100% found this document useful (1 vote)
2K views12 pages

The Problem and Its Background

The document discusses the effects of online game addiction among students. It notes that online games have become very addictive due to their design, which can negatively impact students' academic performance by taking up large amounts of their time that could be spent on schoolwork. Studies have shown online game addiction is correlated with issues like lower self-esteem and life dissatisfaction among male gamers. The addiction can also cause physical problems from excessive sitting and mental health issues from disrupted sleep schedules. The document aims to study these perceived effects of online games on the academic performance of high school students in the Philippines.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
2K views12 pages

The Problem and Its Background

The document discusses the effects of online game addiction among students. It notes that online games have become very addictive due to their design, which can negatively impact students' academic performance by taking up large amounts of their time that could be spent on schoolwork. Studies have shown online game addiction is correlated with issues like lower self-esteem and life dissatisfaction among male gamers. The addiction can also cause physical problems from excessive sitting and mental health issues from disrupted sleep schedules. The document aims to study these perceived effects of online games on the academic performance of high school students in the Philippines.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 12

CHAPTER I

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.

An online game made a huge difference is the 21 st century students and


youths. The traditional way of enjoying your childhood is playing outside
socializing with other children but then when the online games pop in youth lost
their interest in tradition way and become modern like they never play outside
they only play with their modern gadgets the socializing with other people
become modern.

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.

Gaming addiction should be defined by how much the negatively impacts


other areas of life, not by how much time is spent playing (Griffiths, M et al.
2010). In a volunteer sample, 41% of online gamers acknowledged that they use
gaming as an escape. In the same sample, 7% were viewed as “dependent”.
These gamers possessed several behavioural attributes that are related to more
well established forms of addiction (e.g., mood modification, tolerance, & relapse)
(Hussain et al. 2009). Most online gamers are male.

Among male gamers, more severe online gaming addiction is correlated


with older age, lower self-esteem, and lower dissatisfaction with daily life. This
relationship did not hold true for female gamers (Ko et al. 2005). Excessive use
of technology is relatively rare. Compared to females, males are more likely to
develop a gaming addiction.

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.

Statement of the Problem

This study would like to what is the perceived effect of online games when
it comes to their academic performance.
Objectives of the Study

The purpose of this study is to determine the perceived effects of online

games when it comes to the academic performance of the students of General

Pantaleon Garcia Senior High School

This study has the following specific objectives:

1. To determine the academic performance.

2. To determine the perceived frequency and duration of online games.

3. To determine the perceived effects of online games to academic

performance.

Significance of the Study

Students. The results will help the students to be aware about the effects
of online games to their academic performance.

Schools. It will be a great benefit to the school to be aware on effects of


online games to the academic performance of their students, and they can
give information to prevent the addiction towards online games.

Community. The results will help the community to be aware on effects of


online games to the academic performance give information in the
community.

Government. This would be beneficial to the government to be aware


effect of online games to the academic of the students they can make a
seminars to provide information and to prevent the continues growth of online
games addiction.
Future Researchers. The ideas presented may be used as reference data
in conducting new researches or in testing the validity of other related
findings.

Time and Place of the Study

The study was conducted on ___ to ___. It was conducted in General

Pantaleon Garcia Senior High School at Malagasang I-G Imus City, Cavite.

Scope and Limitation of the Study

The study focused on the grade eleven students of General Pantaleon

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

students to prevent addiction to online games.

Definition of Terms

Online Games – an application made to kill time and boredom.

Academic Performances – a skill that being practice to excel.

Students – The respondents of the study.

Academic Lifestyles – a typical way of the students in to their academic

performance.
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literature and studies in accordance with

academic anxiety and coping mechanisms of the students. Those that are

included in this part are the ideas, generalizations, conclusions and

methodologies of different researchers that are relevant to this study.

Effects of Online Games

Online games have both positive and negative effects on people,

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)

Addicted gamers spend so much time playing that their personal

relationships get neglected and sometimes disappear altogether. Among

addicted gamers who are married, up to 50 percent report a strain in their

marriage as a result of their addiction. Addicted gamers also neglect the

responsibilities of everyday life such as school and work. (UNC-OASIS).


According to the research conducted by Zhang (2007) and Zhuo (2007) on

online game addiction, the physical symptoms of Internet and online game

addiction were we’re cervical spondylosis, neurasthenia and insomnia. Cervical

spondylosis is a spinal injury caused by having the same sitting position for hours

while playing games. On the other hand, Neurasthenia is a psychological

disorder marked especially by easy fatigability and often by lack of motivation,

feelings of inadequacy, and psychosomatic symptoms. It results from when

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

result in nervous breakdowns and general tiredness.

In Cebu, online game addiction is also becoming an issue. In one of the

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

homosexuals in exchange for sexual favours. In one of the article of PhilStar


which is “Battle on Vs Kids’ online games addiction”, Samuel Pagdilao (Police

Criminal Investigation and Detection Group (CIDG) director Chief

Superintendent) stressed the need for measures to protect children from being

hooked on online computer games. He said many children spend hours in a

computer shop playing online games.

Games addiction shows the bad effect among the people nowadays.

Addiction to the internet shares some of negative aspects of substance addiction

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

achievement, freedom and even a connection to the players. Those benefits

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

spending is expected to top $400 by 2009 (Park Associate 2006).

Different Types of Online Games

In the world of today, there are different genres of online games. First are

the console games. Console games are more commonly referred to as

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

received by the gamer though a television. Examples of consoles include the

Microsoft Xbox, Sony Playstation, Nintendo GameCube, and Nintendo Wii.

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

with first-person shooter.

Third are the cross-platform online games. Developing software for, or

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

"almost" the same no matter which computer they run on.

Online game is usually defined as an electronic game that is played by a

controller and provides user interactions by generating visual feedback.

According to Edward Castronova (2008) in his book of Synthetic Worlds: The

Business and Culture of Online Games, he described online game as Massively-

Multiplayer-Online Games (MMOG). An MMOG is a game capable of supporting

hundreds or thousands of players and is mostly played using the Internet.

Nowadays, online games have become extremely popular among the young

generation thus leading to the rise of online game addiction issues especially

among the students.


Academic Lifestyles

In the research conducted by Ahn and Randall (2008), they were able to

discover that Massively-Multiplayer-Online Games or MMOG affects both the

social and academic lifestyles of students. Based on their surveyed data,

students who are addicted in online games registered more F grades as

compared to non-addicted students. This statistics corresponds with the amount

of playing time of addicted students on the MMOGs. Their surveyed data also

shows that approximately 50% of MMOG addicted students were also reported

as actively engaged in a physical altercation. Addicted students are mostly

involved in arguments with their teachers and as well as their friends.


CHAPTER III

METHODOLOGY

In this chapter, the researcher shows the method used to acquire the data

need in order to derive on to the desired outcome.

Research Design

This study is a quantitative research correlation. A quantitative research

are use to quantify the problem by way of generating numerical data or data that

can be transformed into usable statistics. It is used to quantify attitudes, opinions,

behaviours, and other defined variables, and generalize results from a large

sample population. The study uses questioners method to gather data to find

precise percentage, perceive effects of online games in the academic

performance of grade 11 students in General Pantaleon Garcia Senior High

School.

Samples

The students Grade 11 of General Pantaleon Garcia Senior High School

s.y. 2019-2020 are the respondents of the study.


Sampling Procedure

The researchers used Purposive sampling technique to get the accurate

result on perceived effects of online game in academic performance of grade 11

students.

Research Instrument

The researchers used 4-point Likert scale type of survey questionnaires

which corresponds to the following: not true to me (1 point) which means that the

respondents never experienced the situations provided, rarely true to me (2

points) which means that the respondents often experienced the situations

provided, somewhat true to me (3 points) which means that the respondents are

close to always experienced the situations provided, very true to me (4 points)

which means that the respondents always experienced the situations provided.

Treatment of Data

In order to thoroughly explain every answer’s in the research questions,

the researcher will base the answers on the numerical data that are presented by

the respondents through descriptive rating-scale survey questionnaires, which

every choice has numerical values attached.

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

perceived effects of online games in the academic performances of the grade 11

students in General Pantaleon Garcia Senior High School.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy