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The Effects of Online Games to Students: Behaviors and Academic Performance

________________________________

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

JOHN REGY A.EBARITA


JEMALYN L. GOYO
J RAYAN I. IGLISIA
RICHELIEU PIPEN C.MOYON
JEFF DAVID H. POTRIDO
ADRIANNE ROSALES
ROLITO JR. D. VALLES

March 2019

1
TABLE OF CONTENTS

Page

Title Page ------ i

Approval Sheet ------ ii

CHAPTER

I INTRODUCTION ------ 1

Rationale of the study ------ 1

Theoretical Background ------ 4

THE PROBLEM ------ 11

Statement of the Problem ------ 11

Significance of the Study ------ 12

RESEARCH METHODOLOGY ------ 13

Research Environment ------ 13

Research Respondents ------ 14

Research Instruments ------ 14

Research Tool ------ 14

Research Procedures ------ 15

Gathering of Data ------ 15

Treatment of Data ------ 15

DEFINITION OF TERMS ------ 17

BIBLIOGRAPHY ------ 18

APPENDICES ------ 22

Appendix A: Questionnaire ------ 22

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Appendix B: Interview Guide ------ 24

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Chapter 1

THE PROBLEM AND ITS SCOPE

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

and its possible consequences to their behaviors or actions.

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

school and maintain their typical social behaviors.

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

lessen their addiction.

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

linked to school problems and definitely decrease academic performance.

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Theoretical Background

Social Learning Theory

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.

Theory of Planned Behavior

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

pursue what he / she aims to do.

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.

Theory on Gaming and Violence

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

considered a risk factor for committing of violence in the real world.

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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.

Theory on the Effects of Video Games

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

access to a wide variety of domains (Anderson and Dill, 2012).

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

affect in their social behaviors or performances.

Theory on Altered States of Consciousness

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

(Banos et al., 2004; Singer and Witmer, 1999).

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

behaviors and academic performances.

The Game Theory

Smith, et.al (2005) stated that playing online games takes part in a large body of theory

that concerns decision-making. It gives concepts of conscious, object-oriented decision making

involving multi-persons that provides concepts to analysis such as information, choices, moves,

strategy and outcomes.

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

direction throughout the research (Kelly, 2004).

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

skill test, typing skill.

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

effects of online games on the behaviors and performances of the students.

A study by Newman et al., (2009) was conducted to assess the framework

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 conducted by the researchers.

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

their behaviors and performance.

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THE PROBLEM

Statement of the Problem

The purpose of this study will determine the effects of online gaming to the Department

of Computer and Information Sciences students taking up Certificate in Computer Technology of

the University of San Carlos - Talamban Campus.

This study aims to answer the following questions:

1. How would online gaming affect the student’s behavior in:

1. a. dealing with their families and friends

1. b. their performance at school

2. How can online games help students develop their logical thinking?

3. What is the percentage of students who are addicted to online games?

4. What urge students’ to play online games?

5. What genres of online games do students play most often?

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Significance of the Study

This study will be beneficial to the following:

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

realize the side effects of addiction to online gaming.

To online Gamers, that this study will serve as the tool for students to see and be aware of

the effects on online game to their behaviors or studies.

To the Parents/Guardians of the students, that it will help them become aware of the

effects of online games to their sons/daughters.

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

games to create/develop that has less effect on the students.

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

Computer Technology academic year 2018-2019 in the Department of Computer and

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

hooked to online games.

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

under the said criteria to be surveyed.

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,

4, 5, 7, 12, 13, 14, 15 and 16 will be used

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

interview guide 6 and 9 will be use.

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

interview guide 2 and 11 will be used.

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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

concepts in the context of the work:

Addiction refers to the habit of constantly playing online games for a long period of time.

Academic Performance refers to the standing of the students in class in terms of

attendance, grades and class participation.

Effects refer to the overall impact of games to the students.

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.

Students refer to Carolinians who are addicted to online games.

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Appendix A

Questionnaire

Dear Respondents,

We are second-year students taking up Certificate in Computer Technology from the

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.

Your cooperation is highly appreciated.

The Researchers

Please check all that applies

1. Gender 4. What kind of gaming genre do you play?

____Male ____Female ____FPS (First Person Shooter)

2. Age ____Strategic Games (Dota, LOL, etc.)

____15 - 20 ____21 - 25 ____Gambling Games

____26 - 30 ____Others please ____Educational Games

specify _______________Others please specify

3. Do you play online games?

____Yes ____No

5. How many days you play games in a

week?

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____1-3 days ____4-6 days 11. Do the things you learn in online games

____7 days help you in real life? ____Yes ____No

6. How many hours a day do you spend in 12. Other than logical thinking, what

playing games? benefits can you get from playing online

____2 - 4 hrs. ____more than 12 hrs. games?

____5 - 8 hrs. ______others please specify ____________________________________

7. How often do you play these games? 13. Does online gaming affects your

(Refer to your answers in question no. 4) performance at school?

____Always ____Sometimes ____Yes ____No

____Often ____Never 14. Does online gaming affects your

8. How was the gaming experience in behavior towards your family and friends?

times of defeat or success? ____Yes ____No

____________________________________ 15. How much money do you spend while

9. What urge you to play online games? playing online games?

____________________________________ ____50 - 100 pesos ____ 200 - 300 pesos

____________________________________ _______others please specify

10. Does online games engage you to think 16. Have you experienced stealing money

critical? due to playing online games?

____Yes ____No ____Yes ____No

Thank you

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APPENDIX B

INTERVIEW GUIDE QUESTIONS

1. What online game/games is/are you playing?

2. Have you skipped classes because of playing online games?

3. Do you spend much time in playing online games?

4. What do you feel when playing online games?

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?

7. Do you think playing online games is harmful to a person?

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?

12. Have you forgotten eating while gaming?

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?

16. Do you steal money due to gaming?

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