ONLINE GAMING: INFLUENCE ON THE ACADEMIC
PERFORMANCE AND SOCIAL BEHAVIOR OF GRADE-11
STUDENTS IN BCNHS SHS
Submitted by:
Abogadil, Olive ann
Abogada, Kimberly
Della, Zhernie ann
Echalar, Jerre mae
Jantico, Jaysa
Submitted to:
Mr. Sem, Nazareno
October 2019
ABSTRACT
This study was conducted to assess and find out the influence on the
academic achievement and social behavior of grade 11 students in Bacolod City
National High School. Furthermore, this study sought answers on the significant
relationship between playing on-line games and academic performance and to
social behavior of the students. The study revealed that boys are more of a player
compared to girls who often play games that require three or more players like
League of Legends, Clash of Clans, Crossfire and Mobile legend that a lot of
students usually played. Playing online games do not affect their grades badly for
they know how to limit themselves. They know that they need to control
themselves in order to function well in their class that is why they only play games
during vacation and weekends with a lot of time compared when they have classes.
Even though they play online games; they know how to socialize well and they can
perform very well when it comes to academic performance. However, it is
inevitable not to play even for half an hour especially when they are accustomed to
it. Therefore, it is just a matter of discipline.
1. INTRODUCTION
Internet as a source of information plays an important role in
developing one’s mind and life experiences by creating productive works in
schools, offices, and even at home. Nowadays, this can be a person’s most efficient
strategic tool for enabling himself to take charge and cope with the fast growing
technology. The fact that people live in on informative lifestyle where everything
is updated, internet became one of the necessities of human beings regardless of
age or sex in today’s society. However, the influence of this useful machine on
youth is undeniably questionable. As to what Rock said, all these technologies are
very good at distracting people. In line with this development, online gaming was
created to give entertainment to people. Online gaming is one of the widely used
leisure activities by many people. For some people it is said that playing video
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. For most people, on-line gaming is one of
the best past time that they acquire specially for teenagers, youngsters and
students. According to Kuss & Griffiths 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 undeniably questionable that playing online games provide them something
that no one can give.
According to some researches it is beneficial. It enables the mind of
the players to be more active, especially those puzzle-based games. Furthermore, 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. Students’
learning takes place unexpectedly, but the inappropriate usage of playing online
games also leads in some problems such as being distracted in school. Further, it is
where the attention of the child were divided that even their health and social life is
unknowingly affected. Several studies in psychology have found out that increased
time spent on the Internet can lead to negative impact on a person’s ability to
communicate appropriately face-to-face with friends, peers, family members
including parents. Several studies in psychology have found out that increased time
spent on the Internet can lead to negative impact on a person’s ability to
communicate appropriately face-to-face with friends, peers, family members
including parents .Studies revealed that the human brain is easy to destruct and
one of the reasons is using technology. The education system tends to go with the
flow with this constant change in the society in order to get things relevant with the
generations today. The researchers felt the need to determine the impact of online
gaming to students’ academic performance and their social behavior. The purpose
of this study is to find out the implications of on-line gaming to the academic
performance and social behavior of the students . Within the internet, we can
explore many activities such as: facebook, twitter, browsing, google for
information and internet for communication etc. some claimed that playing online
games is one way to release stress and feel your free time, while some said that too
much game can affects one’s mind and attitude and especially to our academic
performances. When someone more likely spend time in playing online games,
some of they may end up of being addicted to it. Based on established researches.
it’s an interesting discovery about the reason behind why young people start to
play online games as well as playing such games affects the daily lives and
activities especially in schools. There is nothing surprising in the fact that they may
spend the whole day or night playing online games. However, such passion online
games may result for them positively and negatively. Lack of time for more
important activities like studying, or outdoor games. When students dedicate much
time to games they so ply do not have time for their activities, even assignments
lose priority if an important battle is planned anytime. So that it can results in poor
grades and academic problems. Moreover, such students do not go for walk and
exhaust their organism sitting in front of the screen. One of the most serious
problems connected with online games is an addiction. People become obsessed
with the virtual world, lose a sense of reality and spend all their time on playing.
Most often it concerns gambling, online casinos but simulations and other games
may be dangerous too. If the person can be easily influenced, the probability of
him to get addicted is much higher. Addiction is a serious psychological problem
that requires treatment so it must be timely detected. Millions of people play online
games around the world, last April 2013 it was estimated that 671 million people
worldwide played online games. Almost a quarter of these individuals did so on a
daily basis and that number as a percentage of total online gamers continue to
grow. An online game played over some forms of computer networks. Using
personal computer or video game console typically on the internet or any
equivalent technology was current modems before the internet and hard wined
terminals before modems.
IV. STATEMENT OF THE PROBLEM
1. What would be the negative effect of playing online computer games on the
academic achievement of grade 11 students in BCNHS SHS?
2. What is the significant between the academic performance than online computer
games?
V. CONCEPTUAL FRAMEWORK
INDEPENDENT VARIABLES DEPENDENT VARIABLES
Health problems Poor eyesight
Increase aggressive behaviors Peer relationship breakdown
Improve academic problems High grades
FEEDBACKS
According to some researchers, addictive player’s exhibit signs or symptoms such
as social neglect, loss of interest in other leisure activities, social and psychological
isolation ( Jeong & Kim, 2011: Young, 2009), escape problems (Billieux el
al.,2015; Young, 2009), aggressive behavior ( Anderson et al.,2010), psychological
stress, reduced school performance, decreased sleep quality, suicidal ideation
(Rehbien, Kleiman & Mossle, 2010), low sociability and self-efficacy and lower
satisfaction with the life (Festl, Sharkow & Quandt, 2013). In certain cases, online
games was allowed to act as a coping strategy for defeciencies or problem in the
players life such as lack of friends, relationships, troubles, or dissatisfaction with
physical looks. Furthermore, prolonged explosure to digital game was associated
with physical health problems such as musculosketetal symptoms and worsening
of blurred eyesight ( Lui, Szeto & Jones, 2011).
VI. SIGNIFICANCE OF THE STUDY
This will discuss the benefits of the following subjects throughout the study.
STUDENTS= This will provide us with some knowledge regarding the influence of
online games and how it can affect our academic performance. It will also give us
the realization that playing online games can destroy our mind and maybe take us
away from our better future.
PARENTS= They will profit from this study, so the parents will be aware of the
problems of their children. It will also help them to speak for their children and
motivate them in their studies in order to achieve higher academic performances.
TEACHER= The given data’s would guide the teachers on what to do the students
who are always absent on the classes due to hanging out in the computer shop all
day. The teachers would be able to understand on why some students prefer to play
online games rather than to study.
VII. SCOPE AND DELIMITATION
This study covers the BCNHS grade 11 students, who are open to technology and
often play through online. The researcher will gather information about the
influence on the academic performance and social behavior of grade 11 students in
Bacolod City National High School. This will further explain and discuss the
reason beyond the illiterate behavior of the teenagers.
VIII. DEFINITION OF TERMS
An Online gaming begins to take off 1973. Online games is a video game that is
either partially or primarily played through the internet or any other computer
network available. Many online games create their own online communities, while
other games, especially social games integrate the players existing in real- life
communities. Online games is hugely popular with children and young people.
Recent research shows that gaming is one of the top activities enjoyed by 9-16 year
olds online, with gaming more popular than social networking. 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. Games can provide a fun and social form of entertainment
often encouraging teamwork and cooperation when played with others. Just like
offline games, they can have educational benefits, and be used, for example, to
develop skills and understanding. Traditionally, games could be bought from
shops, often in the form of a disk for use on a PC or console. Now, games can also
be downloaded online. Games are played on many platforms, with those bought in
shops often having an online component to them. Internet connectivity in a game
adds a new opportunity for gamers as it allows players to find and play against, or
with, other players from around the world (in a multi-player game). We know that
parents and carers do have questions and concerns about games, often about the
type of games their child plays, and for how much time their child is playing. This
leaflet provides an introduction to online gaming and advice for parents
specifically related to online gaming. The culture of online gaming sometimes
faces criticism for an environment that can promote cyber bullying , violence,
and xenophobia. Some are also concerned about gaming addiction or social
stigma. Online games have attracted players from a variety of ages, nationalities,
and occupations. The online game content can also be studied in the scientific
field, especially gamers' interactions within virtual societies in relation to the
behavior and social phenomena of everyday life. It has been argued that, since the
players of an online game are strangers to each other and have limited
communication, the individual player's experience in an online game is not
essentially different from playing with artificial intelligence players. Online games
also have the problem of not being permanently playable, unlike purchased retail
games, as they require special servers in order to function.
CHAPTER II
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies relevant to presentation
investigation.
Related literature
Hellstrom et al. (2012) found playing online games for escapism and
gaining status increased their negative effects of games. (2012). Online game play
rates and sales are increasing everyday (Entertainment Software Association,
2012). Research showed that the average game player is 30 years old and 32% of
the players are less than 18 years old. Players choose to play games for several
reasons (Griffiths & Hunt, 1995; Kuss & Griffiths,2012), coping with stress
(Grusser, Thalemann, Albrecht & Thaleman, 2005; Wood & Griffiths,2007,
sociability, gaining status (Hellstrom, Nilsson, Leppert, & Aslund, 2012) and
escaping real life (Wan & Chiou, 2006; Wood, Griffiths, & Parke, 2007). Research
on video and computer gaming literature. Reports both positive and negative
effects on players, 52% of the parents highlighted that computer/online games
playing is positive and important element of their children’s life. (ESA,2012).
Thus, playing online games promotes problem solving, visual motor,
and spatial skills and fosters interaction with friends outside of school. (Boot,
Kramer, Simons, Fabiani, & Gratton, 2008; Phillips, Rolls, Rouse, & Griffiths,
1995). Moreover games may be affect the educational tools and games relieve
boredom and stress ( Bowman & Tambonini, 2012). Despite the positive effects of
playing online games for adolescence, there are also negative effects, especially
addictive in computer games it can cause time distortion ( Rau, Peng, & Yang
2006), inattention, hyperactivity ( Chan & Rabinowitz, 2006), aggressive behavior
(Ferguson, 2007), violent acts (2008), and negative emotions ( Chumbley &
Griffiths, 2006). Although less than 4% to 5% of the user adolescence and
secondary school students are addicted to video/ and online games ( Kuss &
Griffiths, 2012). Some of the authors expressed that online games addiction is
common adolescent and this cause a cycle of moral panic see the moral panic issue
of online games ( Barnette & Coulson 2010; Elson 7 Fegurson, 2013. Helstrom et
al. (2012) found using online games for escapism and gaining status increased their
negative effects of games.
METHODOLOGY
This study uses a descriptive approach especially the descriptive survey method to
gather information City of the related study. This study will conducted in BCNHS
SHS, of Bacolod.
Research Design
This study used descriptive survey to determine and asses the various parameters
related to online computer games and it’s effect on aggression, stress and vital
signs.
Locale of the study
This study will be based in students who randomly selected in each sections of
grade 11 students in BCNHS SHS.
Respondents of the Study
The population of the respondents are composed of casual gamer and hardcore
gamer who are beneficiaries of software. Hardcore gamer are knowledgeable and
wide range of interest about online games.
Respondents no. in total percentage
Hardcore Gamer 40 80%
Casual Gamer 10 20%
Total 50 100%
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