Group 6 - Imrad Final Paper
Group 6 - Imrad Final Paper
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.
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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.
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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
Abstract ....................................................................................................................................... 2
Introduction ................................................................................................................................. 6
Introduction ..................................................................................................................... 6
Methods..................................................................................................................................... 11
Instruments .................................................................................................................... 12
Conclusion .................................................................................................................... 17
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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
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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
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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,
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
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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
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]
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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
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
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
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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].
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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,
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
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].
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EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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
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?
3. Does online gaming significantly affects the social behaviour of the students?
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
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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
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
Instruments
To gather the necessary data for this study, the researchers adopted a standardized
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
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
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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
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.
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EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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
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
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EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
Social Behavior
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.
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EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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.
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
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EFFECTS OF ONLINE GAMING TO THE SOCIAL BEHAVIOR OF THE GRADE 12
HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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
academic achievement.
The findings of this study could be used by researchers to organize future studies on students'
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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’
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
[3] Carlisle, K.L., Carrington, C.P. (2015). The social experience of internet gamers: A pilot study.
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
[5] Ferguson, C. J. (2014). A way forward for video game violence research. American
https://www.statisticshowto.datasciencecentral.com/purposive-sampling/
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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
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
[10] Kardefelt-Winther, D. (2014). Meeting the unique challenges of assessing internet gaming
[11] Kneifer, C.J. (2014). A comparison study on violent video games: Explained by the gamers
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/
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[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
https://www.scribbr.com/methodology/descriptive-research/
[15] Nichols, H. (2017). How video games affect the brain. Medical News Today Retrieved from
[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
[17] Park, E., Kwon, M. (2018). Health-related internet use by children and adolescents:
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
https://www.sciencedirect.com/science/article/pii/S1877050919305393
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[20] Rangaswamy, Manjunatha G., Kumar, S. (2017). Internet as a source of information: Usage
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
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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.
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HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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APPENDIX B
Permission Letter to Use the Instrument
Tina Hascher
Board Member
University Bern
Interfaculty Centre for Educational Research (ICER)
3012 Bern Switzerland
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
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HUMSS STUDENTS OF MARCELO H. DEL PILAR NATIONAL HIGH SCHOOL
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
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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
Respectfully yours,
Francine C. Esguerra Bea Prancine DL. David Crischelle Anne C. Javier Noelle Angela P. Victoria
Approved:
The Researchers
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