The Problem and Its Background
The Problem and Its Background
Introduction
Living in a modern society gives us many access in the world then the
online games pop in which affects the people especially the students. Online
games become a trend because of its content that made it so addictive. Playing
online games make a students feel great about their self because they were
given a compliment.
Students start to lost their focus on their academic life because online
games take over and eat a lot of their time that made the students become less
productive and lazy at school. As the online games upgrading and become more
addictive students drop at their schools and just play online games all day that
turn it to be part of their life style.
Online games was made to be a past time thing but the technology not turn
it that way they made it to time killer application. Students choose to play instead
of doing their school works students can stay up all night just to play and become
sleepy at their class.
Brain is also affected in computer addiction; regions of the brain
associated with cravings in substance abuse also appear to be activated in
gaming addicts when they view images of video games (Ko, C et al. 2010). There
are two types of gaming, “excessive gaming” and “addictive gaming” these two
types of gaming is different from each other; the difference between “excessive
gaming and “addictive gaming” is that two gamers may play for an identical
number of hours each day, but their psychological motivation and the meaning
that gaming has within their lives can be very different.
The researchers chose to study this topic because they see that academic
activities play a major part on their lives, and once they fail a single activity, being
addiction on online games, it may cause failure that can harm their well-being.
This study would like to what is the perceived effect of online games when
it comes to their academic performance.
Objectives of the Study
performance.
Students. The results will help the students to be aware about the effects
of online games to their academic performance.
Pantaleon Garcia Senior High School at Malagasang I-G Imus City, Cavite.
Garcia Senior High School to the perceived effects of online games to their
academic performance for the school year 2019-2020. It would possibly help the
Definition of Terms
performance.
CHAPTER II
This chapter presents the related literature and studies in accordance with
academic anxiety and coping mechanisms of the students. Those that are
especially students. One of the negatives is this. Many cases among students
are addiction.
And this addiction may lead to worse problems. The students might steal
money.
They may become lazy when it comes to studying and prefer playing the whole
day long. Some may even skip school in order to have more playing time.
(SujatAli Hamzah)
online game addiction, the physical symptoms of Internet and online game
spondylosis is a spinal injury caused by having the same sitting position for hours
players engage in hours and hours of game playing with no virtually sleep
intervals in between. This causes sleep sensitivity and disorders which induce
addicted players to wake up several times during the night and as such this leads
them suffering from insomnia which can cause mental anxiety and eventually
episode of I-Witness, Kara David was able to interview youngsters namely Doc,
Mark and Ice who resort to illegal activities just to fund their addiction to online
gaming. Doc, Mark and Ice are part of a young generation spending a lot of their
time on computer games. Some of them undergo illegal activities to fund their
vices and they can go on gaming for 24-hours without any sleep. 22-year-old Doc
is a scavenger and vagrant, but once he gets his money out of collecting
garbage, he goes to his favorite Internet shop to play. Mark, 20, is an out of
school youth. He lost his investment money and stole from his mother to pay for
his Internet rentals. Fourteen-year-old Ice says he gets his money from
Superintendent) stressed the need for measures to protect children from being
Games addiction shows the bad effect among the people nowadays.
and has been shown to lead to consequences such as failing school, family and
relationship problem (Brian. D. NG, M.S & Peter. W. H, 2005). It can make the
people who has addicted will feel that the games can provide opportunities for
trumped a shallow sense of fun, which doesn’t keep gamers as interested (online
gamers anonymous, 2008). The role of media in advertising the games also
make more cause why the games addicted will be more interested with those
games. In 2005, advertiser spent $80 million to reach game players, this
In the world of today, there are different genres of online games. First are
videogames. They are played on a device specially made for game play called a
videogame console. The player interacts with the game through a controller, a
hand-held device with buttons and joysticks or pads. Video and sound are
Second are the real-time strategy games. This is a type of video game in
which players exercise strategy along the way, typically to conquer enemies and
reach a final destination without being eradicated. For example, to win, players
decide which routes to take, what needs to be done and how to do it. Contrast
running software on, more than one type of hardware platform. The most
universal cross platform application is the Web browser. Written for every 10
desktop computer and mobile platform, Web browsers render Web pages
Nowadays, online games have become extremely popular among the young
generation thus leading to the rise of online game addiction issues especially
In the research conducted by Ahn and Randall (2008), they were able to
of playing time of addicted students on the MMOGs. Their surveyed data also
shows that approximately 50% of MMOG addicted students were also reported
METHODOLOGY
In this chapter, the researcher shows the method used to acquire the data
Research Design
are use to quantify the problem by way of generating numerical data or data that
behaviours, and other defined variables, and generalize results from a large
sample population. The study uses questioners method to gather data to find
School.
Samples
students.
Research Instrument
which corresponds to the following: not true to me (1 point) which means that the
points) which means that the respondents often experienced the situations
provided, somewhat true to me (3 points) which means that the respondents are
which means that the respondents always experienced the situations provided.
Treatment of Data
the researcher will base the answers on the numerical data that are presented by
From the gathered numerical data, the researcher will give an appropriate
statistical treatment to the data to promote objectively on the study, with that the
researcher will going to arrive to an appropriate outcome to determine the