EFFECTS OF ONLINE GAMES TO THE SELECTED STUDENTS OF
PANGASINAN STATE UNIVERSITY BAYAMBANG-CAMPUS
A Research Paper Presented to the Faculty of Bachelor of Physical Education
PANGASINAN STATE UNIVERSITY
Bayambang, Pangasinan
In Partial Fulfilment of the Requirements
for Research 1
First Semester, S.Y. 2019-2020
By:
MARK ANTHONY MEJIA
MARICRIS CAYAGA
MARIANNE BELLE GASMEN
CHRISTIAN RAFAEL ATAJAR
ALTRICK ESPEJO
October 2019
APPROVAL AND ACCEPTANCE
In partial fulfilment of the requirements for Research 1, entitled
“EFFECTS OF ONLINE GAMES TO THE SELECTED STUDENTS OF
PANGASINAN STATE UNIVERSITY BAYAMBANG-CAMPUS” prepared
and submitted by Mark Anthony Mejia, Maricris Cayaga, Marianne Belle
Gasmen, Christian Rafael Atajar, and Altrick Espejo has been examined
and approved.
Adviser
Approved in partial fulfilment of the requirements for Research 1
Chairman
Member Member
Member Member
Accepted in partial fulfilment of the requirements for Research 1
AMADO C. RAMOS
CTE Dean
ACKNOWLEDGEMENT
This humble research work has not been successfully completed
without the writing assistance, cooperation and encouragement of the
following persons whom the researchers most sincerely and gratefully
acknowledge.
Dr. Reynante T. Mangsat, MAPEH teacher for showing his fatherly
assistance and for guiding and supporting his all throughout the process that
contributed much to the improvement of this study.
The Authors of the books and the Websites the researchers had used
that served as basis for research;
To their Parents, for giving their all out support, love, kindness and
understanding to overcome the difficulties and failures all through the
development of this study.
The Researchers
DEDICATION
The researchers would like to dedicate this humble piece of work.
First to the Heavenly Father who guided them during the development
of the project;
To their Parents who gave them their much needed encouragement,
inspiration, advice, endless love and financial support;
To their adviser, instructors, classmates and friends who gave them
their all out support.
Finally, the researchers dedicated this piece of work to all those who
believe in the richness of learning. Thank you very much!
The Researchers
CHAPTER 1
INTRODUCTION
Background of the Study
Development in technology brings many things that people don’t have
many years back. Internet is one of the abilities of the modern technology that
is really beneficial to today’s society, community and the people who live in it.
That is why lots of people are fond of using it.
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. Development in technology brings many
things that people don't have many years back. 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.
(https://www.academia.edu)
Online gaming is one of the widely used leisure activities by many
people. Teenagers who are playing these online games said that they are
playing these games just for fun, to keep away from the heat of the sun,
without knowing that there are a lot of effects of playing these games that are
more than what they think. Playing online games, according to some research
is beneficial. It enables the mind of the players to be more active, especially
those puzzle-based games. It helps the player to come up with decisions in
tight situations, especially those adventure games that keep the players to be
alert, active and strategic. Playing these types of games makes the player
experienced different feelings because it is as if the player is really the one
taking the challenges.
Having an online gaming experience typically requires a high-speed
internet 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 require a specific piece of controlling
hardware such as a joystick or a game controller, 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 compete in massively multiplayer games, where dozens of
players play an on-going game in a virtual world. Some online games change
a monthly fee for access to the video game software.
Online gaming has emerged as a popular and successful source of
entertainment and play for people of all ages, especially for the students. It
refers to the games that are played over some forms of computer network,
typically on the internet. These games are played online, in which you can
connect with multiple players. It is normally platform independent, relying on
the web browser and appropriate plug-in.
Everyone who plays online games has a different reason for playing,
and the usage of the game leads to different effects for each individual.
Childhood upbringings, peer influences, pressures at school and family issues
are all factors that have a strong connection with the effects of gaming on
individuals. Online games maybe therapeutic for some people, but the small
amount of people who are negatively affected by gaming impact are many.
For most people, online gaming is one of the best past time that they acquire
specially for teenagers, youngsters and students. Teens who play online
games are just having fun. They do not just actually play because of some
sort of seriousness, but also because they just want to feel relief. During
school hours, students tend to feel stressed due to loads of school works and
through playing it will relive their stress. It is said that playing online games
has a number of reasons to be played, for it can be a stress reliever,
challenge and competition, relaxation, enjoyment, social interaction, and even
mentally escaping from the real world. Online games also promote
communication and teamwork. Providing people an incentive to work with
each other to win at games helps them interact better with others at their
workspaces or in their day-to-day lives offline. This is especially helpful for
introverts, as it allows them to communicate with other people through a
medium that is more tangibly under their control. This can enable them to get
more comfortable with interpersonal interactions. Despite those benefits,
playing these games also bring negative effects. It requires much of the
player's time, leaving school activities and home works unattended.
(http://www.oppapers.com)
Online gaming is also linked to obesity, increasing depression, poor
grades, addictive behaviour and increased aggressive or violent behaviour.
Confronted with seemingly conflicting research findings, parents need to take
time to be informed about the games their children are playing, the safety
settings and features of the devices they are playing games on, and then
apply common sense to their kids’ online gaming opportunities.
The youth of today no longer seem to spend their leisure activities like
in the olden days; outdoor games or playing with toys, instead, they spend
their free time in their homes, internet cafés or computer shops simply to
satisfy their hunger; and that hunger is Online Gaming. Online gaming has
such a profound impact on not only the young, but dynamically every age
group as well. So far, virtually anyone is able to go on a computer and punch
through the keys and mouse in order to get a high score, chat with players,
get the rarest items, and level up as fast as possible. Yes, there seems to be
no restriction as to whom, how or what online gaming can extend to.
As in any situation where new technology is introduced, the social
impact of the Internet is being looked at. One social problem that has been
observed is that the Internet café has become mainly game centres. About
one-half to two-thirds of the computers in a typical Internet café, according to
one study, are devoted to games (violent and gory games). The use of the
remaining computers was roughly split between browsing, email, online chat,
word processing and research. The Internet cafés have become not just game
centres. They are becoming centres off addiction among the youth, mostly
boys, including elementary school pupils. According to one concerned Internet
café entrepreneur, “Internet cafés are seducing youths to a new form of
addiction, one which may not destroy their bodies as drugs do, but which is
certainly twisting their minds. To the young play is reality and reality is play.”
(Maslog C. (1998) Internet and Social Issues, Philippine Communication
Today, Quezon City: New Day Publishers).
Today, one can see the impact of online games in politics, television,
popular music and Hollywood. A lot of research is conducted to study its effect
on lifestyle and behaviour of the wow power levelling 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 online games
showed on increased in emotional arousal and a corresponding decrease of
activity in brain areas involving self-control, inhabitation and attention.
(https://www.academia.edu)
The researchers felt the need to determine the impact of online gaming
to students' academic performance and their social behaviour. The purpose of
this study is to find out the implications of online gaming to the academic
performance and social behaviour of the students.
Statement of the Problem
This study aimed to know the effects of Online Games totheselected
students of Pangasinan State University of Bayambang Campus.
Specifically, this study sought to 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 positive effects of online games to the students?
3. What are the negative effects of online games to the students?
Objectives of the Study
This study is intended to know the effects of Online Games to the
selescted students of Pangasinan State University, Bayambang Campus. It
also aims to help the parents to be informed about the effects their children
obtain from Online Games.
Significance of the Study
This study will be valuable and significant to students, gamers,
teachers, parents, readers and future researchers.
To the students, this study is primarily important to students, for it will
give them information about the effects they may get from Online Games.
To the gamers, this study will let the gamers realize that there are
effects in Online Games and it is not as good as they think. But it will also
make them feel good because this study talks about the advantages and
disadvantages of Online Games.
To the teachers, this study will widen their knowledge about the
students who are choosing to stay in computer shops rather than going to
their classes during weekdays. That not all students who are playing online
games are simply addicted to it, aside from fun, they also have their own
reasons. Additionally, some young teachers also tend to play Online Games
to decrease their stress.
To the future researchers, who will conduct a similar study, this study
could provide additional informations, and serve as a reference.
To the readers, this study will help the readers to have the
understanding about the effects of Online Games.
Scope and Delimitations of the Study
This study was mainly concerned and limited only with the effects of
Online Games to the selected students of Pangasinan State University,
Bayambang Campus. This research presents the things that satisfy everyone
who will benefit from the study. Moreover, the list of subjects was handled
with proper confidentiality to protect and conceal their identity and most
especially, their dignity.
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)
Computer game addiction generally refers to an excessive, unhealthy
amount of playing computer games. Rather than engaging in the real world,
an addicted user devotes the majority of his or her time to gaming ( Conrad,
2011). The issue of game addiction is getting spread widely and
uncontrollable. Gaming addiction became a mysterious problem which is still
difficult to treated, more terrifying than alcohol or drugs addiction. Whereas, in
fact, Dr Shumaila Yousafzai (2009) from Cardiff Business School said popular
online video games warned players not to overuse their products.
These warning messages also suggest that the online video game
industry might know how high the percentage of over-users is, how much time
gamers spend playing and what specific features make a particular game
more engrossing and addictive than others (Yousafzai, 2009). In other hand,
Cyber psychologist Dr Zaheer Hussain, from the University of Derby, said
warning messages were not enough. As a first step online game developers
and publishers need to look into the structural features of the game design, for
example the character development, rapid absorption rate, and multi-player
features which could make them addictive and or problematic for some
gamers (Hussain, 2008).
Parents across the globe are increasingly concerned about their sons
online gaming habits. They are sure that there is a problem but counselors
unfamiliar with online gaming addiction don’t understand how seductive they
can be (Young, 2009, p.4). Fraser (2012) mentions that kids are among the
most vulnerable to video game addiction, experts said, and may become
violent when their "drug" is taken away. Video game and Internet addiction
usually point to other mental problems including anxiety, depression and
trouble forming healthy relationships.
Kimberli Young (2009, p.12) says, not only are children, teenagers, and
college students effected by online gaming addiction, but a growing number of
adults are becoming hooked to online gaming. While such cases are rare,
mental-health professionals say the fantasy worlds offered by computer and
video games can become the stuff of very real addictions that destroy
marriages and careers. People of all ages are quickly becoming immersed in
this virtual fantasy world whereby they can easily escape problems in their
lives.
As in any treatment program, the primary step to take in the path,
according to Kimberly (2009, p.18), to recovery is to accept and not refute
“denial,” a defense mechanism that addicts frequently employ and that
effectively stops them from accepting treatment. Once this obstacle is
conquered, treatment can be performed more effectively than it would
otherwise. Tracy Miller (2013) add because computer game addiction is a
new development in the world of mental health, treatments are not as well
established as those for depression, anxiety, anger, etc. Most interventions
take a cognitive-behavioral approach which involve changing how the addict
thinks about the addiction.
Conceptual Framework of the Study
Research indicates that there are many effects of Online Games to the
selected students of Pangasinan State University, Bayambang Campus.
Studies have been conducted assessing the effects of Online Games. As an
input, the researchers will gather all the information about the effects ofOnline
Games to the selected students. To carry out the study, the researchers
conducted a survey to the selescted students of Pangasinan State University,
Bayambang Campus. As a result, the researchers discovered the effects of
Online Games to the students.
Research Paradigm
The effects of A survey among Discovery of
Online Gamesto the selected the effects
the students. students of that the
Pangasinan State students
University,Bayam obtain from
bang Campus. Online
Games.