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Internet Addiction Research

This document summarizes a research study on the influence of playing online games on the social interaction behavior of grade 11 STEM students. The study aims to determine if increased time spent playing online games is related to poorer social skills. It reviews previous research showing both benefits and risks of gaming on behavior. The study will examine relationships between time spent gaming, gaming addiction levels, and quality of social interaction. It develops an analytical framework relating these three variables to guide the research.
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0% found this document useful (0 votes)
328 views7 pages

Internet Addiction Research

This document summarizes a research study on the influence of playing online games on the social interaction behavior of grade 11 STEM students. The study aims to determine if increased time spent playing online games is related to poorer social skills. It reviews previous research showing both benefits and risks of gaming on behavior. The study will examine relationships between time spent gaming, gaming addiction levels, and quality of social interaction. It develops an analytical framework relating these three variables to guide the research.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Influence of Playing Online Games to the Social Interaction Behavior of Grade XI-

STEM Students

In Partial Fulfillment of the Requirements in Practical Research

Dhan Febmar S. Cajegas

Research Teacher

Proponents:

Mal Christian Calvo

Jan Llyod Igcasama

Nelvin Jones A. Teman

S.Y. 2018-2019
Chapter 1

Introduction

Research into online gaming has steadily increased over the last decade,
although relatively little research has examined the relationship between online
gaming and social behavior. Video games have also been shown to help improve
visuospatial cognition, increases helpful behaviors, and even increases physical
fitness (Martinez, Psych 463: Social and Personality Development). However, a study
conducted by Mehroof & Griffiths, 2010 demonstrated significant relationships
between online gambling addiction and the traits of aggression, sensation seeking,
trait anxiety, state anxiety, and neuroticism.

Furthermore, the proliferation of technological breakthrough has been a great


factor which influences the quality of social interaction. Technology revolutionize our
lives, the World Wide Web offers access to information exchange and a medium of
communication. Computer games became almost accessible to the masses. Majority
of the students use their cellphone sometimes when they are with family or friends
(74%), and only 8% of students rarely use their phone in the presence of friends and
family (Drago,2015) affecting the usual flow of social interaction.

According to a study conducted in Brigham Young University suggests that as


the adults spend their time more in video games the higher risk of them developing
troubles in social interaction. Moreover, a similar study of Zamani et al. (2010) shows
that the higher the level of one’s addiction to computer games the lesser its social
skills.

In the Philippines, a social investigation on DOTA addiction was conducted by


Enoy et al. (Mindanao State University,2017) they stated that in their initial observation
through the aid of the internet that the participants were actually good at
communicating but during their live conversation they stated that it was “socially
awkward” for both of the parties. They also discovered that the DOTA players were
mostly male students from different schools while some of them uttered bad words
and have a history of delinquency or is currently a delinquent.

Here in Panabo National High School numerous of students are subjected to


playing online games in section Helix alone it is estimated that almost half of the
population are gamers. Thus, the researchers want to find out if playing online
games can later cause irregularities concerning their communicative skills among
their peers.

Purpose of the Study

To give recommendation to the school administration whether to give


disciplinary measures based on the results of our study

To give advice to the gamers about the effects of playing online games towards
their social behaviour

To discern the influence of playing online games towards the social behaviour
of Grade XI-STEM students

To inform the parents of Panabo National High School about the connection of
playing online games toward social interaction based on the researcher’s study

Research Questions
1) How does playing online games affect the social behaviour of Grade XI
STEM students?
2) Why do students spend more time in playing online games rather than
having social interaction?
3) How does playing in internet café affects the social behaviour of Grade
XI-STEM students?

Review of Related Literature

New studies have stepped away from the repetitive experiments on violent
video games and broadened their research to search for possible benefits of playing
video games. Video games have also been shown to help improve visuospatial
cognition, increases helpful behaviors, and even increases physical fitness (Martinez,
Psych 463: Social and Personality Development).

However, a present study examined the role of various personality traits and
their relationship with online gaming addiction by Mehroof & Griffiths, 2010. Results
demonstrated significant relationships between online gambling addiction and the
traits of aggression, sensation seeking, trait anxiety, state anxiety, and neuroticism.
Consistent with the literature, sensation seeking was positively correlated with online
gaming addiction scores, perhaps because sensation seeking provides a coping
mechanism for individuals to overcome their boredom,25 and=or online games
provide psychological and=or physiological stimulation and rewards for sensation
seekers.

Furthermore, the proliferation of technological breakthrough has been a great


factor which influences the quality of social interaction. According to a study conducted
by Drago,2015 some students (18%) reported that when spending time with friends or
family, they always use their cell phone or tablet. The majority of students use their
cell phone sometimes when they are with family or friends (74%), and only 8% of
students rarely use their phone in the presence of friends and family. No respondents
indicated that they never use their cell phone or tablet when spending time with friends
or family.

A study conducted in Brigham Young University suggests that as the adults


spend their time more in video games the higher risk of them developing troubles in
social interaction. Moreover, a similar study of Zamani et al. (2010) shows that the
higher the level of one’s addiction to computer games the lesser its social skills.

In the Philippines, a social investigation on DOTA addiction was conducted by


Enoy et al. (Mindanao State University,2017) they stated that in their initial observation
through the aid of the internet that the participants were actually good at
communicating but during their live conversation they stated that it was “socially
awkward” for both of the parties. They also discovered that the DOTA players were
mostly male students from different schools while some of them uttered bad words
and have a history of delinquency or is currently a delinquent.

Theoritical Lens

Research into online gaming has steadily increased over the last decade,
although relatively little research has examined the relationship between online
gaming and social behavior. According to a study conducted in Brigham Young
University suggests that as the adults spend their time more in video games the higher
risk of them developing troubles in social interaction. In conclusion by Zamani, et al.,
2010 in their study Comparing the Social Skills of Students Addicted to Computer
Games with Normal Students they found out that the level of addiction to computer
games may affect the quality and quantity of social skills. In other words, the higher
the addiction to computer games, the less the social skills. The individuals addicted to
computer games have less social skills.

Analytical Framework

Spent Time

Playing
Online Social
Games Interaction

Level of Addiction

The graph shows the correlation of Playing Online Games and Social
Interaction with two connecting variables, Time Spent in playing online games and
the Level of Addiction. As suggested by Brigham Young University in 2009 that as
the adults spend their time more in video games the higher risk of them developing
troubles in social interaction. And, as concluded by Zamani et al. that as the level of
addiction increases the lesser the social skills of an individual.
http://irep.ntu.ac.uk/id/eprint/8146/1/200611_7015%20Griffiths%20Publisher.pdf

web.csulb.edu/~kmartine/the_positive_effects_of_playing_video_games.docx

https://www.elon.edu/docs/e-
web/academics/communications/research/vol6no1/02DragoEJSpring15.pdf

https://www.sciencedaily.com/releases/2009/01/090123075000.htm

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905509/?fbclid=IwAR0W7ZZN_JkNc
AET5yKtfPBogQgzanB4itfiB1KhOA-0Zz-DiA6ItVtv6AE

https://public.psych.iastate.edu/caa/abstracts/2010-2014/11BWA.pdf
https://lib.dr.iastate.edu/cgi/viewcontent.cgi?article=2651&context=etd

https://lib.dr.iastate.edu/cgi/viewcontent.cgi?article=2651&context=etd

https://lib.dr.iastate.edu/cgi/viewcontent.cgi?article=2651&context=etd

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