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Chapter 1
INTRODUCTION
The Level of Online Gaming Addiction among the Young People of Argao
The rise in the use of the internet has led to many changes in our daily life. In
particular, this rise has also led to the rise of online gaming. Online gaming can refer to
any type of game that someone can play through the internet or over a computer network.
Most of the time, online gaming refers to the video games played over the internet, where
multiple players are in different locations around the world. In most cases, 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 game play than
downloadable games.
connection. Proper hardware will also be required whether it’s a computer or a gaming
console, such as Xbox or Play station that’s connected to the internet. Some online games
but these days, gaming technology has progressed to an amazing extent. Things like
streaming 3-D animation graphics with superb surround sound stereo now have the
ability to make all addicted to gaming. In terms of video games, online gaming is
growing in popularity for 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
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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 the video game
software.
Today, one can see the impact of computer and video games in politics,
television, popular music and Hollywood. A lot of research is conducted to study its
effect on lifestyle and behavior of the wow power leveling gamer especially kids. Online
game is the most sought leisure activity followed by kids nowadays. Computers play a
major role in shaping the future of the kids. Days are gone when children loved to
indulge in outdoor activities, rather than running or playing outside, children spend most
of their time playing online games. Online games surely have an impact on minds of kids.
Taking into consideration, it is positively a great mind exercise and helps kids explore
many new things. It includes improvement in recursive and proactive thinking, increased
sociability and improved interpretive skills. Some research shows that the children who
play online games are more active and have sharper minds than their other counterparts.
However, computers and video games also receive much more negative critics, because
games are often coined with issue such as mindless entertainment, enhanced social
recluse, sexism and consumerism. Research shows that kids who play violent video
Computer games have become a very popular leisure activity among children and
adolescents in recent years. There are many benefits of the Internet as it not only acts as
communication as well as education. However, despite all of its inherent advantages, the
gaming" and "addictive gaming". 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
game negatively impacts others areas of life, not by how much time is spent playing".
Online gaming addiction should not be ignored and should be focused on because it can
bring many negative effects not only in our body but everything around us including our
whole lifestyle.
ineffective time management and a desire to avoid other difficulties (rather than
theoretical “addictive” qualities of the game)". Many teens nowadays are addicted to
online games because it is their way to find satisfaction in their free hours. But as time
goes by, they spent more a lot of time to play online games without thinking other
activities or their responsibilities in home or even in their studies. They are lacking time
management and just wasting their time playing online games. Another one is their
thinking that playing online games is their only way to escape their problems in real
world without thinking that it will only make their situation worst. They only think about
academic grades than their non-addicted peers". Students who are addicted to online
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games spend most of their time playing without giving time to their studies. They
prioritized online games instead of their studies which is more important. They did not
think that they are developing bad habit and it can affect their future if they will continue
to think that way. As a result, they have lower grades because they are not focused with
their studies. They are distracted on playing online games.According to Mehroof (2010),
"People who have higher levels of trait anxiety, aggressive behavior, and neuroticism are
at a higher risk for video game addiction". Most of the people nowadays are having a
hard time dealing with their problem especially when they have no one to talk to or they
have no way in expressing their feelings. Then they find online gaming interesting
because for them when they are playing, the can freely express what they feel and they
find that online gaming a comfort zone for them causing them to more prone on online
gaming addiction.
Based on the reviews of related literature, most of the studies are about what is
online gaming, what are the effects of online gaming and how could it affect the lifestyle
of the gamers who are addicted to it. And then the researchers discovered that there is no
research about the levels of online gaming addiction towards the young Grade 10
students in Argao. The researchers would like to know and search about the levels of
online gaming addiction towards young people in Argao. The researchers want to explore
how they are addicted to online gaming. The researchers want also to find the possible
In order to address the gap, the researchers would like to use quantitative method
to determine the levels of online gaming addiction among Grade 10 students in Argao. .
This study aims to determine the online gaming addiction towards young people in
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Argao. One way to determine the levels of online gaming addiction is to ask the
respondents the frequency of hours playing online games a day, days in a week and the
time range by the use of survey method. In other way, we will use a Likert Scale to
determine the levels of online gaming addiction towards the young people in Argao and
to find ways to prevent or lessen from being completely addicted to online games.
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playing computer games. According to Conrad (2011), "Rather than engaging in the real
world, an addicted user devotes the majority of his or her time to gaming". The issue of
game addiction is getting spread widely and uncontrollable. Online games have many
different kinds and platforms but we only choose five platforms that are commonly
played and addicted by gamers nowadays. These are the League of Legends, Crossfire,
DOTA2, CS-GO, and Rules of Survival. There are many factors that can affect the levels
of online gaming addiction but the researchers only identified three factors namely the
time, frequency and money. The researchers believe that these factors can determine the
levels of online gaming addiction among the Grade 10 students in Argao. After
determining the levels of addiction, the researchers come up an intervention plan which is
school and family-based intervention program to prevent gaming addiction among Grade
10 students in Argao. The program the researchers would like to propose is about online
addiction.
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League of Legend
Factor Affecting
Time Frequency Money
Intervention Plan
School and Family-Base Intervention
Program
The Problem
This study aims to find the level of online gaming addiction among the grade 10
students in Argao
1.2 Gender
2.4 Money
3. Is there a significant difference in the level of addiction to social media between males
and females?
4. What proposed plan can be formulated to address the level of online gaming addiction?
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Null Hypothesis
The findings of the study are significant and beneficial to students, parents, school
Students. Knowing the levels of online gaming addiction so that it can help
Parents. This study will benefit the parents to enable them to ascertain their
great role in shaping and disciplining their children so that they can prevent them from
informed to the levels of online gaming addiction. They can address a solution to this
Future Researchers. This study can give future researchers insights and
directions in undertaking their own studies in the future. They can use this study as their
bases in order for them not to encounter difficulties. They can also use this study as a
related research.
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For clearer understanding of the work, the following terms were defined:
Levels. a position on a real or imaginary scale of amount, quantity, extent, or quality. The
term levels in this study refers on how much the person get addicted to online games.
Online game. Game that can be run from an Internet browser and requires the internet
connection. The term online games in this study refers to specific online games: CS GO,
DOTA 2, League of Legends, Crossfire and ROS.
Impact. The powerful or dramatic effect that something or somebody has. The term
impact in this study refers to the effect among a person who gets addicted to online
games.
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RESEARCH METHODOLOGY
This chapter explains the methods used by the researchers in doing this
quantitative research study as they conduct a researching ‘’The Levels of Online Gaming
Addiction among Grade 10 students of Argao National High School’’. In this chapter,
Research Design
Hubbard (2015), this research design aims to appraise carefully the worthiness of a
certain study. Accordingly, the design is most appropriate in determining the levels of
addiction of online gaming among the young teens and students. This will be done
through an evaluation process which aims to measure the levels of online gaming
addiction among Grade 10 young teen students in Argao National High School.
Research Flow
This research aims of exploring the levels of online gaming addiction among
The first phase, Input, includes the respondents' age, gender, grade, and an online game/s
The second phase of this study will be the Process, includes the collection of data
through survey questionnaires and the analysis and interpretation of the gathered data.
The third phase, Output, will be the designing of an instructional plan based from the
Input
Profile of the respondents as to:
Age
Gender
Grade Section
Online game/s usually play
Process
Descriptive- Evaluative Quantitative Survey Method
Data Collection
Analysis of Data
Interpretation
Drawing out conclusions
Giving Recommendations
Output
INTERVENTION SCHEME PROGRAM ABOUT ONLINE
GAMING ADDICTION PREVENTION
Environment
at the Municipality of Argao, Cebu. The school was just recently established in 2010 by
the passing of Republic Act 9924, and since then, the institution served as a venue for
Currently, the school offers a general high school curriculum which is duly
recognized by DepEd. Also offered is a K-12 program open for students who can choose
different strands under its Academic and Technical-Vocational tracks. A strand in ABM
is open under its academic track, as well as the HUMSS strand. Moreover, its TVL track
offers a wide range of courses from Agri-fishery, Home Economics, and Information and
Respondents
The respondents of this study will be the Grade 10 students of Argao National
High School. This study will take place within the second semester of academic year
2018-2019. They are chosen to be the respondents since they are influenced by the
technology and mostly of the young teen students are playing online games and it also
has enough number of male and female students to address the gender variable of this
study.
Argao National High School to participate in our survey. This is done in order to arrive in
a more reliable conclusion out of the gathered data from a large amount of respondents.
Instrument
instrument that will serve as a tool in extracting and gathering data to answer specific
Appendix A- includes the consent for the respondents before taking survey and their
respondents will check mark the answer based on the choices and some part uses Likert
Scale that will indicate their answers to each statement on a 5- point range from (5)
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Strongly Agree, (4) Agree, (3) Neutral, (2) Disagree and (1) Strongly Disagree that
Research Procedure
There will be two process in the procedure: the Dry Run Procedure (dry run
testing) where the researcher will test the process where the effect of a possible failure
are intentionally expected; the Data collection Process processing of gathering and
enables one to answer research question, test, hypotheses, and evaluation outcomes.
The researcher will ask permission by sending a transmittal letter to the Campus
Director of Cebu Technological University- Argao Campus before conducting the study.
With the approval of the administration, the researcher will distribute the research
questionnaires to the respondents in order to know the levels of online gaming addiction
among students. The respondents are the Grade 10 students who are enrolled in Argao
National High School in the second semester of the Academic Year 2018-2019. The
researcher will disseminate the questionnaires by batch. They will follow the date given
respondents have thoroughly answered them on the same day that they have been
disseminated.
The responses will then be tallied to get the raw data which will be treated
Interpretation and analysis of data will be reflected in each matrix that will answer
The research survey will be administered in full accordance with the respective
Campus.
weighted mean, and the T-test of mean difference will be used in this study.
1. Weighted Mean
Gaming Addiction of the respondents according to their gender, the data will be subjected