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Online Gaming Addiction among
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BSIT Students of Leyte Normal University Philippines its Implications towards
Academic Performance Rommel L. Vereciorlverecio@lnu.edu.ph
Leyte Normal University, Tacloban City
, PhilippinesORCID ID
http://orcid.org/0000-0002-0578-7282
0000-0003-2671-9251Abstract
O
nline games have gained increased popularity over the last decade. Despite
the many positives of gaming, alleged problems relating to this have emerged,
more specifically about addiction among players. The negative impact of
online games has received much attention. Thus, this study is conducted to
determine
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the implications of playing online games towards academic performance. The
descriptive survey method which involved a questionnaire, interviews, and
observations were employed. One hundred thirty-nine (139) students currently
enrolled during the first semester of the school year 2017-2018 served as
respondents. Results showed that
majority of the students expressed that
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resources!
the implications of playing online games
in their academic performance are "I cannot focus on my studies" having
(49.61%; n=69). Keywords
: Online Games, Computer Gaming Addictions, Social Science Research
PhilippinesINTRODUCTION
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Modernization had taken its toll on countries especially in a growing country
like the Philippines
as observed
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with the rise in the use of the Internet. Th
e
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Internet acts not only an entertainment tool but also an essential professional
resource for work, communication, as well as education. For some, they use
the Internet as one of the most
fabulous creations that give everyone in the world instant access to an
endless supply of knowledge. While others use the Internet to have unlimited
access to entertainment, watching videos, movies, listen to music, and even
play games online. The Internet is a means of connecting
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a computer to any other network in many parts of the globe via dedicated
routers and servers. When two computers connected to the Internet, they can
send and receive all kinds of information such as text, graphics, voice, video,
and computer programs
. This modern technology has a significant impact on the lives of people
especially the millennials and one example is
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online games. Online gaming can refer to any game that someone can play
through the internet or over a computer network. Most of the time, online
gaming applies to video games played over the internet, where multiple
players are in different locations around the world. As such, online games are
freeware programs that can be used for an unlimited time and are available
for free. Most percentage of web games available nowadays is written in
Flash, Shockwave and Java languages. Because of that, they feature more
primitive gameplay than downloadable games.Having an online gaming
experience typically requires a high-speed internet connection. Proper
hardware will be needed whether it's a computer or a gaming console, such
as Xbox or Play station that's connected to the internet. Some online games
need a specific piece of controlling hardware such as a joystick or a game
controller, but these days, gaming technology has progressed to an extreme
extent. Things like streaming 3-D animation graphics with superb surround
sound stereo now can make all addicted to gaming. Regarding video games,
online gaming is growing in popularity for a variety of reasons. Gamers can
easily find opponents of a similar skill level when playing a head-to-head
game over the internet. Players also can compete in massively multiplayer
games, where dozens of players play an ongoing game in a virtual world.
Some online games change a monthly fee for access to video game
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software.However, despite all of its inherent advantages, the Internet also has
its drawbacks.

More and more people are getting hooked on this technology and even to the
point of being addicted to it. Thus, it is on this premise that this study is
conducted
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among BS Information Technology Students of Leyte Normal University,
Tacloban City
during the second semester of the academic year 2017-2018 to determine its
implications towards academic performance.Theoretical
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Framework
In online games, continuous scoring, promotion, immediate feedback, and
achievement of
self-satisfaction have become the channels for upgrading individual self-
esteem of the Internet generation. Computer games provide various means
for the users to express themselves, to explore the world and seek self-
recognition. The Internet, which possesses anonymous and diverse
characteristics, is an essential channel for expanding friendship and finding
belonging. The above statements and research findings indicated that online
games might offer positive and optimal experience to the players. However,
excessive flowing in this optimal experience might result in
an adverse outcome. This paradox is worthwhile for intense exploration. This
study anchored on Flow theory which can be referred to as the "Psychology of
Optimal Experience," which in recent years has been applied to the behavior
of Internet usage and e-commerce by some research. The experiences
described by flow states such as clear objective and immediate feedback,
challenge encounter and adequate skill, a combination of action and
consciousness, concentration, sense of control, curiosity, loss of self-
awareness, purposeful experience, and personal interests are the states
which can be experienced and accomplished by online games. In the study of
Hwang, he explored college students' Internet usage behavior in Taiwan
through flow theory and found out that under general situations, the users
would experience flow state when using the Internet. The more the users
since the premise aspects of flow, the more they will realize the flow
experience of the Internet.
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Moreover, they are more likely to
proceed with related exploring behaviors (Hwang, 2000). Another study
conducted by Choi and Kim
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found that people continue to play online games if they have an optim
al experience because the flow state had an impact on consumer loyalty (Choi
and Kim, 2004). Consequently, the optimal experience of online games
relatively complies with the psychological state of flow theory. Furthermore,
once the users are more addictive to online games, they would exclusively
focus upon seeking flow experience. O
bjectives of the StudyThis study was conducted to determine its implications
towards academic performance when playing online games among
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BSIT students of Leyte Normal University, Tacloban City,
Philippines.Specifically, this study would answer the following questions:
What is the profile of the respondents in terms of:
ag
e;
gender;
year level
;preferred Time to Play an online game;
o
nline games commonly playedno. of hours spent playing the online
game;What are the reasons for playing online games?What are its
implications when addicted to online game addiction towards academic
performance? W
hat recommendations can be derived based
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on the findings of the study?METHODS
Research Design
The research method used by the researcher in this study was the descriptive
method, which involved a questionnaire to determine the
emotional signs or symptoms and its implications towards academic
performance. Research Procedure
The researcher sought permission from the University President of the Leyte
Normal University, Tacloban City. This was done for the determination of
samples directly involved in the study and for the distribution of the
questionnaires.Respondents of the Study
This study includes all BS Information Technology students currently enrolled
at Leyte Normal University, Tacloban City during the first semester of the
school year 2017-2018. However, out of 323 expected respondents, there
were only 139 who participated in the actual survey which is almost 43.03
percent of the entire population.Data Gathering Instruments
The researcher used
surveyed questionnaires as primary data gathering tool for this study. The
instrument consists of two parts; the first part is composed of the demographic
profile of the respondents, the second part focused on the
emotional signs or symptoms towards online gaming addiction, its effects to
physical health, psychological health and academic performance. Data
collections were done through personal distribution and
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were given enough time to think about the questions as stated in the
questionnaire, thus producing more accurate information
period.Statistical Treatment of Data
Using Excel software application, responses from questionnaires was
encoded. The data were
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analyzed using the Statistical Package for Social Sciences (SPSS) software -
descriptive statistics (frequency counts and percentages).Percentages
. This was used for the profile of respondents.where
: P = is the percentage f = is the frequency n = tota
l responsesRESULTS
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AND DISCUSSION
This section presents the results of the study. It deals with the profile of the
BS Information Technology students and the level of satisfaction as perceived
by the students. Table 1
Profile of the Respondents

______________________________________________________________
___
Age
N
%____________________________________________________________
_____
1
7-18 15 10.8019-20
87 62.6021
-22 21 15.102
3-24 13 9.4025 & above
3 2.10Total
139 100.00Gender
Female
7050.40Male
6949.60Total
139 100.00Year Level
First
13 9.40Second
23 16.50Third
57 41.00Fourth
46
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33.10Total
139
100.00________________________________________________________
_________
The data shown in Table 1 contains the profile of BSIT students which consist
of age, gender and year level. Age. The most number of respondents as
shown in the table were 19-20 years old (62.60%; n=87), came next is 22 -22
years old (15.10%, n=21), this was followed with 17-18 years old (10.80%,
n=15), while 25 and above years old represent the smallest portion of the
sample (2.10%, n=3).Gender.
The data disclosed that female respondents dominate having (50.40%; n=70)
and male which has (49.60%; n=69) from 139 respondents. Year Level. The
data showed that most respondents were on the third year level having
(41.00%; n=57), fourth year level (33.10%; n=46), second-year level (16.50%;
n=23) and the smallest is
in the first year level (9.40%; n=13).Figure 1 Preferred Time Playing Online
GameThe figure
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above disclosed that majority of the students preferred to
play online games between 5 pm - 10 pm having (54.7%; n=76), this was
followed from 12nn - 5 pm having (23.7%; n=23) while the least is between 3
am - 8 am having (7.9%; n=11).Figure 2 Online Games Commonly PlayedThe
data disclosed that majority of the students played Clash of Clans having
(37.4%; n=52), came next was the Defense of the Ancient (DOTA) having
(28.1%; n=39) while the least online games played is Eve Online having
(0.7%; n=1).Figure 3 Total No. of Hrs. Playing Online GamesIt can be gleaned
on the graph that
the majority of the students devote playing online games from 1-3 hrs. in a
day having (77.7%; n=108), came next was 3 -5 hours a day having (10.8%;
n=1) while the least is 11 hrs. and above in a day having (0.7%; n=1).Figure 4
Reasons for Playing Online GamesThe data reveals that majority of the
students played an online game because of Entertainment having (51.1%;
n=71), this was followed with Stress Relief having (49.6%; n=69) while the
third is Boredom having (46.8%; n=65).Figure
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5 Implications of Playing Online Games towards Academic PerformanceThe
data reveals that majority of the students expressed that the implications of
playing
online games in their academic performance is "I cannot focus on my studies"
having (49.61%; n=69), came next was "I cannot do my assignment" having
(41.7%; n=58) while the least is "I am absent in class" having (11.5%;
n=16).CONCLUSIONS
The
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g
ame is one of the most significant tech
nology industry right now were developer can get so many advantages, but
game addiction indeed is a lousy addict and still be a strange problem. It can
make parents and other stakeholders such as university worry about its
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effects on students' academic performance. Game addiction
can attack anyone, no matter teens or adult.RECOMMENDATIONS
Based
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on the findings and conclusion drawn, the researcher formulated the following
recommendations:
P
arents or guardians of students currently studying should be
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aware of the effects of playing online games
and should regulate their children's time on it. They must discipline their
children so that students can perform satisfactorily in their studies. The
university must come-up policies and programs to closely monitor students
who are addicted to playing online games.Students must think that games are
only a form of recreation. Therefore it should not be given much priority over
higher and more realistic priorities such as their studies. AUTHOR
INFORMATION
Rommel Lagutan Verecio
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has completed BS Computer Science, MS Information Technology and Doctor
of Management in Human Resource Management. Presently, he is connected
at Leyte Normal University, Tacloban City as the Chair of the Information
Technology & Computer Education Uni
t. E-mail: rlverecio@lnu.edu.ph.References
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