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IMPACT OF ADDICTION IN PLAYING ONLINE GAMES TO

THE ACADEMIC PERFORMANCE AND SOCIAL BEHAVIOR

OF G10 STUDENTS OF SPEAKER EUGENIO PEREZ

NATIONAL AGRICULTURAL SCHOOL S.Y 2019-2020

Submitted By:

Jan Ervin D. Gonzales

Angeline T. Vistro

Krissabelle Marie V. Soriano

Mark Angelo Z. Villegas

Jhavy C. Villamor

Ruel L Coderez

Aira Jersey G. Sanchez

Hannah Grace C. Yanes

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Table of Contents

Page Nos.

CHAPTER I

1.1 Introduction 3-5


1.2 Background of the Study 6
1.3 Theoretical Framework 6-8
1.4 Conceptual Framework 8
1.5 Statement of the Problem 9

CHAPTER III

3.1 Research Design 12


3.2 Population and Sampling Techniques 12
3.3 Research Instruments 12
3.4 Data Gathering Procedure 13
3.5 Data Analysis Procedure 13-18

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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

1.1 INTRODUCTION

“Good study habits are the key to learning. Everyone cannot be brilliant

but everyone can learn how to study”. The rise in the use of the internet has led to many

changes in our daily life. In particular, this rise also led to the rise of online gaming.

Today’s generation is growing up too fast because of the modern technology which

people are enjoying and at the same time helpful in their everyday lives. The fact that

most of the children today tend to choose staying at home playing computer games or any

other gadgets instead of playing outside, making friends with other children and exercise

their mind and body which is very helpful to their health. Online gaming can refer to any

type of game that someone can play through the internet or over a computer network.

Most of the times, online gaming refer to the video games played over the internet, where

multiple players are in different locations around the world. Things like streaming 3-D

animation graphics with super surround sound stereo now have the ability to make all

addicted to gaming. In terms of video games, online gaming is growing popularity for

variety of reasons. Online game is the most sought leisure activity followed by the high

school student nowadays. Computers play a major role in shaping the future of the high

school student. Days are gone when high school students love to indulge in outdoor

activities, rather than running or playing outside. High school students nowadays spend

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most of their time playing online games that will surely have an impact on minds of high

school students. Some research shows that high school students who play online games

are more active and have sharper mind than their other counter parts. However computers

and video games are also receive much more negative critics, because games are often

coined with issues such as mindless entertainment, enhanced social recluse sexism and

consumerism. Research shows that high school students who play violent video games

showed an increased in emotional arousal and a corresponding decrease of a activity in

brain areas involving self-control inhabitation and attention.

Everyone who plays video games has a different reason for playing and that leads

to different effects for each individual. Childhood upbringings, peer influences, pressure

at school and family issues are all factors that have strong connections with the effects of

gaming on individuals. Video game maybe therapeutic, one of the main reasons why

students are attracted to computer is because of computer game. Modern technology is

now very accessible to people especially students; they can easily go to computer shop

near the school to play. Most of their time will be spent to it and forgot their

responsibilities as a student which is one of the disadvantages of playing computer

games. There are also good things that students can acquire in playing computer games.

As such are the types of video games that are educational which can help enlighten their

minds, discover new knowledge, improve their thinking that have never encountered in

their entire life. Educational computer games can enhance student motivation to learn, but

only depends on how they play (Mijoboo, 2013). Some students get hooked onto playing

computer games that they tend to lose interest in studies. Sometimes, some students

choose to play computer games rather than attending the classes. They might think that

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attending classes is boring which will lead them to failures. (Shockle.T.&

Gabbard.G.O.2006).

Nowadays, students spend their vacant time for doing their habits instead of

reading their notes. Some of these habits might bring them to negligence of school

responsibilities. A good study habit includes being ordered, always attend to classes and

participate during discussions and avoid talking while the lecture is going on.

Griffifts, 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 (2000) claimed that online game players “don’t have normal social

relationships anymore” and play online games in order to cover feeling of anger,

depression and low self-esteem.

Nie & Erbring (2000) and Kraut,et al. (1998) stated that some fear that virtual

communities was distracted 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 relationship.

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

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online community. Participation in online communities allows us to stay in touch with

old friends, meet new people, learn, and share information

1.2 BACKGROUND OF THE STUDY

Mobile games are games that are distributed to customer using a Mobile

operator's networks. A game that runs on any handheld portable device ("Mobile

Phones", 2016). Based on the study, ages 16-24 both male and female are the number one

users of Mobile games ("Philippine Statistics", 2015)

The youth can't stop playing mobile games because it is incredible to be able

to sit down and connect with other people in another part of the world. Games can help

them to socialize and to learn. Games are extremely fun and enjoy able to play the fact

that this can be achieved on a mobile, means we can always have games ready for those

boring periods in our lives. But this mobile games are not just fun, it also makes people

their slave. For example, as one of the researcher's experience, he became a slave of it.

He didn't notice that he was affected negatively in playing mobile games. And as a result

he had a total lack of social life and health problems. Also, due to spending many hours

in playing mobile games, he experienced failing in his studies and having relationship

problems between him and his family and friends.

The research aims to see if the affect experienced by the said researcher is also the

same with the target respondents and if the result is negative, how about the positive ones

1.3 THEORETICAL FRAMEWORK

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Computer game addiction generally refers to an excessive, unhealthy

amount

of playing computer games. Rather than engaging in the real world, an addicted userdevo

tes the majority of his or her time to gaming (Conrad, 2011). The issue of game addiction

is getting spread widely and uncontrollable. Gaming addiction became a mysterious

problem which is still difficult to treated, more terrifying than alcohol or drugs addiction.

Whereas, in fact, Dr Shumaila Yousafzai (2009) from Cardiff Business School said

popular online video games warned players not to overuse their products. These warning

messages also suggest that the online video game industry might know how high the

percentage of over-users is, how much time gamers spend playing and what specific

features make a particular game more engrossing and addictive than others (Yousafzai,

2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from the University of

Derby, said warning messages were not enough. As a first step online game developers

and publishers need to look into the structural features of the game design, for example

the character development, rapid absorption rate, and multi-player features which could

make them addictive and or problematic for some gamers(Hussain, 2008).Parents across

the globe are increasingly concerned about their sons online gaming habits. They are sure

that there is a problem but counselors unfamiliar with online gaming addiction don’t

understand how seductive they

canbe(Young,2009,p.4). Fraser (2012) mentions that kids are among the most vulnerable 

to video game addiction, experts said, and may become violent when their "drug" is taken

away. Video game and Internet addiction usually point to other mental problems

including anxiety, depression and trouble forming healthy relationships. Kimberli Young

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(2009, p.12) says, not only are children, teenagers, and college students effected by

online gaming addiction,but a growing number of

adultsare becoming hooked to online gaming. While such cases are rare, mental

health professionals say the fantasy worlds offered by computer and video games can

become the stuff of very real addictions that destroy marriages and careers. People of all

ages are quickly becoming immersed in this virtual fantasy world whereby they can

easily escape problems in their lives. As in any treatment program, the primary step to

take in the path, according to Kimberly (2009, p.18), to recovery is to accept and not

refute “denial,” a defense mechanism that addicts frequently employ and that effectively

stops them from accepting treatment. Once this obstacle is conquered, treatment can be

performed more effectively than it would otherwise. Tracy Miller (2013) add because

computer game addiction is a new development in the world of mental health, treatments

are not as well established as those for depression, anxiety, anger, etc. Most interventions

take a cognitive-behavioral approach which involve changing how the addict thinks about

the addiction

1.4 CONCEPTUAL FRAMEWORK

Studies have been conducted assessing the impacts of Mobile Games to


academic performance of Grade 10 students of Speaker Eugenio Perez National
Agricultural School. As an input, the researchers will gather all the information about the
and Cause Effects of Mobile Games to Grade 10 students. To carry out the study, the
researchers conducted a survey among the Grade 10 students who are playing mobile
games. As a result, the researchers discovered the impacts of mobile games to the
student.

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SURVEY TO THE
THE IMPACTS OF GRADE 10
ADDICTION IN STUDENTS WHO
PLAYING GAMES TO PLAY MOBILE KNOWING THE
THE ACADEMIC GAMES IN IMPACTS OF
PERFORMANCE SPEAKER ADDICTION IN
AND SOCIAL EUGENIO PEREZ PLAYING ONLINE
BEHAVIOR OF NATIONAL GAMES
GRADE 10 AGRICULTURAL
STUDENTS SCHOOL

1.5 Statement of the problem

            This study will determine the number of students in grade 10 of Speaker

Eugenio Perez National Agricultural School who are addicted to online

games;Specifically, the following questions will be answered:

What are the effects of online game addiction in their:

1. Academic performance

2. Behavior

3. Social skills

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CHAPTER III

1. Research Design

This study used the Descriptive survey to determine and assess the various parameters

related to video games and its effect on behaviour, academic performance and social

skills. Descriptive refers to describing a subject. This method was used, because it

involves observing and describing a subject in which the study developed using a survey

technique was involved. Based on the study, this method will describe the researcher

respondents.

2. Population/ Sample

This study made use of purposive sampling techniques. Purposive sampling is a type

of non-probability technique. Non-probability sampling method occurs when elements

selected for the sample are chosen by the judgment of the researcher.

3. Statistical Instrument

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To make the data more comprehensive and concise, the researchers used percentage.

Percentage was utilized to determine the level of acceptability and validity of the study.

Formula:

Percentage: Number of sample X 100%


Number of population

4. Data Collection
This study used surveys and questionnaires as instruments for collecting data in survey

research. I include a set of standardized questions that explore a specific topic and collect

information about behavior, academic performance and social skills

Presentation, Interpretation and Analysis of Data

Table 1: Mobile/ Online Games

Games Tally Percentage

Mobile legends 14 45.16%

DOTA 2 3 9.68%

ADORABLE HOME 2 6.45%

League of Legend 0 0%

ROS 1 3.23%

NBA 2K20 4 12.90%

Others 7 22.58%

Total: 31 100%

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Table 1 shows that mobile legends got the highest score with 45.16% which

implies that it is the most played online game by our respondents, second is others which

is composed of different types of online games not included to our questionnaire but

garnered 22.58%, third is the NBA2K20 with 12.90% it is a basketball game through

mobile phone, fourth is DOTA that got 9.68% score from our respondents, fifth is the

Adorable Home with 6.45%, second to the last is ROS which got 3.23% and lastly is

League of Legends with 0% which means no one is playing this type of online game

based from the outcome of our survey questionnaire. They prefer to play class of clans

because it is enjoyable and they socialize with other people from the places by joining

clan.

Table II: Effects on behavior

TALLY PERCENTAGE
1. I feel incomplete 23 74%

and lonely if i

couldn’t play online

games
2. I am moody when 4 13%

I’m not playing

online games
3. I sleep less in order 4 13%

to play more online

games.
Total 31 100%

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Table II shows the effect on the behavior of students playing online games.

Students feel incomplete and lonely if they couldn’t play online games that give this

research with highest percentage of 74. Feeling moody when not playing online games

and sleep less in order to play online games behavior garnered 13%. Therefore, playing

online games is a part of students’ life they will feel incomplete whenever they can’t play

it.

Table III: Effects on academic performance

TALLY PERCENTAGE
1. I spend a lot of time 9 29%

thinking my next

gaming experience

rather than studying

my lesson.
2. I play more online 8 26%

games than listening

to my teacher’s

discussion.
3. I play more online 14 45%

games than scanning

my notes at home
Total: 31 100%

Table III shows when it comes of academic performance, spending a lot of time

thinking there next gaming experience and playing online games than scanning their

notes tied as the highest score which is 45%, and the lowest is 26% which is prefer to

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play online games than listening to teachers’ discussion. In terms of academic

performance of students they prefer to play online games than studying.

Table IV: Effects on Social Skills

TALLY PERCENTAGE
1. I get angry when 19 61%

my friends disturb

me while playing

online games.
2. I’d rather play 4 13%

online games than

hanging out with

friends
3. I choose to stay at 8 26%

home and play

online games than

attending youth

seminars.
Total 31 100%

Table IV shows the effects of playing online games on their social skills where

getting angry when their friends disturb then while playing got the highest percentage of

61. Next is that the students choose to stay at home than attending youth seminars which

garnered 26%. Lastly, students rather play online games than hanging out with friends

got 13%. Therefore, students get angry when they disturb while playing online games.

1. FINDINGS

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Based on data gathered, the following significant findings are hereby presented:

1. Mobile legends has the highest score with 45.16% which tell us that it the most

played online game by our respondent, second is others it is different types of online

games which is not included to our questionnaire with 22.58%, third was the NBA2k20

with 12.90% it is basketball game through mobile phone, fourth is DOTA that got a

9.68% score from our respondent, fifth is Adorable Home with 6.45%, second to the last

is ROS with 1 and lastly is league of legend with 0 score no one is playing this type of

online game based from the outcome of our survey question. They prefer to Mobile

Legends because it is enjoyable and they can socialize with other people by other places

by joining clan.

2. When it comes to behaviors, the feeling of incomplete and lonely if they couldn’t

play online games has the highest score which is 74%, feeling moody and sleep less in

order got the same score which is 13%.

3. When it comes to academic performances, spending a lot of time thinking their

next gaming experience and playing online game than scanning their notes tied as the

highest score which is 45%, and the lowest is 26% which is prefer to playing online than

listening online than listening teachers discussion. When it comes to academic

performance they spend a lot of time thinking their gaming experience and they play

more online games than scanning their notes at home because according to them playing

online games is more important than studying. Because all they know that playing online

games can help them improve their knowledge.

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4. When it comes to social skills, getting angry when friends disturb them while

playing online games got the highest score with 61%, second is 26% which is they

choose to stay at home and play online games than attending youth seminars and the

lowest is 13% which is they’d rather play online games than hanging out with their

friends. According to them they’re getting angry if someone really disturbs them when

playing online games especially when they really focused on their game.

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REFERENCES/ BIBLIOGRAPHY

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https://www.scribd.com/the-effects-of-online-games

https://www.sldeshre.net/mobile/iztudent/effects-of-online-games

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