked at. One social problem that has been observed is that the Internet café has become mainly game centres. About one-half to two-thirds of the computers in a typical Internet café, according to one study, are devoted to games (violent and gory games). The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafés have become not just game centres. They are becoming centres off addiction among the youth, mostly boys, including elementary school pupils. According to one concerned Internet café entrepreneur, “Internet cafés are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but which is certainly twisting their minds. To the young play is reality and reality is play.” (Maslog C. (1998) Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers).
Games come in many forms and style; like clothes, but unlike clothes however, you cannot wear them and it isn’t food so you cannot eat them. So why are people going gaga over such an ironically powerful phenomena?
The answer lies in ourselves, as human beings, we