A Psychological Perspective on the Prevalence and Correlates of Habitual Gaming to Clash of Clans Among College Students
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Abstract
This study focused on determining the psychological perspective of the college students in playing clash of clans wherein mobile games/computer games becomes an ever-increasing part of many college students’ day-to-day lives. It employed the descriptive type of research since the study is concerned on the habitual gaming of the college students that is a fact-finding study with adequate and accurate interpretation of the findings.
This study was conducted in Manuel S. Enverga University Foundation. There were 50 randomly selected students from different departments who play Clash of Clans that respondents of the study ranges in at least 16 to 24 years old. Frequency counting, average weight frequency, standard deviation and weighted mean were used in the statistical analysis.
Analysis of the results revealed that playing Clash of Clans, game players become artists too using inspired creativity and ingenuity to come up with new strategies that is why gamers often give psychological meaning or perceptions. They interact with other players virtually every time they play. Sometimes the game becomes their safe means to cope with life’s problem and can gaming quickly become their convenient way to instantly forget stresses or pains they are experiencing.
According to the gamers/players, they play to have fun and to become superior on the other gamers that made them happy with their appraisals. They also feel irritated when someone interrupts them on playing. It gives them an unprecedented capacity to determine their initial presentations to others in short, it enables them to be in their own identity that some of them are unable to control their use. Some other users play or use the virtual world as their psychological escape. Their feelings are the conscious and most misunderstood component of their emotions sometimes.
Their activation in playing games such Clash of Clans involves their decision to initiate their behavior while playing, their effort toward a goal to attain a certain level in playing exist, and their concentration that goes into pursuing a goal on playing Clash of Clans. They grow in the game which they want to play.
Keywords
gamers
gaming/playing
virtual World
strategy
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