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CHAPTER 1
INTRODUCTION
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.
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
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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
Today, one can see the impact of computer and video games in politics, television, popular
music and Hollywood. A lot of research is conducted to study its effect on lifestyle and
behavior of the wow power leveling gamer especially students. Online game is the most
sought leisure activity followed by students nowadays. Computers play a major role in
shaping the future of the students. Days are gone when students are like playing online games
rather than doing their assignments and projects. 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
students who play online games are more active and have sharper minds than their other
counterparts. However, computers and video games 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 video
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Foreign Literature
According to Williams & Woods (2007), the first recorded online casino to accept a wager
was Intertops.com, based and licensed in Antigua, which occurred in January 1996
(Business Wire, 2005). The online gaming industry then grew to roughly 15 casinos by the
end of 1996, 650 at the end of 1999, and 1,800 sites by the end of 2002 (Schwartz, 2006). The
first online poker room, PlanetPoker, opened in 1998 and was quickly followed by many
others.
Online gaming continued to grow in the United States until October 2006, when the
Unlawful Internet Gambling Enforcement Act (UIGEA) was passed as an addition to the
Security and Accountability for Every Port Act of 2006. This measure effectively made it
illegal for any financial transaction provider to transfer funds to online sites that take bets on
Although this act did not make the specific act of betting illegal for the consumer, the
increased difficulty of financial transactions, and increasing uncertainty over the legality of
online gaming in the average consumer’s eyes, had a negative effect on online gaming
demand, and caused some foreign operators to exit the U.S. market (Rose, 2010).The largest
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operator at the time, Party Gaming, was among the companies that left the U.S. market. At the
time, the U.S. online gaming industry was estimated to produce roughly 6 billion in revenue
per year, while the commercial casino industry generated 32 billion in revenue (Christiansen
Foreign Studies
According to Beavis (1998), Although the vast majority of studies undertaking the
examination of electronic games and the emergence of a gaming culture deny that games are
addictive, a stereotype of the game player as addicted continues to circulate in various strands
of ego-psychology and pedagogical study and, with greater force and political affect, in
popular culture, news media and governmental rhetoric. Frequently, the addicted gamers are
Unlike writers such as Young who lump games and online use together and read interactivity
and immersion as addiction, there is clearly a strand in popular discourse that seeks to
celebrate one over the other, and to accuse games for their addictiveness. What is at stake is
how the various sets of knowledges that produce and affirm the stereotype of the addicted
game player are produced and circulated. Stereotypes link an image to an idea (Rosello,1998)
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Local Literature
that has been observed is the Internet cafe has become mainly game centers. About one-half
to m two-thirds of the computer in a typical internet cafe, according to one study, are devoted
The use of remaining computers was roughly split between browsing, email ,online chat,
word processing and research. The internet cafe have become not just game centers. They are
becoming the centers of addiction among the youth, mostly boys, including elementary school
pupils. According to one concerned internet cafe entrepreneur, “Internet cafes are seducing
youths to a new form of addiction, one which may not destroy their bodies as drugs do, but ,
which is certainly twisting their minds. To young, play is reality and reality is play”.
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To determine the effects of online gaming to students academic performance and their
social behavior.
This study was mainly concerned and limited only with the effects of online gaming among
the students. This study will be conducted at Nueva Ecija Senior High School Year 2019-
2020 with Grade 12 students as respondents.It will be conducted from June –September
This study will be valuable and significant to students, parents, readers and future
researchers.
Students- This study is primarily important to students, for it will give them information
Parent- This study will help the parents to have enough knowledge about the effects of online
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Readers- This study will help the readers to have the understanding about the effects of
online gaming.
Future Researchers- This may serve as a basis for future research that they will conduct.
This study aimed to know the effects of online gaming among the students in Nueva Ecija
1.1. Sex
2.) How playing online games affects the academic performance of the students?
3.) Is there any significant relationship between the profile of the respondents and playing
online games?
4.) Is there any significant relationship between playing online games and academic
performance?
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Theoretical Framework
According to Molcho (1988), gaming has provided evidence that instructional games can
promote retention and the ability to transfer knowledge to new domains. Instructional games
are attractive to learners because they offer a simple and creative means of providing high-
The theory of intrinsic motivation is by far the dominant source of support for instructional
gaming. Research has provided evidence that instructional gaming has the intrinsic ability to
develop the learners' confidence in determining their own destiny. This theory suggests that
Conceptual Framework
Research indicates that there are many effects of online gaming among the students of
Nueva Ecija Senior High School. Studies have been conducted assessing the effects of online
gaming. As an input, the researchers will gather all the information about the effects of online
gaming among the students. To carry out the study, the researchers conducted a survey among
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the students of Nueva Ecija Senior High School. As a result, the researchers discovered the
Research Paradigm
Data Organization
Data Gathering
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Definition of terms
creative works such as art, literature, music, cinema, theatre, fashion, architecture, and food.
else.(Wikipedia)
Consumerism-The belief that it is good for people to spend a lot of money on goods and
services.(Wikipedia)
knowledge" are used to refer to knowledge based on experience. A person with considerable
experience in a specific field can gain a reputation as an expert. The concept of experience
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Increase-Anything that can add on can increase your knowledge faster, increase your strength
by working out, increase your knowledge by studying and increase your circle of friends by
of being inhabited;indwelling.(Wikipedia)
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