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This chapter presents the review of related literature and studies of online gaming
which are important and significant to the accomplishment of this research. It helped the
RELATED LITERATURE
Neuroscience, there is a broad consensus in the scientific community that playing video
games not only changes how the brain performs, but also its structure.
Computer games are loaded with action, and there are many different categories or
genres of games. But, many games can be considered to be more than one genre. For
instance, a soccer games could be considered a sports game, as well as a simulation game.
Ralph H. Baer, the man widely acknowledged as the father of home video games
for his pioneering work in electronics and television engineering, died on Saturday at his
Video games have become a ubiquitous, billion-dollar industry that has in recent
years surpassed the movie business. Titles in the Grand Theft Auto and Call of Duty
franchises often sell millions of copies within days of release. But all of that as well as
the Play stations, the Xboxes and the Wiis can be traced back to Baers work and his
In the Philippines, internet cafes are also referred to as computer shops or computer
cafes. And theyre everywhere. Those places are perfect for those who do not own a
computer or laptop or those who want to play games alongside their friends- very literally.
According to TECHINASIA
Green. Playing video games change the brains physical structure the same way as do
learning to read.
Computer games are the second most frequently used application after social media
(Wakoopa, and negative outcomes, especially with respect to aggression (see in Sherry,
Although less than 4% to 5% of the users adolescents and secondary school students
Fifty-two percent of the parents highlighted that computer game playing is positive
Association,2012)
RELATED STUDIES
The following studies support the effects of online gaming in the academic
performance of Senior High School students. The researchers also included other studies
about the effects of online gaming in the academic performance of the every students.
In recent years, research about Internet gaming addiction has increased both in
quantity as well as in quality. Research on gaming addiction dates back to 1983, when the
first report emerged suggesting that video gaming addiction is a problem for students.
Shortly thereafter, the first empirical study on gaming addiction was published by Shotton,
based on self-reports of young male players who claimed they were hooked on their
games. The early studies suffered from lack of standardized psychometric instruments
used for assessing gaming addiction. However, research indicates that self-reports
correlate with standardized measures. Following on from that, further studies were carried
out in the 1990s, initially assessing gaming addiction based on the criteria for pathologic
gambling as stipulated in the third and fourth editions of the Diagnostic and Statistical
Manual for Mental Disorders (DSM). Although similar, pathological gambling and
excessive gaming do not present with the same clinical picture, and some have argued that
using the diagnostic criteria for pathological gambling in order to diagnose pathological
gaming only taps into obsessive use and preoccupation rather than actual
psychopathology. In the 2000s, online games became popular, while studies of Internet
-(Forbes, 2016)
The studies on Internet gaming addiction in the new millennium reported
prevalence estimates which vary significantly and range from 0.2% in Germany to 50% of
have governments and health care providers to take the problem seriously and to develop a
series of initiatives to curb and alleviate the problem. In South Korea, Internet gaming
addiction is viewed as a significant concern for public health, and up to 24% of children
who have been diagnosed with Internet addiction are hospitalized. In Japan, the
government has recognized the problem following a study by the Ministry of Education,
which has led to the development of fasting camps where individuals suffering from
Internet and gaming addiction are helped by being cut off from technology completely. It
has been stated that the higher the Internet penetration and social acceptance of gaming,
the higher the prevalence of gaming problems, partially explaining the higher prevalence
The activity of playing has been ever present in human history and the internet has
emerged
Its also unclear why we need an internet gaming disorder definition, or at least
one so rigidly conceived. Just because a behaviour slips past neat definitions of disorder
or addiction doesnt mean it isnt a problem. This gets into the messy territory of
parsing addictive versus compulsive behaviour you can think of and turn its volume up to
nine or ten. Head scratching. Winking. Hand washing. Whistling. Making toast. If doing it
is gradually interfering with the rest of your life, a clinical scale certifying the behaviour
Because the current scientific knowledge of internet gaming addiction is copious in scope
and appears relatively complex, this literature review attempts to reduce this confusion by
providing an innovative framework by which all the studies to date can be categorized. A
total of 58 empirical studies were included in this literature review. Using the current
with antecedents in etiology and risk factors, through to the development of a full-
potential treatment. The results are evaluated in light of the emergent discrepancies in
findings, and the consequent implications for future research. (International Journal
The above mentioned literature and studies help a lot in the utterance of the
strategy used in this research. The entire ideas shown served as the design of the study.
The researcher realized that there is a need to study further the effects of online gaming in
the academic performance of the senior high school students of the San Isidro Integrated
Senior High School. The researcher was able to choose the appropriate literature and
studies about online gaming that is suitable for the chosen literary. All these statement
served as the foundation of this action research and made the concept of the strategy and
A. Research Method
This research paper will be using the Descriptive method to explain the finding
study on how can affect online games of the students in San Isidro Integrated Senior
High School in their studies. Descriptive method is a fact-finding study with adequate
and accurate interpretation of the findings. The effects of playing online games in the
academic performances will be explained in this research on how online games can
affect the study of a students in San Isidro Integrated Senior High School.
portrayal or picture of a person thing, event, group, situation, etc. This is liable to
repeated research because its topic relates itself only to a certain period or a limited
This study is a qualitative research. It will see on how online games influence the
students. Qualitative research is used to explain why online game is one of the reasons
questionnaire.
Qualitative research is designed to reveal the meaning that informs the action or
(Crossman, 2017)
B. Sampling Design
According to the records of the school, the number of population of the Senior
School Students is 172. The margin of error or the level of significance that the
researchers will be using to identify the sample size is 0.03. Using this formula the
researchers will be able to get the sample size from the given population:
=
1 + 2
172
=
1 + (172)(0.03)
172
=
1 + (172)(0.0009)
172
=
1 + 0.1548
172
=
1.1548
= 149.20
The researchers will be using the Multi-stage sampling that encloses the two types
of sampling techniques which are the simple random sampling and the cluster sampling.
Four sections from the Senior High School will be picked. The first section will be
selecting 54 students ,the second section will be selecting 27 students , the third section
will be selecting 51 students and the last section will be selecting 18 students.
C. Respondents
students on how online games affect their academic performances. This study will be
performed at San Isidro Integrated Senior High School with a population of 664
students Junior high and Senior high School. But the focus of the researchers in this
study is the Senior high school students only that has a total of 172 students will be
asking a question about the affects of online games in their academic performances. The
four sections of Senior high school were selected by the researchers are the Grade 11
D. Data Gathering
The researchers will ask a permission to the Principal of San Isidro Integrated
Senior High School Mrs Emirita T. Romero, to sure that the questionnaires for the
respondents has been approved by the Principal of the school choose by the researchers
to do their study.
E. Instrument
of students about online games. This will identify their awareness and how this thing
There are three parts of the questionnaire that will test the respondents
knowledge about online games. Each questions are being back up with the instruction
question are the main question to say that the respondents are truly know about online
games and how they . . And the last part C the questions has no choices and
respondents need to explain their opinions and to expand what are the real purpose on
this study.
Treatment of data
References
http://newsvote.bbc.co.uk/1/hi/talking_point/3189985.st
Crawford, C (1982). The art of computer Game Design. Out of print: available onlie at
www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Cruickshank, DR (1980). Classroom games and simulations. Theory into Practice, 19(1),
75-80
www.digiplay.org.uk/books.php
Facer, K (2001). Childrens Out of school Uses of Computers. A report for the
www.interactiveeducation.ac.uk/school.pdf
www.futurelab.org.uk/research/discuss/02discuss01.htm
Name: Gender:
Age: Grade&Section:
Part A
YES NO
League of Legends LO L
YES NO
4) Did you spend more time playing online games rather than studying?
YES NO
Everyday
Once a week
Part B
Friends Yourself
Siblings
2) Does online game is a reason of getting a low grades?
YES NO
Getting addicted
Distraction in my study
Stress reliever
Part C