Documenti di Didattica
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________________________________
A Research Paper
Presented to the
Faculty of the Department of Languages and Literature
University of San Carlos
Cebu City, Philippines
_________________________________
In Partial Fulfillment
of the Requirements for the Course
English 4/23
Technical Writing
_________________________
by
March 2019
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TABLE OF CONTENTS
Page
CHAPTER
I INTRODUCTION ------ 1
BIBLIOGRAPHY ------ 18
APPENDICES ------ 22
2
Appendix B: Interview Guide ------ 24
3
Chapter 1
INTRODUCTION
Rationale
Technology is one of the things that have changed many aspects of life. In particular, the
rise of internet usage has led to the growth of online gaming. With the proliferating number of
students of the University of San Carlos - Talamban Campus (USC - TC) who gets addicted to
online gaming only entails the importance for probing the effects of online gaming to these
students. This research intends to find out the reasons why students are hooked to online games
The fact that online gaming is one of the most desired activities followed by a lot of
students. It shows its own benefit, taking into consideration is its positive impact as a great
exercise of the mind. It includes improvement in logical thinking. However, despite all of its
innate benefits online gaming also takes its drawbacks. According to a report of Syracuse
University on the Science Daily Website (2007), online gaming may have significant negative
consequences, especially in the life of students, through causing distraction and interfering with
important reaction of out-game life actions, such academic performance, health and social life.
Today, it has been visible that USC - TC has neighboring Internet cafés which capture the
attention of students to play online games. This Internet cafés escalate the percentage of students
who play online games that becomes the problem for students, parents and teachers of USC - TC.
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A various studies with high regards to online gaming has been conducted, however
students’ undying addiction to online games is still increasing. Griffiths, Kuss, & King (2012)
conducted a study that examined massively multiplayer online role playing games addiction
which is not only limited to males. The study of Wan and Chiu (2016) identified online games as
the most addictive internet activities. This study seeks to improve the performance of students in
Raising awareness to young individuals is one way to help them reduce their addiction to
online games. With the continuous growth of technology, people now have the ability to be
connected to online world 24 hours a day regardless of where they happen to be. It would also be
uncommon to see a group of adolescents playing online games together. This study brings
attention to this issue, by focusing on the importance of maintaining balance in one’s life, a
balance between the online and offline interactions. Through raising awareness to the students of
what they are missing due to excessive playing of online games, it would help them at least
During class periods, some students of USC - TC are spotted staying in Internet cafés
nearby the said campus. The goal of this research is to find out what urge them to spend times in
online gaming. In addition, this study seeks ways as to how students could refrain their addiction
to online games.
There are incidents happen to students due to the addiction of online gaming. For
instance, when playing online games become the habit of students, it could be difficult for them
to stop. In some occurrences, there is no money when one wants to play the game because they
would do anything to fulfill their desire and it may root stealing money from their parents or
other targets. Egli and Myers (1984) identified compelling behaviors associated with online
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gaming, discovering that 13% of the students they interviewed sacrificed other activities and
uncontrollably spend money and time in gaming. When building this habit playing online games,
it gives effect on their education, Anderson and Dill (2007) studied videos games suggested that
gaming affects directly their performance stimulating a high level of aggression which is usually
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Theoretical Background
According to Bandura (1997), new behaviors can be acquired through observations and
emulation to others. Others see the people around them acting in different manners. Bandura
(1997) found out in his Bobo Doll Experiment which post that behaviors can be learned through
modeling the observed actions of others, even without partaking in the behavior itself. This
experiment only means that playing violent games would motivate others to be violent.
Learning from the theory proposed by Bandura (1997) would mean the significance to
continue this study. It will help the students to see the negative effects caused by too much
exposure to violent online games. Such would certainly have an impact on their behaviors and
performances.
According to Ajzen and Fishbein (1975, 1985), the relation between attitudes and
behaviors are closely related. As explained by Ajzen and Fishbein (1975,1985) the person’s
behavior is identified by his will to do such behavior and this is rooted to his / her attitude to
It is important for this study to understand the factors that push the students to play online
games which in some cases, are due to their social and emotional problems which really affect
their behaviors.
The other key flashpoint which researchers frequently clash is whether playing violent
video games (VVG’s) creates genuine violent trends in players, and therefore should they be
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As a research area with many studies it is possible to examine and compare various
reviews that pooled the results of individual studies in meta-analysis. Strong meta-Analytic
research has suggested, taking into account all the published and unpublished literature available,
but exposure to VVG’s is a causal risk factor for higher levels of aggressive behavior, aggressive
cognition of aggressive affect, and for decreased empathy and pro-social behavior (Anderson et
al. 2010). Knowing the consequences caused by playing games is essential to this study since
this study highlights the impacts of online games to the students both academic and social
behaviors.
The increasing popularity of video games has resulted in an explosion of video games
research (Barlett, Anderson and Swing, 2009). The increasingly large research literature on this
topic shows consistently that video games are found in short and long term contexts and have
Some of the effects have been research extensively and are being determined. Allowing students
to understand the effects of playing violent games enables them to see and to realize how it can
Psychologists have also theorized about the benefits of video game play in terms of the
altered states of consciousness it might produce. Playing video games commonly (and
necessarily) alter a player’s state of consciousness. When playing video games, players often
lose awareness of their real surroundings and become engulfed in the world of the game. They
may not notice the time goes by or events that are taking place in the same room. However, even
during particularly intense video game experiences players will often retain some awareness (on
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some level) of their surroundings and the context in which they are engaging in the activity
This is necessary for this research to recognize the possible consequences behind playing online
games since this research focuses on the effects of playing online games to students in both
Smith, et.al (2005) stated that playing online games takes part in a large body of theory
involving multi-persons that provides concepts to analysis such as information, choices, moves,
Playing online games draws not only the negative impacts but also the benefits it gives to
the students. By averaging the effects of playing online games, it would help students consider
not just the negative side of it but also the benefits it provides to them.
Related Studies
Nine relevant studies on how online gaming can affects students are reviewed here. The
study “Massively Multiplayer Online Role-Playing Games: The people, the addiction and the
playing experience”, said that there are more 9% to 30% of the world’s population are addicted
to online games. These people are highly dependent on online games where in they spend around
20 to 30 hours a week playing games. The study also showed more than three reasons why
people are addicted to online games. By interviewing players, it revealed that most of the
respondents preferred to be addicted to games than to other stuff like drugs and alcohol. The
study of Kelly (2004) is similar to the present study because it tackles about the people and their
addiction to online games which is more likely the same to the study conducted by the
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researchers. It is also very helpful to provide aid in guiding the present study to the right
As of today, most people relate online games to low academic performance. Through the
years, studies have yielded different results. Some of them say that they are correlated when
some say they are not. According to Anderson and Dill (2000), there is a negative correlation
between the two. Thus, meaning there is no relation between the number of hours played by a
player and his grades. At times, the students defined the games study they are playing by saying
that they do learn something from it. A paper from EDUCAUSE backs these students up by
suggesting that the faculty learn and know about these games so as to help students in class
learning experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these
games are not just for entertainment (Snaffer, Squire, Halverson and Gee, 2005). They claim that
these games may be used to learn and experience different things and interact with other people
and belong to a virtual community The relevance of the study by Snaffer, Squire, Halverson and
Gee (2005) is that study also includes how playing affects the grades and the behaviors of the
students.
Frank, Sanbou, Terashima (2006) test how exposure to modern games could be of benefit
to players, researchers recruited in subjects to play the MMORPG (Massive Multiplayer Online
Role Playing Game) ”Nobunaga no Yabou Online” gathering data over two months. Before and
after playing Frank, Sanbou, Terashima (2006) evaluated the subjects using psychological test
and test of communication skill, typing skill and knowledge of the internet and of online games.
They found out that the psychological tests showed no significant changes in the subjects’ state
of mind, there were improvements in communication skill, typing skill and knowledge. The
study of Frank, Sanbou, Terashima (2006) is similar to the present study because it evaluates the
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benefits of modern games to players. However they differ in the fact that the study of Frank et
al., (2006) gathers data for over two months and they have psychological test, communication
Dumrique and Castillo (2018) conducted a research that assessed and found out the
impact of online gaming on academic performance and social behavior of the students in the
Polytechnic University of the Philippines High School. The study revealed that there are less
girls compared to boys who often play games that require there or more players like League of
Legends, Clash of Clans, Crossfire, Dota 2. It was stated that the average age who play online
games are around 14-15 years old who are most likely in Grade 8 level. They found out that even
though the subjects play online games they still know how to socialize well and they can perform
very well when it comes to academic performance. Therefore it is just a matter of discipline. The
relevance of study of Dumrique and Castillo (2018) to the present study is that it also find out the
impact or effects of online gaming on academic performance and social behavior but may differ
on the year level of the respondents and instruments they used in gathering the data.
Zamari et al., (2010) conducted a research that investigated the effects of addiction to
computer games on physical and mental health of the student. The sample size includes 564
students selected by multiple steps stratified sampling. They found out that there was significant
positive correlation between students’ computer games addiction and their physical and mental
health in dimensions of physical health, anxiety, sleeplessness. They concluded that addiction to
computer games affects various dimension of health and physical problems increases. The study
of Zamari et al., (2010) is similar to the study that will be conducted by the researchers because it
investigates the effects of computer games. However, they differ in the fact that the study by
Zamari et al., (2010) studied the effects of playing computer games on the physical and mental
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health of the students while the study that will be conducted by the researchers will focus on the
for hypothetical social situations among competing players. In some respect the study shows
players amassed strategies or at least optimal decision making and competing actors in strategic
settings. The relevance of this study to the present study is that as a result of online diversion,
this could show positive effects to players within the space of building ways or optimum calling.
A research by Abbacus (2017) was conducted to determine the effect of online game
addiction of the student to their academics and the effects of online games to their health. Online
game addiction is not far from the drug addiction. Because both seek a way to make them feel
better. The lure of fantasy world is especially pertinent to online -role playing games. These
games are in which a player assumes the role of a fictional characters and interacts with the other
players in the virtual world. According to Huan (2003), by playing the online games features
online gamer participants may view the games as source of providing diversion and filling time.
This study found that “problematic” video game use can have similar effects as other addictive
activities such as abusing alcohol Kang (2011). The study of Abacus (2017) is comparable to the
current study because it verifies the impacts of online games, however they disagree in specific
downside just like the study of Abacus (2017) specified the results of online gaming addiction.
Robinson (2016) conducted a research that investigates the relation between exposure to
computer games and the academic performance of the students. Research on the social effects of
video games is also mixed (Allison, Wahlde, Shockley and Gabbard, 2006). Some studies found
out that video game or similar to addiction such as gambling which create negative social effects.
The connection of the study of Robinson (2016) to this study is that it shows how so much
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exposure to online games affects the academic performance of the students which is similar to
The study made by Najar et al., (2017) will be similar to the study that researchers is
going to perform because questionnaires will be distributed to the students of the Department of
Computer and Information Science to evaluate the students’ urge addiction to online gaming. By
analyzing the results, these will give the researchers the idea on how to help students improve
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THE PROBLEM
The purpose of this study will determine the effects of online gaming to the Department
2. How can online games help students develop their logical thinking?
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Significance of the Study
To the entire students of the University of San Carlos - Talamban Campus, that they may
use the study as basis how online gaming affects their studies, that it may help them see and
To online Gamers, that this study will serve as the tool for students to see and be aware of
To the Parents/Guardians of the students, that it will help them become aware of the
To the staff of Passerelles Numeriques (PN), that it may help them assess the students
who are addicted to gaming and provide necessary actions to reduce the habit.
To the Game Developers, that they may use the study as a basis on what possible online
To the Future Researchers, that they may use this study as a reference for further research on the
effects of online gaming. In addition, this study will also serve as an eye opener for students to
create more researches that would help future generations reduce their interactions in the online
world.
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Research Methodology
This study will use both qualitative and quantitative research since the two techniques
will be necessary to supplement all the data needed in the research .The quantitative method will
provide the numerical data through evaluation of percentages and the value essential to answer a
specific variable. The qualitative method is a way to give detailed explanations behind the
success or failure of the variable involved in the study. The study research tools through
implementing questionnaire distribution to be handed out to the students from the Certificate in
Information Sciences of University of San Carlos-Talamban Campus will focus on how the
students in Certificate in Computer Technology can improve their school performance and
behaviors by analyzing what urge them to computer games addiction. The researchers selected
40 respondents that represent the students in Certificate in Computer Technology who are
Research Environment
This study will be held at the University of San Carlos - Talamban Campus, specifically
in Bunzel Building, since the students are under the Department of Computer and Information
Sciences and it is where the students of the Certificate of Computer Technology are located.
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Research Respondents
The researchers will find the respondents that will fit the criteria laid down by the
researchers. These criteria are: (1) the respondents should be Certificate of Computer
Technology students in the University of San Carlos - Talamban Campus, (2) the respondents
should at least have experienced in playing online games. The total number of students taking up
Certificate in Computer Technology students is 172. The researchers will use 40 respondents out
of the total students 30 for the questionnaire and 10 for the interview to represent the group
Research Instruments
The questionnaire and the interview guide which will provide quantitative and qualitative
sources of data will be the research instruments. The questionnaire is made up of two parts. The
first part is the introduction as a summary of what the study is about for the information of the
respondents. The second part is composed of sixteen questions. These questions will be used to
investigate why the respondents are hooked to online gaming. The interview guide is only
composed of sixteen questions which will also help answer the sub-problems of the research.
Research Tools
In order to complete the research they will be using tools like cell phones for recording
the information that we can get from our respondents. Computer for tallying the results they have
gathered and paper as their questionnaire or where their questions will be.
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Research Procedure
Gathering of Data. Forty (40) respondents consisting of students from the Department of
Computer and Information Sciences of University of San Carlos - Talamban Campus who has
taken up Certificate in Computer Technology academic year 2018 - 2019 will be chosen as
respondents for this study. They will be answering a survey form or questionnaire regarding the
research conducted, others will be interviewed. Before answering, they will be told that
everything they will write in the answer sheet will remain confidential and will be use only for
research purposes. The respondents will also be tasked to answer everything honestly and not
leave any blank or unanswered question to ensure the validity of the result. After answering the
questions, the researchers will gather and tally all the data based on the answers provided by the
respondents.
Treatment of Data. To answer the first sub - problem on how would online gaming affect
students’ behavior in dealing with family and friends and their performance at school, the data
are obtained from questions 8, 11, 13, 14 and 16 from the questionnaire and interview guide 2,
To answer the second sub-problem on how online games help students develop their
logical thinking, the data obtained from questions 10 and 12 from the questionnaire and
To answer the third sub-problem on what percentages of students are addicted to online
games, the data are obtained from questions 1 to 3 and 5 to 7 from the questionnaire and
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To answer the fourth sub-problem on what urge students’ to play online games, the data
are obtained from questions 9 from the questionnaire and interview guide 10 will be used?
To respond the fifth sub-problem, on what genres of online games do students play most
often, the data are taken from questions 4 from the questionnaire and interview guide 1 will be
used.
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Definition of Terms
The following terms are defined to assist the readers in understanding the various
Addiction refers to the habit of constantly playing online games for a long period of time.
Online Games refer to all the of the online games (like Dota 2 Defense of The Ancient 2)
that are being played by the students of the University of San Carlos - Talamban Campus.
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Appendix A
Questionnaire
Dear Respondents,
University of San Carlos - Talamban Campus. We are conducting a survey to gather data for our
study entitled “The Effects on Online Gaming to Students: Behaviors and Academic
Performance”, in completion for the requirements in English 4PN, Technical Writing. Kindly
avoid leaving any questions blank and please answer with complete honesty. You can rest
assured that your answers will be kept confidential and will only be used for research purposes.
The Researchers
____Yes ____No
week?
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____1-3 days ____4-6 days 11. Do the things you learn in online games
6. How many hours a day do you spend in 12. Other than logical thinking, what
7. How often do you play these games? 13. Does online gaming affects your
8. How was the gaming experience in behavior towards your family and friends?
10. Does online games engage you to think 16. Have you experienced stealing money
Thank you
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APPENDIX B
5. Do playing online games lead to your arguments with your family or friends?
6. In what way do you think playing online games helps students improve their performance
at school?
8. What can you suggest to help students prevent playing online games that probably lead to
addiction?
9. Do you think playing online games really helps students honed their logical thinking?
10. What do you think are the reasons why some students get hooked to online games?
11. How much time do you spend just playing online games?
13. Do you think your life would be better without playing online games?
14. Do you feel a change in your character when you are away from games for some days?
15. Have you suffered physical pains (Backaches, Migraine etc.) from intense gaming?
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