KEMBAR78
Group 6 - Imrad Final Paper | PDF | Behavior | Video Games
0% found this document useful (0 votes)
249 views27 pages

Group 6 - Imrad Final Paper

The document discusses a study that aimed to identify the effects of online gaming on the social behavior of Grade 12 HUMSS students at Marcelo H. Del Pilar National High School. A sample of 180 students was chosen from 336 Grade 12 HUMSS students using random sampling. The findings revealed that online gaming affects students' social behavior. While online gaming positively correlated with cooperating efficiently, it can potentially lead to addiction and negatively impact academic performance if not managed properly. The researchers recommend that students play online games in their spare time and for academic purposes only, and that parents and teachers provide guidance on managing time spent gaming.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
249 views27 pages

Group 6 - Imrad Final Paper

The document discusses a study that aimed to identify the effects of online gaming on the social behavior of Grade 12 HUMSS students at Marcelo H. Del Pilar National High School. A sample of 180 students was chosen from 336 Grade 12 HUMSS students using random sampling. The findings revealed that online gaming affects students' social behavior. While online gaming positively correlated with cooperating efficiently, it can potentially lead to addiction and negatively impact academic performance if not managed properly. The researchers recommend that students play online games in their spare time and for academic purposes only, and that parents and teachers provide guidance on managing time spent gaming.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 27

EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12

HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Effects of Online Gaming to the Social Behavior of the Grade 12 HUMSS students of Marcelo
H. Del Pilar National High School

Esguerra, Francine C.

Javier, Crischelle Anne C.

David, Bea Prancine D.L

Victoria, Noelle Angela P.

Marcelo H. Del Pilar National High School


Senior High School Department
Grade 12- Humanities and Social Sciences – D (HUMSS)
S.Y. 2021 - 2022

1
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Abstract

The aim of the current study is to identify the effects of online gaming to the social behavior

of the students of grade 12 HUMSS students of Marcelo H. Del Pilar National High School. Its

purpose is to create an in-depth understanding about why students play online games and how it

can affect one’s social behavior. The researchers applied the random sampling technique to obtain

a sample from the population. A sample size of 180 students were chosen from the population of

336 Grade 12 HUMSS students. The finding revealed that the online gaming affects the social

behaviour of the students. Online gaming had given a positive effect in cooperating efficiently, as

seen by the positive, yet, weak 0.4584 correlation coefficients. The researchers would like to offer

the following recommendations: (1) The student should play online games in their spare time,

especially for academic purposes, to reduce the risk of becoming addicted to them and to improve

their academic performance. (2) To avoid Online Gaming addiction, parents should pay close

attention to their children when they are playing online games and set a time restriction for them to

play. (3)Teachers will guide and teach students how to manage their time while playing online

games, as well as assist them in engaging in educational activities to improve their academic

achievement.

2
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Table of Contents

Title Page .................................................................................................................................... 1

Abstract ....................................................................................................................................... 2

Table of Contents ........................................................................................................................ 3

List of Tables .............................................................................................................................. 5

Introduction ................................................................................................................................. 6

Introduction ..................................................................................................................... 6

Review of Related Literature .......................................................................................... 8

Statement of the Problem .............................................................................................. 11

Methods..................................................................................................................................... 11

Type of Research .......................................................................................................... 11

Respondents and Sampling Method.............................................................................. 12

Instruments .................................................................................................................... 12

Data Collection Procedure and Ethical Considerations ................................................ 12

Data Analysis ................................................................................................................ 13

Results and Discussion ............................................................................................................. 14

Conclusion and Recommendations .......................................................................................... 17

Conclusion .................................................................................................................... 17

3
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Recommendations ......................................................................................................... 17

References ................................................................................................................................. 18

Appendix A ............................................................................................................................... 22

Appendix B ............................................................................................................................... 25

Appendix C ............................................................................................................................... 27

4
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

List of Tables

1. Effects of Online Gaming .......................................................................................................... 17

2. Social Behavior ..........................................................................................................................19

5
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Introduction

As the world is consistent in the development of technology, the Internet became one of the

necessities of an individual. According to Rangaswamy et al, the use of the Internet increases

rapidly because it provides information needed by a person in its most effective way. Adolescents,

who portray a high level of competency with technology, are the ones who widely use the Internet.

Due to its rapid increase, it had led profound changes in society and also drove the increase in the

use of online gaming. Web based games have gotten incredibly prevalent among the youthful age,

thus, prompting the multiplication of internet games habit on a worldwide stage.

As stated in the article of the Duke, because of the strong threshold of the Internet in our

society, online gaming had given the opportunity of being globally exposed to consumers. Online

gaming is easy to access and it allows gamers to control their gaming activity, making them feel

confident in their selves; moreover, shaping their personality [1]. In today’s era of technology,

most adolescents are interested in online gaming, a highly entertaining leisure activity. Its basic

purpose is to promote interaction between individuals, however, being adapted to online gaming

can bring potential risk if it was not controlled. As included in the report of the World Health

Organization (2018), gaming disorder is a gaming behavior that gives precedence to gaming over

other interests and daily activities [2]. The behavioral pattern of an individual being diagnosed can

undergo in a sufficient severity that can result in significant changes in one’s personality.

Excessive use of video games can result in a series of negative consequences. And as stated in the

study in 2014, online gaming increases aggressive behavior, causing emotional outbursts and

6
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

decreases inhibitions of many people. Therefore, online games results in violent, aggressive and

anti-social behavior.

Online gaming had given society a huge impact. As claimed, video games have been part of

one’s growing culture for a very long time. It is known to have the capability to influence an

individual’s personality both in positive and in a negative way. As claimed by Gray in 2015, video

gaming helps to improve the mental abilities of a person: such as its interpretative and visuospatial

skills [3]. The integration of digital games can give positive results in the educational environment.

Online gaming can give viable encounters to individuals, helping them develop their critical

thinking skills and their overall cognition. Building academic skills in a positive manner is one

area in which computer games help students arrive at their learning objectives, moreover, to reach

their learning goals [4].

Online gaming is a form of amusement, also a way to relax which set up to be played

especially during leisure time. However, as stated in the study of Griffiths in 2014, there is a

possibility to become addicted to online gaming. For those who have a high risk of addiction,

gamers should limit themselves in this recreational activity by managing their own screen time. A

parental guide has a beneficial effect in reducing the risk caused by online gaming [5]. To those

individuals with poor psychological functioning, playing video games can be appealing to them

because it allows them to forget their problems and be immersed in another environment for a time

being. Online gaming has advantages and disadvantages because of the way people used it. By

having an adequate knowledge about the effects of online gaming on an individual, online gaming

can be utilized with moderation, thus, resulting to healthy and proper use of online games. [6]

7
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

The main objective of this study is to determine the effects of online gaming to the social

behavior of the grade 12 HUMSS students of Marcelo H. Del Pilar National High School. The

findings of this study hopes to contribute to the youth considering that online gaming plays a huge

role in their lives.

Related Works

In the study done during 2017, playing video games has become an integral part of everyone’s

lives. The time being spent in playing video games continue to rise, from 5.1 hours/week in 2011

to 6.5 hours/week in 2017. Utilization of video games can affect one’s behavior and being active at

it has its advantages and disadvantages. One of its advantages is the ability to improve one’s

working memory that is beneficial in enhancing one’s focus and multitasking skills. On the opposite

side, if video gaming is not played with moderation, bad effects are likely to occur; such as the risk

of showing lower educational and career attainment, problems with peers, and lower social skills

[7]. In some cases, it shows that excessive online gaming can have a negative outcome on people

and its effects will be visible if the player’s behavior is similar to those who are diagnosed with

video gaming addiction [8].

As shown in 2018, aggressiveness is likely to occur in player’s behavior if violent video games

are consistently played and that this consequence is caused by the game’s violent coverage.

However, according to this study, video game competitiveness is one of the major factors that

influence aggressiveness and not the intense content of it. In addition, the time being spent in

playing these games is one of the reasons that changes one’s behavior. If the time being spent is not

controlled, negative effects is more likely to happen [9].

8
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

According to the study in 2019, the utilization of video games can create a huge impact on

one’s developing behavior, whether it is positive or negative. Online gaming can influence one

person and its effects differ in the way he had used it. The beneficial effects of online gaming will

be visible if it is played with moderation. However, if it is used without limitation, it can affect the

player negatively [10]. In the study in 2019, two hypotheses were made. The first group concludes

that video gaming contributes to the behavioral and emotional changes of the player either

positively or negatively; while, the second group denied that the player’s behavior and emotions

were influenced by video gaming. For the first assumption, the researchers put on emphasis about

the player’s skills that either improves or not, such as concentration, problem-solving, imagination

and overall behavior. Concentration skills can be measured through the spatial intelligence of

players, while problem-solving skills can be measured by considering the strategy being used by

players in different situations. In addition, the emergence of new behaviors supports their first

assumption as the player may experience social withdrawal, anxiety, and even aggression [11].

The player’s personality is fundamental in understanding the impact of video games to the

players. The way he perceives or manages the game is one of the basic factors in recognizing the

changes in one’s behavior. The response that comes through playing varies depending on the player

and on how the video game is displayed and interpreted on the player’s mind. The player’s

personality holds an important role on how the person think and perform under a certain condition

[12].

9
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

The action being portrayed by the players while playing is the same behavior they have in the

real world. As indicated in 2019 study, as cited in the study of Quwanider, Alabed & Duwari (2019),

the neurons inside the human body can similarly deal with the consequences that happen when

playing video games and to those that happen in real life. The player has an ability to use his own

skills both in the gaming environment and on the real world [13]. The player can use what he had

learned while playing video games in the real world; likewise, the player can use what he knew

about dealing with the reality in his video games. There are many positive effects of online gaming,

however, negative effects on player’s behavior is inevitable. As included in 2020, the

aggressiveness of the player can be worse if the level of realism in violent video games is intense.

This is because of the increase in the quality of violent graphic content. As revealed in their study,

the problems in the internal behavior of the player can be positively associated in the player’s

gaming. It is also included that the amount of violence and aggressiveness presented in the game

can be converted into his real life. However, playing violent video game within groups can increase

cooperation and feelings of cohesion [14].

Online gaming, being one of the widely used recreational activity, has its undeniable effects

in one’s behavior and emotions. The impact of video games on the player’s behavior and emotions

is visible and cannot be ignored. The effect of whether it is positive or negative varies on the game

being played and on the time being spent in video gaming. The second assumption in their study is

left insignificant because of its weak evidence and lack in supporting details [15].

10
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Statement of the Problem

Online games are games that are played over some form of computer network, most often the

Internet. Online games can range from simple text-based games to games incorporating complex

graphics and virtual worlds populated by many players simultaneously. Online games can be used

as a means of communication through playing. However, anything in excess is harmful for a

person.

The sole purpose of this study is to determine the effect of online gaming to the social

11ehaviour of the students. The study sought to answer the following specific questions:

1. What are the factors that made the students play online games?

2. How does online gaming benefit the student’s social 11ehaviour?

3. Does online gaming significantly affects the social behaviour of the students?

4. What implications may be derived from the findings of the study?

Methods

Research Design

The researchers will use the descriptive correlational Research method. A correlational

research is a type of research technique that includes the observation of two variables in order to

establish a statistically corresponding relationship between them. The objectives of this research

were to identify the variables that have some kind of relationship to the extent that the change in

one creates some change in the other since it concerns the description of independent and dependent

11
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

variables. Particularly, the aim of this research is to determine the effects of online gaming to the

social behaviour of the Grade 12 HUMSS Students of MHPNHS.

Respondents and Sampling Method

Guided by the raosoft software, a calculator for sample size, the respondents of the study will

be composed of 180 out of 336 Grade 12 HUMSS students during the school year 2021-2022. The

researches will use random sampling technique or the fish bowl technique in determining the

sample from the population.

Instruments

To gather the necessary data for this study, the researchers adopted a standardized

questionnaire. The adopted standardized questionnaire is entitled, "Motives and Consequences of

Online Game Addiction: A Scale Development Study" by Gülşah , Bedir (2018) to describe the

impact of online gaming. This questionnaire is a 4-point Likert scale type and is highly reliable as

evidenced by 0.9 Cronbach Alpha. Meanwhile the second questionnaire is entitled "Exploring

students' well-being by taking a variety of looks into the classroom" by Hascher. use to determine

the level of social behavior of Grade 12 Senior high school of Marcelo H. Del Pilar National High

School during the school year 2021-2022.

Data Collection Procedure and Ethical Considerations

In gathering the data, the researcher will follow the following procedures: with a careful

approval of the Research Coordinator of the Marcelo H. del Pilar National High School after

implementing all the comments, suggestions, and recommendations during the proposal defense,

a letter will be sent to the school principal to ask permission to conduct the study. With their

12
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

approval, the researchers will prepare the google forms link indicating the consent form on the

first part of the survey and then distribute them to the respondents with the assistance of the

researchers’ contact persons per strand/section.

In accordance with the Data Privacy Act of 2012, this study will make sure that ethical

standards set by the generic research ethics will be followed. In so doing, the participants will be

informed about all the steps that will be taken in this research. The respondents are more important

than the study, and therefore always respected. They will be informed that the study will be

completely voluntary and would not affect their lives as students and as persons, even their families

in any way. Hence, confidentially will be provided, as the respondents’ personal information will

be not sought by anyone. Lastly, the data collection material will be kept and destroyed upon the

completion of study.

Data Analysis

The data will be tabulated and processed using Statistical Packages for Social Sciences

(SPSS). To analyze and interpret the data gathered, the following statistical measures will be used.

Mean procedures, frequency counts, and person correlation coefficient/regression analysis.

Rating Scale Range Range

5 4.50 – 5.00 To a very great extent


4 3.50 – 4.49 To a great extent

3 2.50 – 3.49 To some extent


2 1.50 – 2.49 To a little extent

1 1.00 – 1.49 None at all

13
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Results and Discussion

Effects of Online Gaming to Student’s Social Behavior

Indicators Mean Interpretation

1. I spend my day playing online games. 2.75 To some extent


2. I play online games to learn the value of teamwork. 2.44 To a little extent

3. I use online games to de-stress from reality. 2.96 To some extent


4. I don’t give attention to anything other than online 2.32 To a little extent
gaming.
5. I continue playing even though it causes me harm. 2.39 To a little extent
6. I use online gaming to overcome boredom. 2.38 To a little extent

7. I play online games to relieve stress and anxiety. 3.30 To a great extent
8. I play online games to have fun. 2.43 To a little extent

9. I play online games to kill free time 2.90 To some extent


10. I have no interest on my social life because I like online 2.48 To some extent
gaming more.
Average 2.73 To some extent

Table.1 Effects of Online Gaming

Table 1 presents the frequency in playing online games of the respondents to some extent as

shown by the average score of 2.73. The conducted standardized questioners have choices between

one to five (1-5). The results showed that indicator 7 has the highest frequency by mean score 3.30

with the corresponding interpretation “to a great extent” this concludes that the students play their

online games to ease their stress and anxiety, while indicator 4 with mean score 2.32 with the

lowest frequency interpreted that the 12 HUMSS students that playing is not their priority thing

and it is only effective if needed.

14
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Social Behavior

Indicators Mean Interpretation

1. I try not to attract attention while playing. 3.13 To some extent


2. I don’t notice the effects of my actions until it’s too late 3.30 To some extent
3. I have been described as a toxic player. 3.08 To some extent
4. I make an effort to get my words right. 3.81 To a great extent
5. I get verbally aggressive with other players. 2.49 To a little extent
6. I develop calmness in the midst of chaos 3.47 To some extent
7. I often think positive 3.34 To some extent
8. I have better interactions with people by playing online games. 3.61 To a great extent
9. I enjoy making the game suck for my teammates. 3.21 To some extent
10. I take up the responsibility to help other players improve. 3.57 To a great extent
11. I intentionally make the game unpleasant for my teammates. 3.24 To some extent
12. If my teammates make a good play, I congratulate them. 3.40 To some extent
13. If I am stronger player than my peers, I try to help the weaker 3.80 To a great extent
players to improve their gameplay.
14. I have intentionally performed poorly in a game. 3.21 To some extent
15. I try to build a sense of team unity in a chat. 3.82 To a great extent
16. If I am more skilled or knowledge than my teammates, I share 3.64 To a great extent
my knowledge with them.
17. When it comes to deciding about a change, I feel overwhelmed 3.36 To some extent
by the choices.
18. I am competitive in playing online games. 3.91 To a great extent
19. I have better interactions with people by playing online games. 3.86 To a great extent

20. I develop cooperation skills by playing online games. 3.92 To a great extent
Average 3.46 To some extent
Table 2. Social Behavior

Table 2 shows the benefits of online gaming to one’s social behavior to some extent as shown

by the average score of 3.46. The result showed in indicator 20 has the highest frequency by mean

score 3.92 with the corresponding correlation “to a great extent” this concludes that students

develop cooperation skills by playing online games, while indicator 5 with mean score 2.49 with

the lowest frequency stated that they get verbally aggressive with other players.

15
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Effects of Online Gaming on to Student’s Social Behavior

The value of R is 0.4584. Although technically a positive correlation, the relationship

between the variables is weak. The finding revealed that the online gaming has a moderate impact

to the social behaviour of the students. Online gaming enhance the students’ ability to cooperate

with other people efficiently by prompting competitiveness. With this, it had made the students

more cooperative and willing to interact with other people. Online gaming also positively affects

one’s social behavior because it results in better sociability. However, online gaming also had

given a negative impact on one’s social behavior because it made them verbally aggressive to other

players. Thus, online gaming can significantly affect one’s social behavior, both in positive and in

negative way.

Implications Derived from the Findings of the Study

It is shown in the findings that playing online games partly affects the students' social

behavior. It is clear that students enjoy playing online games. They uses online gaming to cope

and as a hobby. However, online gaming detaches them from reality and their social lives when

used to some extent.

16
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Conclusion and Recommendations

Conclusion

Based on the findings of the study, the researchers arrived at the following conclusions: First,

the students’ experience with Online Gaming was described as "to some extent" Second, the

benefit Online gaming to one's Social Behavior was shown as "to some extent"; Third, Online

Gaming moderately affects the social behavior of the students; Fourth, Online Gaming helps the

students in cooperating efficiently and helps the students to cope up and enjoy - yet with limitation.

Recommendations

Based on the findings and the conclusion, the following recommendation are drawn:

1. The student should play online games in their spare time, especially for academic purposes,

to reduce the risk of becoming addicted to them and to improve their academic

performance.

2. To avoid Online Gaming addiction, parents should pay close attention to their children

when they are playing online games and set a time restriction for them to play.

3. Teachers will guide and teach students how to manage their time while playing online

games, as well as assist them in engaging in educational activities to improve their

academic achievement.

The findings of this study could be used by researchers to organize future studies on students'

performance while playing online games.

17
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

References

[1] Ambad, S.N., Kalimin, K.M., Kusof, K.M. (2019). The effect of internet addiction on students’

emotional and academic performance. Retrieved from

http://myjms.moe.gov.my/index.php/JeA/article/view/2241?fbclid=IwAR3xxF0AwDnOF

[2] Anderton, K. (2018). The impact of gaming: A benefit to society. Retrieved from

https://www.forbes.com/sites/kevinanderton/2018/06/25/the-impact-of-gaming-a-benefit-

tosociety-infographic/#7b31dc52269d

[3] Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., &

Pallesen, S. (2016). The relationship between addictive use of social media and video games and

symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive

Behaviors, 30, 252-262. Retrieved from https://doi.org/10.1037/adb0000160

[3] Carlisle, K.L., Carrington, C.P. (2015). The social experience of internet gamers: A pilot study.

Retrieved from https://www.counseling.org/docs/default-source/vistas/the-social-experienceof-

internet-gamers.pdf?sf

[4] Dumrique, D.O., Castillo, J.G. (2017). Online gaming: Impact on the academic performance

and social behavior of the students in Polytechnic University of the Philippines Laboratory High

School. Retrieved from https://knepublishing.com/index.php/KneSocial/article/view/2447/53

[5] Ferguson, C. J. (2014). A way forward for video game violence research. American

Psychologist, 69(3), 307–309. Retrieved from https://doi.org/10.1037/a0036357 Glen, S. (2015).

Purposive sampling. Statistics How To. Retrieved from

https://www.statisticshowto.datasciencecentral.com/purposive-sampling/

18
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

[6] Gray, P. (2015). Cognitive benefits of playing video games. Psychology Today. Retrieved from

https://www.psychologytoday.com/us/blog/freedom-learn/201502/cognitive-benefitsplaying-

video-games

[7] Griffiths, M. D. (2014). Addiction and overuse of online gaming. Retrieved from

https://doi.org/10.1002/9781118767771.wbiedcs044

[8] Heiden, J.M., Braun B, Müller K.W., Egloff, B. (2019). The association between video gaming

and psychological functioning. Retrieved from

https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01731/full#B58

[9] Hollingdale, J., Greiyemeyer, K. (2014). The effect of online violent video games on levels of

aggression. Retrieved from https://doi.org/10.1371/journal.pone.0111790

[10] Kardefelt-Winther, D. (2014). Meeting the unique challenges of assessing internet gaming

disorder. Retrieved from https://onlinelibrary.wiley.com/doi/full/10.1111/add.12645

[11] Kneifer, C.J. (2014). A comparison study on violent video games: Explained by the gamers

themselves. Retrieved from

https://scholarcommons.usf.edu/cgi/viewcontent.cgi?article=6446&context=etd

[12] Krossbakken, E., Torsheim T., Mentzonu, R. A., King, D.L., Bjorvatn, B. Lorvik, I.M.,

Pallesen, S. (2018). The effectiveness of a parental guide for prevention of problematic video

gaming in children: A public health randomized controlled intervention study. Retrieved from:

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6035025/

19
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

[13] Kuhn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., Gallinat, J. (2018). Does

playing violent video games cause aggression? A longitudinal intervention study. Molecular

Psychology. Retrieved from https://www.nature.com/articles/s41380-018-0031-7#citeas

[14] McCombes, S. (2019). Descriptive research. Methodology. Retrieved from

https://www.scribbr.com/methodology/descriptive-research/

[15] Nichols, H. (2017). How video games affect the brain. Medical News Today Retrieved from

https://www.medicalnewstoday.com/articles/318345 World Health Organization (2018). Gaming

Disorder. Retrieved from https://www.who.int/features/qa/gaming-disorder/en/

[16] Pappa, E., Apergia, F.S., Ventouratoua, M.J., Beratisa, I.O. (2015). Online gaming behavior

and psychosocial well-being in Greek adolescents. European Journal of Social and Behavioural

Sciences. Retrieved from https://www.futureacademy.org.uk/files/images/upload/180.pdf

[17] Park, E., Kwon, M. (2018). Health-related internet use by children and adolescents:

Systematic review. Journal of Medical Internet Research. Retrieved from

https://www.jmir.org/2018/4/e120/

[18] Porter, A. M., Goolkasian, P. (2019). Video games and stress: How stress appraisals and game

content affect cardiovascular and emotion outcomes. Frontiers in Psychology. Retrieved from

https://www.researchgate.net/publication/332905262_Video_Games_and_Stress_How_Stress_A

ppraisals_and_Game_Content_Affect_Cardiovascular_and_Emotion_Outcomes

[19] Quwaider, M., Alabed, A., Duwairi, R. (2019). The impact of video games on the players

behaviors: A survey. Procedia Computer Science. Retrieved from

https://www.sciencedirect.com/science/article/pii/S1877050919305393

20
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

[20] Rangaswamy, Manjunatha G., Kumar, S. (2017). Internet as a source of information: Usage

among the faculty members and students. Retrieved from

https://www.researchgate.net/profile/Rangaswamy/publication/329879507_Internet_as_a_S

ource_of_Information_Usage_among_the_Faculty_Members_and_Students/links/5d304fa4

92851cf4408d5e56/Internet-as-a-Source-of-Information-Usage-among-the-FacultyMembers-

and-Students.pdf

21
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

APPENDIX A

Greetings! We are currently conducting a study and its sole purpose is to determine the effects of
online gaming to the social behavior of students. For this purpose, we had prepared a questionnaire
that will serve as our informant in order to answer research inquiries. This asks about your
experiences when playing online games, and how does benefit it your social behavior. Rest assured
that your answers will be treated with utmost confidentiality and will never be linked to you
personally. Thank you very much for your kind cooperation! We adopted a standardized
questionnaire. The adopted standardized questionnaire is entitled, "Motives and Consequences of
Online Game Addiction: A Scale Development Study" by Gülşah , Bedir (2018) to describe the
impact of online gaming. This questionnaire is a 4-point Likert scale type and is highly reliable as
evidenced by 0.9 Cronbach Alpha. Meanwhile the second questionnaire is entitled "Exploring
students' well-being by taking a variety of looks into the classroom" by Hascher.

Frequency in playing Online Games


1. I spend my day playing online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
2. I spend a lot of money on online games
Strongly Disagree Disagree Neutral Agree Strongly
Agree
3. I use online games as a coping mechanism.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
4. I don’t give attention to anything other than online gaming.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
5. I continue playing even though it causes me harm.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
6. I use online gaming to overcome boredom.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
7. I play online games to relieve stress and anxiety.

22
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Strongly Disagree Disagree Neutral Agree Strongly


Agree
8. I have neglected other important activities and events to play online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree

9. I get mad whenever I lose on a game.


Strongly Disagree Disagree Neutral Agree Strongly
Agree
10. I have no interest on my social life because I like online gaming alone.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
Social Behavior
1. I try not to attract attention while playing.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
2. I don’t notice the effects of my actions until it’s too late.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
3. I have been described as a toxic player.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
4. I make an effort to get my words right.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
5. I get verbally aggressive with other players.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
6. I develop calmness in the midst of chaos.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
7. I often think positive.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
8. I have better interactions with people by playing online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree

23
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

9. I enjoy making the game suck for my teammates.


Strongly Disagree Disagree Neutral Agree Strongly
Agree
10. I take up the responsibility to help other players improve.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
11. I intentionally make the game unpleasant for my teammates.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
12. If my teammates make a good play, I congratulate them.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
13. If I am stronger player that my peers, I try to help the weaker players to improve their
gameplay.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
14. I have intentionally performed poorly in a game.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
15. I try to build a sense of team unity in a chat,
Strongly Disagree Disagree Neutral Agree Strongly
Agree
16. If I am more skilled or knowledge than my teammates, I share my knowledge
with them.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
17. When it comes to deciding about a change, I feel overwhelmed by the choices.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
18. I am competitive in playing online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
19. I have better interactions with people by playing online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree
20. I develop cooperation skills by playing online games.
Strongly Disagree Disagree Neutral Agree Strongly
Agree

24
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

APPENDIX B
Permission Letter to Use the Instrument

Tina Hascher
Board Member
University Bern
Interfaculty Centre for Educational Research (ICER)
3012 Bern Switzerland

Dear Prof. Dr. Hascher,

A pleasant day to you! We are Grade 12 students from Marcelo H. del Pilar National High
School, City of Malolos, Bulacan, Philippines currently conducting research as a requirement for
our research subject. We have chosen your study entitled, “Exploring students' well-being by taking
a variety of looks into the classroom” as our adopted study and we are in the process of doing our
research proposal.

In line with this, we are writing this letter to respectfully ask your permission to use your study
and your questionnaire to finish our academic requirement.

All information provided will be kept in utmost confidentiality and will only be used for
educational purposes.

Your approval of this matter will be highly acknowledged and appreciated. Thank you.

Respectfully,

Francine C. Esguerra
Bea Prancine DL. David
Crischelle Anne C. Javier
Noelle Angela P. Victoria

CHRISTOPHER DC. FRANCISCO


Research Teacher

25
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

Permission Letter to Use the Instrument

Gulsah Basol
Department of Educational Measurement and Evaluation
Gaziosmanpaşa University School of Education
Tokat, Turkey

Dear Mr Basol,

A pleasant day to you! We are Grade 12 students from Marcelo H. del Pilar National High
School, City of Malolos, Bulacan, Philippines currently conducting research as a requirement for
our research subject. We have chosen your study entitled, “Motives and Consequences of Online
Game Addiction: A Scale Development Study” as our adopted study and we are in the process of
doing our research proposal.

In line with this, we are writing this letter to respectfully ask your permission to use your study
and your questionnaire to finish our academic requirement.

All information provided will be kept in utmost confidentiality and will only be used for
educational purposes.

Your approval of this matter will be highly acknowledged and appreciated. Thank you.

Respectfully,

Francine C. Esguerra
Bea Prancine DL. David
Crischelle Anne C. Javier
Noelle Angela P. Victoria

CHRISTOPHER DC. FRANCISCO


Research Teacher

26
EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL

APPENDIX C
PERMISSION LETTER TO CONDUCT STUDY

June 15, 2022


DR. MA. VICTORIA C. VIVO
Secondary School Principal IV
Marcelo H. del Pilar National High School
City of Malolos, Bulacan

Dear Dr. Vivo:


Warmest Greetings!
The undersigned are students at the Marcelo H. del Pilar National High School, 12 HUMSS D and presently
conducting a research entitled “Effects of Online Gaming to the Social Behavior of the Grade 12 HUMSS
students of Marcelo H. Del Pilar National High School ” and we need your help to realize our objectives.
In view of this, I humbly request for your kind approval to distribute the data gathering instruments through
google forms for the 12 HUMSS students of Marcelo H. del Pilar National High School.
Rest assured that all information derived herein will be treated with utmost confidentiality.
Thank you very much and I am looking forward that this request merits your favourable approval.

Respectfully yours,

Francine C. Esguerra Bea Prancine DL. David Crischelle Anne C. Javier Noelle Angela P. Victoria

Approved:
The Researchers

CHRISTOPHER DC. FRANCISCO DR. MA. VICTORIA C. VIVO


Research Teacher Secondary School Principal IV
Marcelo H. del Pilar National High
GLADYS GLO M. BONDOC
School

Assistant Principal/Department Head City of Malolos, Bulacan

27

You might also like