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INTRODUCTION
The rise in the use of the internet has led to many changes in life. Today,
the rise up of the internet users led to rise the online gaming. An online game or
internet game refers to games that are played over some form of computer
network, most often the internet. Online games can range from simple text- based
One who can see the impact of playing online games is different
generations. It is the most leisure activity followed by kids, teenagers and adults
especially to students. Students who plays online games has a different reason of
playing and the usage of game leads to different effects/impacts for each player.
addiction, there is now a relatively large number of studies all indicating that
and sleep. It is in this premise that the researchers prompted to conduct this study
in order to determine the impact of playing online games to senior high students.
This study was conducted to determine the impact of playing online games
a. Sex
b. Economic Status
c. Strand/ Track
a. Behavior
b. Academic Performance
c. Physical Health
d. Time (minutes)
Online game is hugely popular with students and young people. The main
purpose of this study is to determine the impact of playing online games to the
students.
enlighten the teachers and devise appropriate plans and actions on how to
school administrators will motivate the teachers by stressing out the importance of
Students: The students will become aware on both the negative and
positive effects/impacts of playing online games not only on behavior but also to
the important things in their lives as students. They can also benefit from this study
because it will give them the picture on how their children act and perform in this
kind of endeavor. It is not only the teacher’s role to make the students realize the
good and bad side of online gaming but parents on the other may do their share.
Future Researchers: They will also benefit in this study for their future
research studies.
Scope and Delimitation
This study focused on the impact of online games among Senior High
School Students of Looc National High School. This is only limited to behavior,
This covered 100 senior high students which was chosen randomly and
Online Games, (2) Precursors to Online Gaming Addiction, (3) Gaming frequency,
Time, and Types of gamer, (4) Aspects of Gaming Behavior, (5) Academic
Online Games
display or television screen”. Online video games are popular among students and
they are used them as a means for them to be accepted by their peers. Peer
and independence (Erikson 1968). When they try to get free from all adult influence
and protection, they become closer and more dependent on peer acceptance.
Peer acceptance brings out pressure that in turn can make the adolecences
vulnerable to youth behavioral problems (Allen et al. 2006; Van Rooij et al. 2011;
Another reason that makes online video games becoming popular among
students is because these games are sophicastedly designed to amaze and evoke
the players’ curiousity. To amaze the players, video games usually presents
attractive game plays, realistic images and sounds. Virtual worlds in video games
are created by inspiration of real life location. This is intended to provide sensation
as if the player is visiting a real site location so they are not easy to get bored and
the games also make players becoming familiar and easy to memorize the
location.
Bogost and Poremba also find that many video games are also popular
because their storyline are based on actual events or movie storylines. Some
games even exploit documentary styles to add the authenticity. “The Matrix” movie,
allied forces landing in Normady, and the assassination of John Frank Kenedy
(JFK) are used by video game creators to make the player enable to imagine
becoming the main character of the film or feel that they have a central role in an
important world event. Movie storylines and real events are also proposed to
familiarize players with the goal of the mission (Bogost & Poremba 2008).
On his the study about racing video games, Berger says that the actual
based race track is getting more fans than imaginary one. Even, imaginary race
track are design to create fair race and spectacular, actually authentic based race
track gives more fun for the players. Berger said that this is due to the sensation
of be a real race driver and win the world championship. Playing in the imaginary
track in contrast, makes the players get bored and leave the game immediately
amuse the players. Creators make video game storyline simple and easy to
understand. This will make the players not easy to get frustated. Players use video
games to get fun and and escaping them from life pressures, As such, they will
leave the game if they find it too complicated. To maintain the reasonability of video
game playing, creator also must balance the challenges in the game. The game
must not too hard or too easy to win. Players do not like easy game because they
feel useless to play. However, if the game is too hard, player will get frustrated and
they will leave the game. There are also some Strategies used to maintain players’
bonus or prize to buy new weapons or vehicles is used by the creator to help player
completing the game mission when they encounter difficulties. To keep the video
game looks real, any assistance in game must be built in disguised so the players
are unaware of it. By this strategy, Klimnt et al. (2008) said completing one mission
in video games can make someone feel worth and proud. So they feel reasonable
For most students, another pulling factor of online video games is the
economic system that operates in it. Cain shows that many players are interested
to play online video games because of the economic system being operated. In
online video games there is a virtual currency circulation that is called “coin”. Coin
is a reward for players when they are able completing a mission. On line video
games coins can be accumulated to buy virtual equipment to help finishing the
game (Cain 2008). Although every missions gives coin bonus, the reward is usually
too small. Game creators always make the price of virtual equipment so high that
players will be motivated to play more or exchange their real life money into virtual
coin to buy equipment. Cain also states that the decision of the players to buy coins
is not solely intended for facilitating the game. They do not hesitate to buy
expensive virtual equipment because they can sell it back to other players (Cain
2008).
money in online game. Through this, it is not surprising that many players are
willing to spend a lot of time to look for money. Students are even willing to be
absent in class or eventually drop out from school because they prefer playing
online games. Coin and virtual transactions in online video game make students
think that it is better to play game and get coins that can be sold rather than study
in school but never making any money (Olson 2010; Kowert & Oldmeadow 2013)
we must understand what motivates children to play electronic games and what
needs the games meet. Drawing on a survey of 1,254 middle school children, focus
groups with boys and their parents, and findings from other quantitative and
qualitative research, the author describes a variety of motivations for video game
It is not only visualization, game play or economic system that makes online
games interesting. Marshall says online video games also enable players to play
with virtual bodies (character) that commonly referred to “avatars”. In the online
video game, players are free to choose an avatar depending on taste and
experience they want to get, and image they want to show (Marshall 2008). In
online video game an overweight, short, and black player can choose a tall, white
and athletic avatar. Men players also possible to choose a women avatar,
depending on experience he wants to get during the game. Avatars in video games
online provide the opportunity for players to get ideal things that cannot be
Stone says that online video games make players eliminate their physical
(2017): 191-202 194 UNNES JOURNALS ty (Stone 1991). In the game, players
become a new individual with new behavior. Stone and Turkle calls this
phenomenon multiple selves (Turkle 2011; Stone 1991). A person’s identity in the
real world is formed by his or her interaction with other people and material objects
they consume, but in virtual world, the identity is highly fluid, allowing player to
rewrite their identity beyond traditional boundaries. With avatar, a man can be a
woman’s, a poor can wear expensive clothes and a pacifist can kill other because
of the video game mission (King et al. 2011; Gentile 2011; Hellman et al. 2012).
Following the release of the first commercial video games in the early
1970s, it took until the 1980s for the first reports of video game addiction to appear
in the psychological and psychiatric literature. These early studies claimed the
disorder was like any other behavioral addiction and consisted of a compulsive
friendship circles mainly with other video game addicts, and physical and mental
symptoms when attempting to stop the behavior (e.g., “the shakes”). However, all
First Edition. Edited by Robin Mansell and Peng Hwa Ang. © 2015 John Wiley &
Sons, Inc. Published 2015 by John Wiley & Sons, Inc. studies were observational,
males. The 1990s saw a small but significant increase of research into gaming
addiction with almost all of these studies being carried out in the United Kingdom
these studies were self-report surveys and relatively small scale. The main
problem was that all of them assessed gaming addiction using adapted versions
Diagnostic and Statistical Manual of Mental Disorders (DSM). Although there are
clearly many similarities between gambling and gaming, they are different
behaviors and specific video gaming screening instruments could have been
developed. Based on further analysis of the adapted DSM criteria used in these
studies, this work was later criticized for being more likely to be assessing gaming
The gaming frequency and the amount of time spent on playing video
games have been studied for years frequently in association with gaming addiction
(Daniel Luke King 2012; Ko et al. 2009), psychological constructs (e.g., self-
concept clarity, self-control, and flow) (Khang et al. 2013; Lee et al. 2012), negative
consequences (e.g., missing school work) (Hellström et al. 2012), and even
academic performance among 713 students. The study found that frequent
gamers, who spend more than 2 hours per day playing video games, performed
less well than infrequent gamers. Hellström et al. (2012) examined the relationship
recruited 7,757 Swedish adolescents and had them completed a questionnaire and
found that time spent on gaming was related to negative consequences, e.g., “less
sleep due to gaming.” Ventura et al. (2012) constructed an online survey with 252
gameplay and academic performance. That is, students who spent 11-50 hours
playing video games had significantly higher GPAs than students who spent 0-10
Types of gamers are associated with the frequency and amount of time a
player has spent on playing video games. However, the segmentation between
types of gamers has not been significantly, rigorously studied. Two types of
gamers, casual and hardcore gamers, have been growing rapidly in recent years.
casual and hardcore gamers. For example, hardcore gamers play extremely
competitive games and require a much higher degree of involvement than casual
gamers.
Traditionally, video games have belonged in the male domain (Lucas and Sherry
2004; Fox and Tang 2013). Existing findings continue to support this perception,
albeit some exceptions (Table 1). First, men and women adoption rates differ.
Indisputably, studies indicate that more men play online games than women
(Becerra et al. 2008; Hainey et al. 2011). Second, men develop interest in
computer games earlier in their life, while females take up gaming later in life and
on average female players are older than male (e.g. Hainey et al. 2011). Men and
women also differ on time they spend playing and in frequency of play. Multiple
studies report that men play more often and for a significantly longer time than
women (Chou and Tsai 2007; Hainey et al. 2011; Chen 2010). However, there is
suggest that women spend more time gaming (Williams et al. 2008; Kuo et al.
2012). It is important to note that the sample in the study by Kuo et al. (2012) had
over 3,000 players ranging in age from 8 to 86 (average 25), possibly indicating a
difference in the gaming time for older players. While we can’t unequivocally
conclude that men spend more time playing because of these conflicting results,
earlier research on game duration in offline context suggests that men play for
longer periods. For example, in childhood play 72% of all boys’ activities last longer
than one hour, compared to only 43% of girls’ activities (Lever 1976). This indicate
that boys have a tendency to play for longer periods of time, corroborating the
Lucas and Sherry (2004) identify six motives for gaming: competition, challenge,
group identified gender-relevant insights in this area (Table 2). It appears that men
and women exhibit some differences and similarities in the motives to play online
2009; Lee & LaRose, 2007), violent or nonviolent (Ferguson & Kilburn, 2010;
Fleming & Rickwood, 2001; Huesmann, 2010), video gaming has become an
integral part of North American children’s lives outside of school. Over 90% of all
youth in the United States play video games (Hagedorn & Young, 2011, “Gaming
predictor of truancy (Rehbein, Kleimann, & Moble, 2010). In their study of 15,168
German 9th graders, Rehbein et al. (2010) identified increased truancy as directly
related to video game dependency (VGD), which they clearly differentiated from
extensive gaming. Austin and Totaro (2011) included video gaming as one of many
internet activities that could affect school attendance, but they reported no
correlation between gaming per se and attendance. The girls in their study tended
to skip school to socialize on the internet. The boys were more prone to video
gaming, but during out-of-school hours. These findings are important, because
other researchers (such as Lin & Chen, 2006; and Yakovlev & Kinney, 2008) have
found clear relationships between attendance and school marks. Yakovlev and
Kinney, for example, reported an overall course grade decrease of 0.9 points for
video gaming and school performance. Most researchers have reported negative
correlations, based on time spent gaming, game content, and levels of player
dependency. Clear and negative correlations have been found between the
amount of time that a student spends playing video games and his/her school
marks (Gentile, Lynch, Linder, & Walsh, 2004; Hastings et al., 2009; Sharif &
hours of gaming per day correlated with an overall GPA of below 3.00. Violent
playing games (Oggins & Sammis, 2012; Sublette & Mullan, 2012; Young, 2009),
Gentile, Olson, & van Brederode, 2001; Sharif & Sargent, 2007). Most damaging
of all is video game dependency (VGD, Rehbein et al., 2010), which has also been
Danforth, 2007; 3 Shao-I, Jie-Zhi, & Der-Hsiang, 2004; Van Rooij, Schoenmakers,
The negative correlations that have been found between video gaming and
and behaviors. Monke (2009) purported that the increased distances of time and
developing normal perceptions of time and space. Anand (2007) found that video
game addicts tended to fall asleep in class and fall behind in their assignments.
deficits in class. Griffiths (2010a) and Sharif and Sargent (2006) found that video
gaming creates time conflicts that reduce the amount of time that gamers devote
Vandewater’s (2007) study spent an average of 30% less time reading for every
hour that they played video games on weekdays, and the 109 girls spent an
average of 34% less time doing homework for every hour that they played video
games on weekdays. Clearly, there is evidence in the literature that video gaming
video gaming and aggression (Barenthin & Van Puymbroeck, 2006; Ferguson &
Kilburn, 2010; Hastings et al., 2009). This aggression makes players more apt to
argue with teachers and fight with classmates (Alsaleh, 2005; Gentile et al., 2004;
Lynch et al. 2001). The level of aggression correlates with the degree of violence
in the games (Anderson, Gentile, & Buckley, 2007; Anderson, Shibuya, & Ihori,
2010; Huesmann, 2010). Players of violent games are rewarded for becoming
increasingly engaged in the violence (Bartlett & Rodeheffer, 2009; Ledwis et al.,
2008, Fleming & Rickwood, 2001). Outside of the gaming environment, this
Hagedorn & Young, 2011) to outright hostility (Gentile et al., 2004, Lynch et al.,
2001; Shao-I et al., 2004) and loss of control (Duven, Muller, & Wolfling, 2011;
In other research, video gaming has been found to benefit school marks,
skills, and behaviors (Barber, Eccles, & Stone, 2001; Blum-Dimaya, Reeve,
Reeve, & Hoch, 2010; Sutherland, Facer, Furlong, & Furlong, 2000). While
(Bowers & Berland, 2013; Wittwer & Senkbeil, 2008), cognitive processing
(Abrams, 2009; Ferguson, 2007); imagination and creativity (Durkin & Barber,
Greenfield, Kraut, & Gross, 2001), and general literacy and learning skills (Gee,
2004; Jenkins, 2006). Bowers & Berland (2013) found positive correlations
between 1-2 hours of daily gaming and mathematics and reading skills in 13,960
US high school students. In their study of 4,660 German 15 year-olds, Wittwer and
Senkbeil (2008) also found positive correlations between “smart” gaming and
mathematics skills (but no other school subjects). Abrams (2009) reported that
struggling high school students can use gaming to develop cognitive schema that
can be applied to academic material as well, and De Aguilera and Mendiz (2003)
and Ferguson (2007) reported positive correlations between gaming and spatial
cognition. In their interactions with artificial intelligence (Durkin & Barber, 2002),
gamers develop complex thought processes and problem-solving skills (De
Aguilera & Mendiz, 2003) that can serve them well in school settings.
but most of the research reviewed here did not separate addiction from non-
against assuming that excessive gaming equates addiction, even if the individual
plays 14 hours a day, because addiction has its own set of deleterious
and Vandewater (2007) found that only 534 (36%) of their 1491 (10-19-year-old)
US students were video gamers, and that the gamers played an average of only 1
hour per weekday and 1.5 hours per weekend day. Hunley et al. (2005) found a
adolescents, who played an average of 4.43 hours per week. If these figures are
television as they do playing video games (Cummings & Vandewater, 2007). The
type of game content is more worrisome, and may not have been adequately
Firstly, playing online games can affect adolescents’ health directly both
physically and psychologically, which will have big influence on their lives.
According to The Positive and Negative Effects of Video Games, video games may
seizures, and postural, muscular and skeletal disorders, such as tendonitis, nerve
Video Games). Besides the bad effects on the physical health, there also exits
some bad effects on their psychological health. The most evident network
addition, too much video game playing makes kids socially isolated (as cited in
games will harm teenagers’ bodies and psychologic seriously if they are out of
control.
Secondly, the online games can help teenagers to develop many important
abilities which are indispensable in their social lives. To begin with, video games
can make teenagers learn to thinking, analysis and decisions in a short time.
Teenagers can practice these abilities in almost every second during the game.
Daphne Bavelier, some stressful games such as those found in action games or
battle can teach teenagers how to deal with unknown situation in the reality. The
(Positive and Negative Effects of Video Games). The study shows that action video
games can help the brain to make quick decisions. (The Positive and Negative
Effects of Video Games) Besides, video games can teach teenagers how to
manage. Management simulation games let the players learn how to make quick
management and make most use of the infinite recourses, and some games such
as Age of Empires and Civilization even simulate controlling the whole country.
Last but not least, video games can improve our memory. Other games such as
Call of Duty help the player to effectively select the useful information to the brain.
gaming is a virtual world where adolescents have to use many abilities to survive.
(Raisesmartkid, The Positive and Negative Effects of Video Game) All those
abilities will be quite beneficial for their study and lives with proper application.
Last but not least, different online games will have different influence on
because some games will have violent elements but others may emphasize
blamed most among the bad effects of online games (as cited in The Positive and
games filled with killings, kicking, stabbing and shooting. However, other games
like Farmville of Facebook, will help players learn to cooperation and some other
social skills by virtual gift-giving (Wallace, P. 2014). If teenager spends much time
As one of the most important parts of many adolescents’ lives, online games
are affecting their health, abilities and characteristics in different way which will
cause different effects. The proper use of online games can make teenagers
relaxed and gain many useful skills, but if the use of the Internet is out of control,
Adolescence is nearly the most important stage when both adolescents’ bodies
and mentality are developing and their values and characteristics are forming.
take much of teenagers’ time, and it is influencing their lives in many aspects. It is
important for them to tell the virtual world from the reality, and not only play the
role in games well but also make their real lives wonderful. Only when adolescents
can make sensible use of Internet and play online games with strict self-restraint,
Molcho (1988) stated that, 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,
(Dwyer, 1985). The theory of intrinsic motivation is by far the dominant source of
instructional gaming has the intrinsic ability to develop the learners’ confidence in
determining their own destiny. This theory suggests that intrinsic motivation in an
games to the behavior, academic performance, and physical health of Senior High
Students. The theory assumes that the behavior greatly affect the students’
impact on how the students managed his obligations after playing online games.
The online games served as the environment where the students interact to one
another and develop a new behavior skills, it might lead them into good or bad that
Intrinsic Motivation
Conceptual Framework
The review of related literature and studies strengthened the belief of the
researchers that senior high school students’ demographic profile in terms of age,
This study will focus on the impact of online games to senior high school
students at Looc National High School. The dependent variables will be the
students’ behavior, academic performance, and physical health and online games
Behavior
Online Games
Academic Performance
Physical Health
Research Hypotheses:
For clearer understanding of the study, the following terms were defined:
possessing it.
Age-The length of time that a person has lived or thing has existed.
situation.
population, such as the age, gender and income of the people within the
population.
Online games- Game that can be run from an internet browser and requires
Physical health- The condition of being physical fit and healthy of a person.
CHAPTER 3
METHODOLOGY
This chapter explains how the study will be conducted. It includes the
research design, research instrument, research locale and time of the study,
Research Design
conduct this study entitled ‘’ Playing Online Games: It’s Impact to Senior High
describes events, trends, and circumstances as they exist and observed by the
researchers. Steamberg claimed that it was designed for the investigator to gather
information about present existing condition and that the principal aims in
employing this method to describe the nature of a situation as it exist at the time
of study and to explore the causes of particular phenomena. The use of this
The findings will be described based on data that was gathered. The
findings will be tested to determine the impact of playing online games of senior
enrolled in the school year 2019-2020 in Looc National High School, Looc
Sampling Procedure
The researchers will use simple random sampling, it is a method of
sampling that involves the division of population into sub-groups known as strata.
Research Instrument
Nature and Purpose. The researchers will use questionnaire as the main
data gathering instrument in the study. It was formulated and organized based on
the suggestions of adviser and teachers, various literature, and informal interviews.
Research teachers. After clarification and validity, desired number of copies will
produce.
data and information about the impact of playing online games in SHS at Looc
National High School. Data was then collected and it is expected to undergo
In analyzing the data, Median and Spearman Rho used. Median used to
determine the impact of playing online games in senior high school students.
the SHS students, Spearman Rho was used to determine if there is significant
playing online games of Grade 11 and 12 students. The gathered data was
encoded; tabulated and analyzed using the Statistical Package for Social Sciences
(SPSS).
Research Locale
The study will be conducted in Looc National High School located at Looc
Romblon where it belongs to fourth class municipality that is politically divided into
the southern portion of the Tablas Island. It is bordered to the north by the
the south by the municipality of Sta. Fe and to the west by Looc Bay and Tablas
Strait. Looc has a total land area of 13,282 hectares (32,820 acres) and a total of
This study covered the whole semester in the school year 2019-2020.
CHAPTER IV
This chapter presents, interprets and analyses the results of the study
gathered with the use of questionnaires and other data gathering instruments.
They are presented based on the sequence of the statement of the problem in the
a. Sex
Male 79 79.0
Table 1 shows the frequency and percentage of the respondents in terms of sex.
b. Economic Status
that belongs to low class has a percentage of 11% while the middle class has a
c. Strand
Strand Frequency
STEM 19 19.0
ABM 7 7.0
HUMSS 48 48.0
Valid
ARTS & DESIGN 6 6.0
TVL 20 20.0
Table 3. Depicts the strand of the respondents. STEM has 19%, ABM has 7%,
HUMSS has 48%, ARTS & DESIGN has 6%, and TVL has 20%.
Table 4 shows the median results on the impact of online games in terms of
LEGEND*
Scale Interpretation
5 Strongly Agree
4 Agree
3 Fairly Agree
2 Disagree
1 Strongly Disagree
demographic profile and the impact of online games. It shows that sex has a
significant relationship with the impact of online games because the computed
value 0.259 is significant at 0.01 level. The economic status and strand has no
Summary
This study was conducted to determine the impact of playing online games
Specifically, this study answered the following questions: (1) What is the
Strand/ Track; (2) What is the impact of online games in terms of: a. Behavior, b.
games?; (4) Do the factors such as behavior, academic performance, and physical
Findings
1. In terms of Sex, out of one hundred (100) students, 79 or 79% are all male
Conclusions:
Recommendations
Based from the findings and conclusions drawn, the researchers herein
proposed the following recommendations.