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I. Introduction
Online games rather what we also called computer games are very popular in our today’s
modern society, in terms of entertainment which it targets most of the adolescents. Within the
internet, we can explore many activities such as: Facebook, Twitter, browsing Google for
information, internet for communication etc.Some claimed that playing online games is one
way to release stress and fill your free time. While some said that too much game can affect
one's mind and attitude. For example, people who play games are constantly feeling tired.
When someone is more likely to spend more time in playing online game, some of them may
end up with being addicted to it.Based on established researches, it’s an interesting discovery
about the reasons behind why young people start to play online games as well as how playing
such games affects the daily lives and activities of them. The first computer games is
generally assumed to be game Spacewar, developed in 1962 at MIT (Stephen Russell a.o). As
the games starts to widen, young people, especially students, correspondingly get addicted to
the online games. Researchers are starting to make a conclusions that online games was
becoming a growing phenomenon for those you often plays it. An online game is a video
played over some form of computer network. This usually the internet or equivalent
technology, but games have always used whatever technology was current.
Usually, an online games was used for leisure time only, but because it was
more time spending than a television, players tend to immerse in the game that they were
completely separated from their surroundings. The excitement and rivalry within the
challenges of the computer games, pushes the programmers and developers to recreate,
upgrade rather most of the games.But as the game became wider than before, it had covered a
wide range of health and other issues which also affect the human brain. Regions of the brain
associated with cravings in substance abuse also appear to be activated in gaming addicts
when they view images of computer games.Computer game has been considered as serious
21st century students are the learners that live with the use of technology.
Technology, internet to be distinct is very useful tool for everyone, notably students, it helps
them gather data which support them throughout their studies. But because of the broaden
technology access – sharing files, documents, and most specially playing online games which
cause their goals and achievements breakdown. Seems like their academic performance was
affected logically. If that continues, they may suffer from a long term different major
problems. Because of this, we, researcher was prompted and had a desires to know if the
selected high school students are having achievement breakdown due to the lack of focused
on their study and what possible ways are we going to do to prevent the portentous problem.
This study is trying to show the effects of playing online games to the academic performance
As the years past, many of the things today were invented by most of the talented and
smartest persons we ever known. Internet was its example, and within it we also have the
online games which widens and played by the adolescents, but together with the fun and
fulfilling moments while playing computer games was its benefits and hindrances.
About half of all adolescents are gaming for two or more hours per day,
spending more time at home and less time out on socializing. There are well-documented
risks to social development, physiology, sleep, mental health and school performance. The
lack of social skills where an adolescent doesn’t have the proper manner in socializing with
others and the different possible health problems such as: worsening of blurred eye sight and
improper way of gaining weight, there are just few examples of the bad effects of online
gaming. When an adolescent begins to focused on the game, it would have a big impact on
their social activities, especially when our subject are grade 11 students.Kuss and Griffiths
(2012) stated that internet addiction has been considered as a serious threat to mental health
and the excessive use of the internet has been linked to a variety of negative psychosocial
consequences, regarding the neuroimaging studies which shows the similarities between
different types of addictions, specifically issues with the online gaming of the young people.
Too much is bad, but it can also help students enhancing their academic skills. Playing online
games isn’t that bad for the young people, in fact it can help adolescent to increase their
academic performance in some ways. In Dr. Alberto Posso’s (2016) article, teenagers who
regularly play online games seems to improve their school results. Solving puzzles and
moving onto the next level of the game involves using some of the general knowledge and
skills in math, reading, and science which the professors, teachers rather, taught during days.
II. Statement of the Problem
1.1. Gender
1.2. Age
1.3. Strand
4. Is there any significant relationship between the online games on the academic
D.J Kuss and M.D Griffiths. 2012. The effect of online games in the academic
performance of the grade 11 students in GFIS (research paper). Internet and Gaming
Addiction: A Systematic Literature Review of Neuroimaging Studies.
https://www.yourbrainonporn.com/internet-and-gaming-addiction-systematic-
literature-review-neuroimaging-studies-2012
Posso, D. A. (2016). The effect of online games in the academic performance of the grade
11 students in GFIS (research paper). https://www.rmit.edu.au/news/all-
news/2016/august/online-gaming-can-boost-school-scores
The association between online gaming, social phobia, and depression: an internet survey
Han-Ting Wei, Mu-Hong Chen, Po-Cheng Huang and Ya-Mei BaiBMC
Psychiatry201212:92
https://doi.org/10.1186/1471-244X-12-92
Problematic digital gaming behavior and its relation to the psychological, social and
physical health of Finnish adolescents and young adults. Manniko Nikko, Billeux Joel,
Kaariainen Maria (2010). http://akademiai.com/doi/full/10.1556/2006.4.2015.040.
IV. Theoretical Framework
The recent inclusion of Internet Gaming Disorder (IGD) in Section III (“Emerging
Measures and Models”) of the fifth edition of the Diagnostic and Statistical Manual of
Mental Disorders (DSM-5; American Psychiatric Association, 2013) appears to have
increased the interest of researchers in the development of new standardized
psychometric tools for the assessment of various online addictions. IGD has been
characterized by a “persistent and recurrent use of the Internet to engage in games, often
with other players, leading to clinically significant impairment or distress” (APA, 2013,
p. 795). The DSM-5 asserts that further empirical evidence is needed to confirm the nine
criteria proposed for the clinical diagnosis of IGD, and to formally define IGD as a
mental disorder in future editions of the DSM. Of the nine criteria, seven criteria are
identical to those of gambling disorder and five criteria to substance use disorder (Petry et
al., 2014), and refer to preoccupation with Internet games, withdrawal symptoms,
tolerance, unsuccessful attempts to control participation in Internet games, loss of interest
in previous hobbies, continued excessive use of Internet games, deceiving family
members, use Internet games to escape, and losing a significant relationship, job or
education, or career opportunity. To be diagnosed as a disordered gamer, five (or more)
out of these criteria need to be endorsed over a period of 12 months (APA, 2013).
The nine IGD criteria directly map onto the six criteria of Griffiths’ components model of
addiction, and which have been used to conceptualize a number of technological
addictions. According to Griffiths, by “determining whether non-chemical […]
addictions are addictive in a non-metaphorical sense” other potentially addictive behavior
should be compared “against clinical criteria for other established drug-ingested
addictions” (Griffiths 2011). The six criteria comprise salience, mood modification,
tolerance, withdrawal symptoms, conflict, and relapse. Salience occurs when addictive
activities dominate a person’s thinking, feelings, and behavior; mood modification occurs
when a person uses substances or is engaged in activities to change their mood state;
tolerance refers to the need to increase (over time) the amounts of engagement in the
addictive behavior to achieve the initial mood-modifying effects.
In other theoretical studies, it stated that digital gaming is known to affect several aspects
of individuals’ psychological, social health, and physical health. Digital game addiction is
characterized by features such as low self-efficacy (Jeong &Kim, 2011), anxiety, low
self-esteem, and impulsivity traits (Billieux et al., 2015; Gentile et al., 2011). Moreover,
maladaptive cognitions, shyness and physical problems (Peng & Liu, 2010) were also
seen as predictive characteristics of gaming addiction. Gaming addiction was
accompanied by symptoms which might have developed as a consequence of other
disorders such as depression, anxiety and social phobia (Gentile et al., 2011).
Correspondingly, addictive players exhibited signs or symptoms such as social neglect,
loss of interest in other leisure activities, social and psychological isolation, escape
problems (Billieux et al., 2015; Young, 2009), aggressive behavior (Anderson, 2004;
Anderson et al., 2010), psychological stress, reduced school performance, decreased
sleep quality, suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and
self-efficacy and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In
certain cases, digital game playing was allow to act as a coping strategy for deficiencies
or problems in the player’s life such as a lack of friends, relationship troubles, or
dissatisfaction with physical looks (Griffiths & Beranuy, 2009). Furthermore, prolonged
exposure to digital game was associated with physical health problems such as
musculoskeletal symptoms (Lui, Szeto & Jones, 2011).
In Finland, the effects of problematic game playing on players’ health are still largely
unexplored. Considering the increased prevalence of online gaming, this study aimed to
identify the problematic gaming behavior among Finnish adolescents and young adults,
and evaluate its connection to a variety of psychological (psychopathological symptoms,
satisfaction with life), social (preferences for online social interaction) and physical
health (general health, BMI, body discomforts, physical activity) symptoms. In this paper
we consider problematic gaming behavior in accordance with the recent framework that
sees it as “a continuum state which can range from a normal to severe condition”
(Griffiths et al., 2015).
V. Conceptual Framework
Feedbacks
This will discuss the benefits of the following subjects throughout the
study.
Students – This will provide us with some knowledge regarding the effects of
online games and how it can affect our academic performance. It will also give us
the realization that playing online games can destroy our mind and maybe take us
Parents – They will profit from this study, since the parents will be aware of the
problems of their children and the effects of online games to their academic
performance. It will help them to speak for their children and motivate them in
Teacher– The given datas would guide the teachers on what to do to the students
who are always absent on the classes due to hanging out in the computer shop all
day. The teachers would be able to understand on why some student prefer to play
conducting new researches rather in testing the validity of other related findings.
This study also serves as their cross-reference that will give them a background or
This study covers the GFIS grade 11 students, who are open to
technology and often play through online. The researcher will gather information
about the effects of online games through the academic performance of the senior
high school grade 11 students. This will further explain and discuss the reason
that generally occurs during the period from puberty to legal adulthood.
Health –This is the condition of being sound in body, mind, or spirit She is the
picture of health.; especially, freedom from physical disease or pain nursed them
back to health