CHAPTER 1
INTRODUCTION
BACKGROUND OF THE STUDY
The rise in the use of the internet has led to many changes in our daily
life. In particular, this rise has also led to the rise of online gaming. Online gaming
can refer to any type of game that someone can play through the internet or over a
computer network. Most of the time, online gaming refers to the video games played
over the internet, where multiple players are in different locations around the world.
In most cases, online games are freeware programs that can be used for an
unlimited time and are available for free. Most percentage of web games available
nowadays is written in Flash, Shockwave and Java languages. Because of that, they
feature more primitive game play than downloadable games. Having an online
gaming experience typically requires a high-speed internet connection. Proper
hardware will also be required whether it ’s a computer or a gaming console, such
as Xbox or Play station that’s connected to the internet. Some online games require
a specific piece of controlling hardware such as a joystick or a game controller, but
these days, gaming technology has progressed to an amazing extent. Things like
streaming 3-D animation graphics with superb surround sound stereo now have the
ability to make all addicted to gaming. In terms of video games, online gaming is
growing in popularity for variety of reasons. Gamers can easily find opponents of a
similar skill level when playing a head-to-head game over the internet. Players also
can compete in massively multiplayer games, where dozens of players play an
ongoing game in a virtual world. Some online games change a monthly fee for
access to the video game software. Today, one can see the impact of computer
and video games in the Grade 10 students in Mayamot National highschool. A lot of
research is conducted to study its effect on lifestyle and behavior of the Students
leveling gamer. Online game is the most sought leisure activity followed by Teen
nowadays. Computers play a major role in shaping the future of the Students. Days
are gone when students loved to indulge in outdoor activities, rather than studying
or playing outside, There are students spend most of their time playing online games.
Online games surely have an impact on minds of Students Taking into consideration,
it is positively a great mind exercise and helps students explore many new things. It
includes improvement in recursive and proactive thinking, increased sociability and
improved interpretive skills. Some research shows that the Teens/Students who play
online games are more active and have sharper minds than their other counterparts.
However, Online gaming also receive much more negative critics, because games are
often coined with issue such as mindless entertainment, enhanced social recluse,
sexism and consumerism. Research shows that students who play violent Online
games showed on increased in emotional arousal and a corresponding decrease of
activity in brain areas involving self-control, inhabitation and attention. Everyone who
plays Online games has a different reason for playing, and the usage of the game
leads to different effects for each individual. Childhood upbringings, peer influences,
pressures at school and family issues are all factors that have a strong connection
with the effects of gaming on individuals. Online games maybe therapeutic for
some students, but the small amount of students who are negatively affected by
gaming impact are many.
STATEMENT OF THE PROBLEM
This study aimed to know the impacts of online gaming among the 15-18 years
old of Grade 10 were in Mayamot National Highschool. Specifically, this study
sought answers to the following questions:
1. What is the profile of the respondents in terms of:
- Age
- Gender
- Educational Status
- Online games commonly played
- Length of time the respondents play online games in a week (in terms of hour )
- Amount of money the respondents spend for online gaming (per day)
2. What are the advantages of online gaming among 15 - 18 years old of grade 10
students?
3. What are the disadvantages of online gaming among 15 - 18 years old Grade 10
Students?
OBJECTIVES OF THE STUDY
This study is intended to know the impact s of online gaming among the Grade 10
students at the ages 15-18 . It also aims to help the parents to be informed about
the impacts of their teens obtain from online gaming.
SIGNIFICANCE OF THE STUDY
This study will be valuable and significant to children/students, parents, readers and
future researchers.
Students. This study is primarily important to Teens, for it will give them
information about the impacts they may get from online gaming.
Parent. This study will help the parents to have enough knowledge about the
impacts of online gaming among their children.
Readers. This study will help the readers to have the understanding about the impact
of online gaming.
Future Researchers. This may serve as a basis for future research that they will
conduct.
CONCEPTUAL FRAMEWORK OF THE STUDY
Research indicates that there are many impacts of online gaming among the teen
ages 15-18 of Mayamot National High School. Studies have been conducted assessing
the impacts of online gaming . As an input, We will gather all the information about
Grade 10 students who played Online games. As a result, We the researchers
discovered the impact of online gaming among our Co-students.
OPERATIONAL DEFENITION OF THE TERM
For clearer understanding of the work, the following terms were defined:
ADVANTAGE - A benefit o r gain .
DISADVANTAGE - Something that makes a situation worse or that makes somebody
or something less effective or desirable.
IMPACT - The powerful or dramatic effect that something or somebody has.
INTERNET - An electronic communication network that connects computer network
and organizational computer facilities around the world.
ONLINE GAME- Game that can be run from an internet browser and requires the internet
connection.
TECHNOLOGY- The practical application of knowledge especially in a particular area.
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies relevant to presentation
investigation.
RELATED LITERATURE
Carey (2012) found out that the history of online gaming included contributions by
many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
games ettings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who know
their limits and bad for those who fix themselves in the seats for long hours and
cut off the interaction with rest of the world.
According to the study of Chang (2009), online gaming was referred to as Internet
Gaming or Electronic Gaming. It was a gathering of players with a common game
using a local area network (LAN) where they could be on the same settings. The players
seem to be in a real situation that they use their mouse or keypads to move in the
monitor, their virtual world.
Hall (2005) said that online gaming has become increasing popular over the past few
years.
Both Orzack (2004) and French (2002) found out that in internet search for
“gaming addiction” yields lists of physical and psychological symptoms from dry-
eyes and carpal tunnel syndrome to “problems with school or work,” offered as
indicative of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some
researchers into three main types: stand-alone games, local and wide network
(LAWN) games and massively multiplayer online role-playing (MMORP) games.
French & Dwyer (2002) claimed that online game players “don’t have normal
social relationships anymore” and play online games in order to cover feelings of
anger, depression and low self-esteem.
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users
to turn away from more traditional media.
Turkle (1995) found out that online games enabled self-exploration and discovery
that users extended and idealized their existing personalities or try out new ways of
relating to one another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding social
aspects of online community. Participation in online communities allows us to stay in
touch with old friends, meet new people, learn, and share information.
RELATED SUDIES
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online
gaming can be addictive. The research has tended to concentrate on negative aspects,
such as excessive play and addiction. Instead of spending their hours on studying and
doing their homework, children spend their time on playing computer games .
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance
learning, offer solace, to drive away boredom, and/or to persuade players to adopt
certain actions and opinions. The game play improve various thinking skills but that
it can also boost cognitive speed for those who play action games and can also
improve cognitive 9 accuracy for players who solve puzzle and strategy games
(Klabber, 2001). Some video games have been associated with aggressive behaviour.
In that case, children imitate online characters.
Some children are at the period of modelling (Anderson & Bushman, 2001). Taha,
J. (n.d.) said that online games are seen as good learning tool because many think
that they can teach children in ways that their teachers are failing by sparking their
minds, stimulating their thinking, and inspiring their imagination.
CHAPTER 3
METHODOLOGY
This chapter introduces the details of research design, respondents of the study, sampling,
data gathering procedures, data gathering instruments, and statistical treatment of
data.
RESEARCH DESIGN
The researchers used the descriptive research to conduct this study entitled “The
Impacts of Online Gaming among the grade 10 students of Mayamot National High
School.
RESPONDENTS OF THE STUDY
The respondents were chosen through quota sampling. The researchers made use
of 30 Students of Grade 10 of Mayamot National High School. The respondents ’ ages
range from 15-18 years old and 10-12 years. After choosing the respondents, each of
them were given a survey questionnaire to answer.
TABLE 1
Distribution of Survey Questionnaire to the Selected Grade 10 students of
Mayamot National High school.
AGE FREQUENCY
15 – 18 30
10 – 12 0
TOTAL 30
SAMPLING
The researchers made use of (30) Grade 10 students ages 15-18 of Mayamot
National High school. All 30 Grade 10 students who play online games answered the
test questionnaire given by the researchers.
DATA GATHERING SCHEDULE
At first, we looked for necessary resources that could help us on our study. We
did an intensive reading from the internet and asked opinions from the students
who played online game. From these, we were able to construct ideas and questions
necessary for the questionnaire.
We researchers asked the permission from our adviser to allow us to proceed with
the distribution of the questionnaire to the Students ages 15-18 where in Mayamot
National High school.
With the permission granted, We clearly explained all the directions and items to
our grade 10 co-students respondents to ensure understanding and correctness of
their responses.
Retrieval of the questionnaires was done after three days. The responses were
tallied, analyzed and interpreted in accordance to the items found in the
questionnare.
DATA GATHERING INSTRUMENT
Questionnaire was used as the main instrument of the study to determine the
impacts of online gaming a mong the Grade 10 students ages 15-18. The designed
questions focus on the Impacts of Online gaming to the Academic Performance among
Grade 10 students of Mayamot National High school. The questionnaire was prepared
by the researchers themselves after doing a research and intensive reading from the
internet and asking opinions from their co-students who paying online games.
The researchers questionnaire was prepared and showed to the adviser for the
comments and suggestions. After that, revision of the questionnaire was done. The
researchers incorporated the comments and suggestions of the adviser and prepared
the second draft of the questionnair. The questionnaire has four parts. PART I
contained the profile of the respondents in terms of age, gender and educational
status. PART II focused on what are the online games mostly played by the students,
how long the respondents spend their time playing online games and how much
money they spend playing online games. PART III focused on the advantages of online
gaming and PART IV on the disadvantages of online gaming.
The researchers initially distributed the survey questionnaire among the Grade 10
student where in Mayamot National High school.
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of data.
The study included several profile variables to gain the information about the
respondents of the study. These were presented in the following table.
- AGE. Table 2 shows the characteristics of respondents in terms of age.
TABLE 2
Age Distribution of the Respondents
AGE FREQUENCY PERCENTAGE
15-18 30 99%
10-12 0 0%
TOTAL 30 99%
Results indicate that out of 30 respondents, all of them has 15-18 year have
frequency, (30 ) with a percentage of (99% ).
- GENDER. Table 3 shows the profile of the respondents in terms of gender.
TABLE 3
Gender Distribution of the Respondents
GENDER FREQUENCY PERCENTAGE
Male 20 66%
Female 10 33%
TOTAL 30 99%
Out of 30 respondents, (20) of them are male which is equivalent to (66%)
while (10) of them are female which is equivalent to (33%).
The findings revealed that majority of the respondents who are playing online
games were male.
- EDUCATIONAL STATUS. Table 4 shows the profile of the respondents in terms of
educational status.
TABLE 4
Educational Status of the Respondents
EDUCATIONAL STATUS FREQUENCY PERCENTAGE
Studying 30 99%
Not Studying 0 0%
TOTAL 30 99%
It shows that all of the respondents are studying. In this results , all the
respondents are studying even they are fond of playing online games .
TABLE 5
- Table 5 shows the profile of the respondents in terms of online games commonly
played by them.
Games Frequency Rank
Legue of Legend (LOL) 17 1
Others 13 2
Rules of Survival (ROS) 10 3
Crossfire 9 4
Special Force 7 5
DOTA 7 5
GTA 7 5
Table 5 shows the online games commonly played by the respondents. The most
played online game is the Legue of Legend (LOL) game which has a frequency of 17
and the DOTA, GTA and Special Force are games not mostly played by the
respondents. Four out of seven online games are mostlyt played by the respondents.
TABLE 6
- Table 6 shows the length of time the respondents play online games in a week (in
terms of hour).
Hours Frequency Percentage Rank
1-3 hours 10 33% 2
4-6 hours 13 42.9% 1
10-12 6 19.8% 3
7-9 1 3.3% 4
TOTAL 30 99% 10
Table 6 shows the length of time the respondents play online games in a week (in
terms of hour). It shows that 13 out of 30 respondents are spending 4-6 hours for
playing online games in a week which is equivalent to (42.9%); ten of them are
spending 1-3 hours for playing online games in a week which is equivalent to
(33%); six of them are spending 10-12 hours for playing online games in a week
which is equivalent to (19.8%); and one of them is spending 7-9 hours for playing
online games in a week. It indicates that almost all of the respondents are spending
4-6 hours in a week in playing online games.
- Table 7 shows the amount of money the respondents spend for online gaming (per day).
TABLE 7
Table 7 Amount of money the respondents spend for online gaming (per day)
Money Frequency Percentage Rank
Php 0-50 11 36.3% 2
Php 51-100 14 46.2% 1
Php 101-150 1 3.3% 4
More than Php 150 4 13.2% 3
TOTAL 30 99% 10
Table 7 shows the amount of money the respondents spend for online gaming
(per day). It indicates that 14 out of 30 respondents are spending almost Php 51-100
for playing online games which is equivalent to (46.2%), and eleven of them are
spending Php 50 for playing online games which is equivalent to (36.3%). It indicates
that almost all of the respondents are spending almost Ph 51-100 for online gaming.
2. ADVANTAGE OF ONLINE GAMES
-Table 8 shows the advantages of online gaming.
TABLE 8
Advantages of Online Games
Advantages Agreed Agreed Rank
1. Students who play online 30 0r 99% 0 or 0% 1
games are able to enjoy the
reward and satisfaction that
come with the small goals that
are often established in games.
2. Online games raise student’s 28 or 2 or 3.3% 3
confidence and also instill a 92.4%
sense of accomplishment.
3. Students learn the importance 23 or 7 or 23.1% 6
and fun of sharing and taking 75.9%
turns.
4. Playing team games help the 27 or 3 0r 9.9% 4
student’s to learn how to 89.1%
cooperate in a team.
5. Students who play online 24 or 6 or 19.8% 5
games improve their technological 79.2%
abilities.
6. Playing games like brain 29 or 95.7% 1 or 3.3% 2
challenge, etc., sharpen the mind
of student.
7. Students who play online 16 or 14 or 46.2% 7
games can learn how to multitask 52.8%
in an effective manner.
Table 8 shows the advantages of online gaming. It shows that almost all of the
advantages listed above are agreed by the respondents. Out of 7 advantages, 30 of
them got the highest percentage 99%: “Students who play online games are able to
enjoy the reward and satisfaction that come with the small goals that are often
established in games.” The advantage that got the lowest percentage 16 or 52.8%:
"Students who play online games can learn how to multitask in an effective manner.”
DISADVANTAGE OF ONLINE GAMES
-Table 9 shows the disadvantages of online gaming
TABLE 9
Disadvantages of Online Games
Disadvantages Agreed Disagreed Rank
• Playing online games can 30 or 99% 0 or 0% 1
damage the vision of the
children.
• Kids who play online games 22 or 72.6% 8 or 26.4% 3
waste their money.
• Children are getting addicted to 20 or 66% 10 or 33% 4
computer games.
• Online games can be bad for 25 or 82.5% 5 or 16.5% 2
your health.
• Children spend most of their 19 or 62.7% 11 or 36.3% 5
time on computer.
• Online games can influence 0 or 0% 30 or 99% 6
kids to be violent like killing
and fighting.
• Children tend to ignore on 0 or 0% 30 or 99% 6
their education which is very
important.
Table 9 shows disadvantages of online gaming. It shows that almost all of the
disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, one of
them got the highest percentage (30 or 99%): “Playing online games can damage the vision
of the students, who play online games waste their money.” The disadvantage that got the
lowest percentage (0 or 0%): “Children tend to ignore on their education which is very
important.” and " Online games can influence kids to be violent like killing and fighting."
We found out that in internet search for “gaming addiction” yields lists of physical and
psychological symptoms from dry-eyes and carpal tunnel syndrome to “problems with
school or work,” offered as indicative of problem usage behavior.
CHAPTER V
SUMMARY OF FINDINGS , CONCLUSIONS AND RECOMMENDATIONS
This chapter presents the summary of findings, conclusions and recommendations related
to the present study, The Impacts to the academic performance among the Gr. 10 Mayamot
National Highschool, Mayamot Antipolo City Year 2019.
Summary of Findings
This study was conducted to determine the impacts of online gaming among the Gr. 10
students. This research was conducted during this year 2019. Specifically, the study
attempted to answer the following questions:
1. What is the profile of the respondents in terms of:
- Age
- Gender
- Educational Status
- Online games commonly played
- Length of time the respondents play online games in a week (in terms of hour)
- Amount of money the respondents spend for online gaming (per day)
- What are the advantages of online gaming among 15-18 years old children?
- What are the disadvantages of online gaming among 15-18 years old children?
After the data were tabulated, analyzed and interpreted the following findings
emerged:
1. The profile of the respondents in terms of:
1.1. Age. Out of 30 respondents, t all the students are 15-18 yrs old, 30 with a percentage of
99%.
1.2. Gender. Out of 30 respondents, 20 of them are male which is equivalent to 66% while
10 of them are female which is equivalent to 33%.
1.3. Educational Status. All of the respondents are studying even they are fond of playing
online games.
1.4. Online games commonly played. The most played online game is the Legue of Legends
(LOL) games and the Special Force, DOTA, and GTA are games that are not played by the
respondents. Four out of 7 online games are played by the respondents.
1.5. Length of time the respondents play online games in a week (in terms of hour). 13 out
of 30 respondents are spending 4-6 hours for playing online games in a week which is
equivalent to 42.9%; ten of them are spending 1-3 hours for playing online games in a week
which is equivalent to 33%; six of them are spending 10-12 hours for playing online games
in a week which is equivalent to 19.8%; and one of them is spending 7-9 hours for playing
online games in a week.
1.6. Amount of money the respondents spend for online gaming (per day). 14 out of 30
respondents are spending almost Php 51-100 for playing online games which is equivalent
to 46.2%, and eleven of them are spending Php 0-100 for playing online games which is
equivalent to 36.3%.
2. This study showed the advantages of online gaming. It shows that almost all of the
advantages listed above are agreed by the respondents. Out of 7 advantages, 30 of
them got the highest percentage 99%: “Students who play online games are able to
enjoy the reward and satisfaction that come with the small goals that are often
established in games.” The advantage that got the lowest percentage 16 or 52.8%:
"Students who play online games can learn how to multitask in an effective manner.”
3. This study showed that Out of 7 disadvantages, one of them got the highest percentage
(30 or 99%): “Playing online games can damage the vision of the students, who play online
games waste their money.” The disadvantage that got the lowest percentage (0 or 0%):
“Children tend to ignore on their education which is very important.” and " Online games
can influence kids to be violent like killing and fighting."
Conclusions
1. Online games are prevalent, and the students are not that addicted to the popular online
games.
2. Students are getting many advantages from online gaming like “Students who play
online games are able to enjoy the reward and satisfaction that come with the small goals
that are often established in games” and “Online games raise children’s confidence and also
instill a sense of accomplishment”; in the other hand they are getting many disadvantages,
too like “Playing online games can damage the vision of the children.” and “Students who
play online games waste their money.”.
3. The education of the Students is not greatly affected by playing online games; however
online games are seen as good learning tool because many think that they can teach
students in many ways.
Recommendations
After a careful and thorough evaluation of the results of the research conducted, the
following recommendations are hereby given:
1. Students should know their limitation in playing online games.
2. Students should know the consequences that they might get from too much playing of
online games.
3. Students should know that online games are not just for fun but it could also give them
the learning that they may apply in their lives.
4. Parents must guide them on choosing the most appropriate online games that their
children should play.
5. Parents must know how to limit their children in playing online games.