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“The Impacts of Online Gaming among the

Children of Ilocos Norte, Philippines.”

Klent Aubrey P. Labagday


Researcher

2019

1
CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION

Online gaming is hugely popular with children and young people. Annual research

conducted by OFCOM shows that gaming is still one of the top activities enjoyed by 5-

16 year olds online, with many of them gaming via mobile devices and going online

using their games console. From sport related games to mission based games and

quests inspiring users to complete challenges, interactive games cater for a wide range of

interests, and can enable users to link up and play together. Most games now have an

online element to them, allowing users to take part in leader boards, join group games or

chat to others. Internet connectivity in a game adds a new opportunity for gamers as it

allows players to find and play against, or with, other players. These may be their friends

or family members or even other users in the game from around the world (in a

multiplayer game). We know that parents and carers do have questions and concerns

about games, often about the type of games their child plays, who they may be speaking

to and for how much time their child is playing. This leaflet provides an introduction to

online gaming and advice for parents specifically related to gaming.

The quality of graphics in many games is very sophisticated and realistic. Some

games might not be suitable for your child’s age as they might contain violent or sexually-

explicit content or scenes intended to invoke horror or fear.

If your child takes part in multiplayer games on the internet (where they play

against other people, potentially from all around the world) they might be at risk of
hearing offensive language from other players, being bullied, or making themselves

vulnerable to contact by those with a sexual interest in children if they give out their

personal details. Bullying on games is known as ‘griefing’. This is when players single out

others specifically to make their gaming experience less enjoyable by sending hurtful

messages or destroying parts of their gaming world.

The Pan European Game Information (PEGI) age rating system exists to help

parents make informed decisions when buying or downloading games, similar to the

BBFC ratings for films. The rating on a game confirms that it is suitable for players over a

certain age, but is not indicative of the level of difficulty. PEGI age labels appear on the

front and back of games packaging, on sites and services that sell games online and on

some app stores (such as Google Play and the Windows Apps store).

Additional ‘descriptors’ shown on the back of the packaging indicate the main

reasons why a game has received a particular age rating. Encourage your child to

only access online games that are appropriate and always check the age rating on any

game before buying it for your child, as well as considering whether it has an online

component. Remember most games will have an online element to them which may not

be apparent from the game packaging or description.

Statement of the Problem

This study aimed to know the impacts of online gaming among the 7-12 years old

children of Ilocos Norte, Philippines.

Specifically, this study sought answers to the following questions:


1. What is the profile of the respondents in terms of:

1.1. Age

1.2. Gender

1.3. Educational Status

1.4. Online games commonly played

1.5. Length of time the respondents play online games (in terms of months)

1.6. Length of time the respondents play online games in a week (in terms of

hour)

1.7. Amount of money the respondents spend for online gaming (per day)

2. What are the advantages of online gaming among 7-12 years old children?

3. What are the disadvantages of online gaming among 7-12 years old children?

Objectives of the Study

This study is intended to know the impacts of online gaming among the children

ages 7-12 of Ilocos Norte, Philippines. It also aims to help the parents to be informed

about the impacts their children obtain from online gaming.


Significance of the Study

This study will be valuable and significant to children, parents, readers and future

researchers.

Children. This study is primarily important to children, for it will give them

information about the impacts they may get from online gaming.

Parent. This study will help the parents to have enough knowledge about the

impacts of online gaming among their children.

Readers. This study will help the readers to have the understanding about the

impact of online gaming.

Future Researchers. This may serve as a basis for future research that they will

conduct.

Scope and Delimitations of the Study

This study was mainly concerned and limited only with the impacts of online

gaming among the children ages 7-12 of Ilocos Norte, Philippines.

Theoretical Framework of the Study

According to Molcho (1988), gaming has provided evidence that instructional

games can promote retention and the ability to transfer knowledge to new domains.

Instructional games are attractive to learners because they offer a simple and creative
means of providing high-level motivation, clear and consistent goals, and sustained

interactivity.

Gaming as an instructional variable may be analyzed as methods of rehearsal by

facilitating the organization and retention of content (Dwyer & Dwyer, 1985).

The theory of intrinsic motivation is by far the dominant source of support for

instructional gaming. Research has provided evidence that instructional gaming has

the intrinsic ability to develop the learners' confidence in determining their own destiny.

This theory suggests that intrinsic motivation in an instructional gaming context is

comprised of an optimal relationship between fantasy, challenge, curiosity, and control.

(Malone, 1981)

Conceptual Framework of the Study

Research indicates that there are many impacts of online gaming among the

children ages 7-12 of Ilocos Norte, Philippines. Studies have been conducted assessing

the impacts of online gaming. As an input, the researchers will gather all the information

about the impacts of online gaming among the children ages 7-12. To carry out the

study, the researchers conducted a survey among the children ages 7-12 of Ilocos

Norte, Philippines. As a result, the researchers discovered the impact of online gaming

among the children.


Research Paradigm

The impacts of online A survey among the Discovery of the

gaming among the children of Ilocos impacts that the

children. Norte, Philippines. children obtain

from online

gaming
Operational Definition of the Terms

For clearer understanding of the work, the following terms were defined:

Advantage. A benefit or gain.

Disadvantage. Something that makes a situation worse or that makes

somebody or something less effective or desirable.

Impact. The powerful or dramatic effect that something or somebody has.

Internet. An electronic communication network that connects computer network

and organizational computer facilities around the world.

Online game. Game that can be run from an internet browser and requires the

internet connection.

Technology. The practical application of knowledge especially in a particular area.


CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to presentation

investigation.

Related Literature

Carey (2012) found out that the history of online gaming included contributions

by many different companies and entities. Online gaming began as multiplayer gaming,

but has evolved to include online gaming servers and massively-multiplayer online

game settings.

Stated by Hassan (2011), online gaming is good and bad. Good for those who

know their limits and bad for those who fix themselves in the seats for long hours and

cut off the interaction with rest of the world.

According to the study of Chang (2009), online gaming was referred to as

Internet Gaming or Electronic Gaming. It was a gathering of players with a common

game using a local area network (LAN) where they could be on the same settings. The

players seem to be in a real situation that they use their mouse or keypads to move in

the monitor, their virtual world.

Hall (2005) said that online gaming has become increasing popular over the past

few years.

Both Orzack (2004) and French (2002) found out that in internet search for

“gaming addiction” yields lists of physical and psychological symptoms from dry-eyes
and carpal tunnel syndrome to “problems with school or work,” offered as indicative of

problem usage behavior.

Griffiths, et al. (2003) stated that online gaming has been separated by some

researchers into three main types: stand-alone games, local and wide network (LAWN)

games and massively multiplayer online role-playing (MMORP) games.

French & Dwyer (2002) claimed that online game players “don’t have normal

social relationships anymore” and play online games in order to cover feelings of anger,

depression and low self-esteem.

Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual

communities was detracted from social activity and involvement in the real world,

replaced real social relationships with less robust online substituted and caused users

to turn away from more traditional media.

Turkle (1995) found out that online games enabled self-exploration and discovery

that users extended and idealized their existing personalities or try out new ways of

relating to one another that can positively affect real life relationships.

Rheingold (1993) stated that the one reason for the popularity of online games

was that they meld the fun and challenge of video games with the rewarding social

aspects of online community. Participation in online communities allows us to stay in

touch with old friends, meet new people, learn, and share information.
Related Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online

gaming can be addictive. The research has tended to concentrate on negative aspects,

such as excessive play and addiction. Instead of spending their hours on studying and

doing their homework, children spend their time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have shown that

online games can be addictive and that some online games have been associated with

aggressive behaviour. However these studies have been relatively controversial as they

examine these factors using self-report methods and artificial scenarios. This type of

research is fraught with problems and criticism.

The study of Carrasco (2001) stated that computers have become a part of

man’s life. Almost all the things around us were made by computers with the aid of

modern machines. Associated with the computers is the internet where we can find

online games. Online game has a big impact to children especially to teenagers. They

tend to be hook by the computer.

On the other hand, online gamers can also benefit on playing online games. A

great variety of forms have been developed and put into practice to enhance learning,

offer solace, to drive away boredom, and/or to persuade players to adopt certain actions

and opinions. The game play improve various thinking skills but that it can also boost

cognitive speed for those who play action games and can also improve cognitive

accuracy for players who solve puzzle and strategy games (Klabber, 2001).

10
Some video games have been associated with aggressive behaviour. In that

case, children imitate online characters. Some children are at the period of modelling

(Anderson & Bushman, 2001).

Taha, J. (n.d.) said that online games are seen as good learning tool because

many think that they can teach children in ways that their teachers are failing by

sparking their minds, stimulating their thinking, and inspiring their imagination.
CHAPTER 3

RESEARCH METHODOLOGY

This chapter introduces the details of research design, respondents of the study,

sampling, data gathering procedures, data gathering instruments, and statistical

treatment of data.

Research Design

The researchers used the descriptive research to conduct this study entitled “The

Impacts of Online Gaming among the Children of Ilocos Norte, Philippines. Year 2012.”

Respondents of Study

The respondents were chosen through quota sampling. The researchers made

use of 40 children of Ilocos Norte, Philippines. The respondents’ ages range from 7-9

years old and 10-12 years.

After choosing the respondents, each of them were given a survey questionnaire

to answer.

Table 1

Distribution of Survey Questionnaire to the Selected Children of


Ilocos Norte, Philippines.

AGE FREQUENCY
7-9 20
10-12 20
TOTAL 40
Sampling

The researchers made use of 40 children ages 7-12 of Ilocos Norte, Philippines.

All children who play online games answered the test questionnaire given by the

researchers.

Data Gathering Procedure

At first, the researchers looked for necessary resources that could help them in

their study. They did an intensive reading from the internet and asked opinions from

the online game players. From these, they were able to construct ideas and questions

necessary for the questionnaire.

A letter of transmittal was then prepared and was submitted to their adviser, to

their directress and to the chairman of the subdivision for the approval in producing and

distributing the questionnaire.

The researchers asked the permission from their adviser to allow them to

proceed with the distribution of the questionnaire to the children ages 7-12 of Ilocos

Norte, Philippines.

With the permission granted, the chairman of the subdivision assisted the

researchers in distributing the questionnaire. The researchers clearly explained all the

directions and items to the children ages 7-12 – respondents to ensure understanding

and correctness of their responses.

Retrieval of the questionnaires was done after two days. The responses were

tallied, analyzed and interpreted in accordance to the items found in instruments.


Data Gathering Instrument

Questionnaire was used as the main instrument of the study to determine the

impacts of online gaming among the children ages 7-12. The designed questions

focused on the advantages and disadvantages of online gaming.

The questionnaire was prepared by the researchers themselves after doing a

research and intensive reading from the internet and asking opinions from the online

game players.

The researchers constructed a letter to the chairman of the subdivision that

allowed the researchers to conduct the survey among the children ages 7-12.

The researchers’ questionnaire was prepared and showed to the adviser for the

comments and suggestions. After that, revision of the questionnaire was done. The

researchers incorporated the comments and suggestions of the adviser and prepared

the second draft of the questionnaire. The questionnaire has four parts. Part I contained

the profile of the respondents in terms of age, gender and educational status. Part II

focused on what are the online games mostly played by the children, how long the

respondents spend their time playing online games and how much money they spend

playing online games. Part III focused on the advantages of online gaming and Part IV

on the disadvantages of online gaming.

The researchers initially distributed the survey questionnaire among the children

ages 7-12 of Ilocos Norte, Philippines. After the questionnaire was sent back to the

researchers, the responses were analyzed and interpreted. It was done through the use

of percentage and ranking.


Statistical Treatment of Data

Percentage and ranking were used by the researchers to convert the numerical

data gathered from the questionnaire. Only tallying, getting of percentage, and getting of

ranking were the methods needed to come up with a conclusion on this study.

Descriptive statistics which include basic summary of the data gathered was used to

explain further the result of the study. The descriptive statistics used frequency,

percentage, and ranking. These things would be explained further in the following.

a. Frequency - pertains to the number of respondents that have the same answer in

a specific question.

b. Percentage - used to determine the ratio of respondents that have same answers

with general number of respondents.

Wherein:
Formula:
% = percentage
% = f x 100
N f = number of respondents that answered
the question

N = total number of respondents

c. Ranking – used to determine the order of the results according to their

percentage.
CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the analysis and interpretation of data.

1. Profile of the Respondents

The study included several profile variables to gain the information about the

respondents of the study. These were presented in the following table.

1.1 Age. Table 2 shows the characteristics of respondents in terms of age.

Table 2

Age Distribution of the Respondents

Age Frequency Percentage

7-9 20 50%

10-12 20 50%

TOTAL 40 100%

Results indicate that out of 40 respondents, the ages 7-9 and 10-12 both have

the same frequency, 20 with a percentage of 50%.


1.2 Gender. Table 3 shows the profile of the respondents in terms of gender.

Table 3

Gender Distribution of the Respondents

Gender Frequency Percentage

Male 31 77.5%

Female 9 22.5%

TOTAL 40 100%

Out of 40 respondents, 31 of them are male which is equivalent to 77.5% while 9

of them are female which is equivalent to 22.5%.

The findings revealed that majority of the respondents who are playing online

games were male.

1.3 Educational Status. Table 4 shows the profile of the respondents in terms of

educational status.

Table 4

Educational Status of the Respondents

Educational Status Frequency Percentage

Studying 40 100%

Not studying 0 0%

TOTAL 40 100%

It shows that all of the respondents are studying. In this result, it is revealed that

all the respondents are studying even they are fond of playing online games.
1.4 Table 5 shows the profile of the respondents in terms of online games commonly

played by them.

Table 5

Online Games Commonly Played by the Respondents

Games Frequency Rank

Y8 Game 21 1

Tetris 17 2

Dota/Warcraft 12 3

Special Force 7 4

Cross Fire 4 5

Cabal 0 6

MU Zhyper 0 6

Guitar god 0 6

TOTAL 61

Table 5 shows the online games commonly played by the respondents. The most

played online game is the Y8 game which has a frequency of 21 and the Cabal, MU

Zhyper and Guitar god are games not played by the respondents. Five out of eight

online games are played by the respondents.


1.5 Table 6 shows the length of time the respondents play online games (in terms of

month).

Table 6

Length of time the respondents play online games (in terms of month)

Months Frequency Percentage Rank

0-6 months 20 50% 1

More than 12 months 12 30% 2

7-12 months 8 20% 3

TOTAL 40 100%

Table 6 shows the length of time the respondents play online games (in terms of

month). It shows that out of 40 respondents, 20 of them play online games for about 6

months which is equivalent to 50%; 12 of them are playing online games for more than

12 months which is equivalent to 30%; and eight of them are playing online games for

7-12 months which is equivalent to 20%.

It indicates that half of the respondents are playing online games for about 6

months only.
1.6 Table 7 shows the length of time the respondents play online games in a week

(in terms of hour).

Table 7

Length of time the respondents play online games in a week (in terms of hour)

Hours Frequency Percentage Rank

1-3 hours 31 77.5% 1

4-6 hours 5 12.5% 2

10-12 hours 3 7.5% 3

7-9 hours 1 2.5% 4

TOTAL 40 100%

Table 7 shows the length of time the respondents play online games in a week

(in terms of hour). It shows that 31 out of 40 respondents are spending 1-3 hours for

playing online games in a week which is equivalent to 77.5%; five of them are spending

4-6 hours for playing online games in a week which is equivalent to 12.5%; three of

them are spending 10-12 hours for playing online games in a week which is equivalent

to 7.5%; and one of them is spending 7-9 hours for playing online games in a week.

It indicates that almost all of the respondents are spending 1-3 hours in a week in

playing online games.

20
1.7 Table 8 shows the amount of money the respondents spend for online gaming

(per day).

Table 8

Amount of money the respondents spend for online gaming (per day)

Money Frequency Percentage Rank

Php 0-50 37 92.5% 1

Php 51-100 3 7.5% 2

Php 101-150 0 0% 3

More than Php 150 0 0% 3

TOTAL 40 100%

Table 8 shows the amount of money the respondents spend for online gaming

(per day). It indicates that 37 out of 40 respondents are spending almost Php 50 for

playing online games which is equivalent to 92.5%, and three of them are spending Php

51-100 for playing online games which is equivalent to 7.5%.

It indicates that almost all of the respondents are spending almost Php 50 for

online gaming.
2. Advantages of Online Games

2.1 Table 9 shows the advantages of online gaming.

Table 9

Advantages of Online Games

Advantages Agreed Disagreed Rank

1. Children who play online games


are able to enjoy the reward and
satisfaction that come with the 40 or 100% 0 or 0% 1
small goals that are often
established in games.
2. Online games raise children’s
confidence and also instill a
sense of accomplishment. 40 or 100% 0 or 0% 1

3. Children learn the importance


and fun of sharing and taking
turns. 39 or 97.5% 1 or 9.09% 2

4. Playing team games help the


kids to learn how to cooperate in
a team. 39 or 97.5% 1 or 9.09% 2

5. Kids who play online games


improve their technological
abilities. 39 or 97.5% 1 or 9.09% 2

6. Playing games like brain


challenge, etc., sharpen the mind
of children. 37 or 92.5% 3 or 27.27% 3

7. Children who play online games


can learn how to multitask in an
effective manner. 36 or 90% 4 or 36.36% 4
Table 9 shows the advantages of online gaming. It shows that almost all of the

advantages listed above are agreed by the respondents. Out of 7 advantages, two of

them got the highest percentage (40 or 100%): “Children who play online games are

able to enjoy the reward and satisfaction that come with the small goals that are often

established in games” and “Online games raise children’s confidence and also instill a

sense of accomplishment”. The advantage that got the lowest percentage (36 or 90%):

“Children who play online games can learn how to multitask in an effective manner.”

The result was related to the study conducted by Klabber (2001). A great variety

of forms have been developed and put into practice to enhance learning, offer solace, to

drive away boredom, and/or to persuade players to adopt certain actions and opinions.

The game play improve various thinking skills but that it can also boost cognitive speed

for those who play action games and can also improve cognitive accuracy for players

who solve puzzle and strategy games.


3. Disadvantages of Online Games

3.1 Table 10 shows the disadvantages of online gaming

Table 10

Disadvantages of Online Games

Disadvantages Agreed Disagreed Rank

1. Playing online games can 40 or 100% 0 or 0% 1


damage the vision of the
children.
2. Kids who play online games 40 or 100% 0 or 0% 1
waste their money.
3. Children are getting addicted to 39 or 97.5% 1 or 9.09% 2
computer games.
4. Online games can be bad for 38 or 95% 2 or 15.38% 3
your health.
5. Children spend most of their 37 or 92.5% 3 or 27.27% 4
time on computer.
6. Online games can influence kids 37 or 92.5% 3 or 27.27% 4
to be violent like killing and
fighting.
7. Children tend to ignore on their 36 or 90% 4 or 30.77% 5
education which is very
important.

Table 10 shows disadvantages of online gaming. It shows that almost all of the

disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, two

of them got the highest percentage (40 or 100%): “Playing online games can damage

the vision of the children.” and “Kids who play online games waste their money.” The

disadvantage that got the lowest percentage (36 or 90%): “Children tend to ignore on

their education which is very important.”

This result was associated with the study conducted by Orzack (2004) and

French (2002). They found out that in internet search for “gaming addiction” yields lists
of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to

“problems with school or work,” offered as indicative of problem usage behavior.


CHAPTER V

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary of findings, conclusions and

recommendations related to the present study, The Impacts of Online Gaming among

the Children of Ilocos Norte, Philippines.

Summary of Findings

This study was conducted to determine the impacts of online gaming among the

children, ages 7-12. This research was conducted during the year 2012. Specifically,

the study attempted to answer the following questions:

1. What is the profile of the respondents in terms of:

1.1. Age

1.2. Gender

1.3. Educational Status

1.4. Online games commonly played

1.5. Length of time the respondents play online games (in terms of months)

1.6. Length of time the respondents play online games in a week (in terms of

hour)

1.7. Amount of money the respondents spend for online gaming (per day)

2. What are the advantages of online gaming among 7-12 years old children?

3. What are the disadvantages of online gaming among 7-12 years old children?
After the data were tabulated, analyzed and interpreted the following findings

emerged:

1. The profile of the respondents in terms of:

1.1. Age. Out of 40 respondents, the ages 7-9 and 10-12 both have the same

frequency, 20 with a percentage of 50%.

1.2. Gender. Out of 40 respondents, 31 of them are male which is equivalent to

77.5% while 9 of them are female which is equivalent to 22.5%.

1.3. Educational Status. All of the respondents are studying even they are fond of

playing online games.

1.4. Online games commonly played. The most played online game is the Y8

games and the Cabal, MU Zhyper and Guitar god are games that are not

played by the respondents. Five out of 8 online games are played by the

respondents.

1.5. Length of time the respondents play online games (in terms of months). Out

of 40 respondents, 20 of them play online games for about 6 months which is

equivalent to 50%; 12 of them are playing online games for more than 12

months which is equivalent to 30%; and eight of them are playing online

games for 7-12 months which is equivalent to 20%.

1.6. Length of time the respondents play online games in a week (in terms of

hour). 31 out of 40 respondents are spending 1-3 hours for playing online

games in a week which is equivalent to 77.5%; five of them are spending 4-6

hours for playing online games in a week which is equivalent to 12.5%; three

of them are spending 10-12 hours for playing online games in a week which is
equivalent to 7.5%; and one of them is spending 7-9 hours for playing online

games in a week.

1.7. Amount of money the respondents spend for online gaming (per day). 37 out

of 40 respondents are spending almost Php 50 for playing online games

which is equivalent to 92.5%, and three of them are spending Php 51-100 for

playing online games which is equivalent to 7.5%.

2. This study showed that 2 out of 7 advantages got the highest percentage (40 or

100%): “Children who play online games are able to enjoy the reward and

satisfaction that come with the small goals that are often established in games” and

“Online games raise children’s confidence and also instill a sense of

accomplishment” while the advantage that got the lowest percentage (36 or 90%):

“Children who play online games can learn how to multitask in an effective manner.”

3. This study showed that 2 out of 7 disadvantages got the highest percentage (40 or

100%): “Playing online games can damage the vision of the children.” and “Kids who

play online games waste their money.” while the disadvantage that got the lowest

percentage (36 or 90%): “Children tend to ignore on their education which is very

important.”

Conclusions

1. Online games are prevalent, and the children are not that addicted to the popular

online games.

2. Children are getting many advantages from online gaming like “Children who

play online games are able to enjoy the reward and satisfaction that come with
the small goals that are often established in games” and “Online games raise

children’s confidence and also instill a sense of accomplishment”; in the other

hand they are getting many disadvantages, too like “Playing online games can

damage the vision of the children.” and “Kids who play online games waste their

money.”.

3. The education of the children is not greatly affected by playing online games;

however online games are seen as good learning tool because many think that

they can teach children in many ways.

Recommendations

After a careful and thorough evaluation of the results of the research conducted,

the following recommendations are hereby given:

1. Children should know their limitation in playing online games.

2. Children should know the consequences that they might get from too much

playing of online games.

3. Children should know that online games are not just for fun but it could also give

them the learning that they may apply in their lives.

4. Parents must guide them on choosing the most appropriate online games that

their children should play.

5. Parents must know how to limit their children in playing online games.

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