The Impact of Online Gaming on the Social Interactions of Namillangan
National High School Students
INTRODUCTION
Background of the Study
Living in the modern era, the information or computer age or the digital age
(Tucci, 2023). Technological development is no longer deniable. Modernization in all
walks of life has become a usual phenomenon, especially for the young generation.
Today, the human relationship has been affected by the manipulation of mobile
phones, laptops, and the like (Aquino, 2019).
Online games, ranging from simple text-based games to complex 3D graphics
and virtual worlds, have become increasingly popular in the last decade (Cagiltay,
2015). The rate of online games that are being developed increases each day; the
online gaming industry shows no sign of slowing down (Morikawa, 2023). Electronic
gaming has created immense wealth, with millions of players worldwide engaging in
combat, crafting, buying, and selling within diverse online environments (Ray, 2023).
The global smartphone game gaming market expanded faster than any other gaming
type. Mobile phones and tablets have changed how multiple businesses work, from
retail to hospitality, and gaming technology is no exception. 50% of gaming would be
done on smartphone and tablet computers (Srivastava, 2021). Online gaming has
quickly gone from a hobby into one of the biggest markets in the entertainment
industry. There are approximately 3.09 billion active online video game players
(Howarth, 2023). Video games and online gameplay are ubiquitous in the lives of
most American teenagers.
Video games are significant for boys as they provide a primary avenue for
creating and maintaining friendships. According to Lenhart (2015), 72% of all teens
play video games on computers and portable devices such as cell phones. According
to a survey conducted by Rakuten Insight in the Philippines, most respondents played
online games daily as of April 2022. Across all ages, the share of online gamers
among 16-24-year-olds is 52% of the respondents, where most Senior High students
belong (Statista, 2022). According to Thesuccesstalks (2023), the top online games in
the world are PUBG, Minecraft, Apex Legends, and Forth Battle Royal. The Mobile
Legends: Bang Bang from Moonton, Garena Free Fire, and Roblox are part of the
most installed online games in Southeast Asia (Tan, 2022). According to Similar Web
(2023), the top app online game ranking in The Philippines is Mobile Legends,
followed by Call of Duty Mobile and Roblox.
Online games have become a significant part of adolescent’s lifestyle now.
Playing online games helps adolescents create, have fun, release stress, and
experience various psychological benefits (Sahi & Bhagat, 2019). Also, online video
games provide young people a way to read, improve their self-confidence and reading
skills, and support positive communication with family and friends (Michelle, 2021).
Different literature claims that playing online games has different positive impacts.
The study of Li, Zhang, Wu, et al. (2023) reported that online games have
three positive effects, namely satisfying the need for personal growth, meeting the
requirements of social life, and promoting academic performance. In the Philippines,
the study of Dumrique and Castillio (2017) revealed that boys are more of a player
than girls, who often play games requiring three or more players. Even though the
students of Polytechnic University of The Philippines Laboratory High School play
online games, they know how to socialize well and can perform very well in academic
performance. Online games are considered to be teamwork and cooperation with
others. Many multiplayer games, such as Team Fortress 2, involve cooperation with
other online players in order to win. The online game encourages players to make the
most of their skills to contribute to a team (Lobo, 2020).
The annual social media and digital trends report uncovered that the
Philippines ranked first in terms of the average time allotted for watching and playing
video games. Specifically, 95.8% of internet users in the country engage in video
gaming on any device, and this group is observed to dedicate an average of 1 hour and
29 minutes to gaming daily. This is a few minutes more than the global average of 1
hour and 14 minutes (Marciano, 2023). The Statistical Research Department (SRD
2022), stated that Filipino online game players are spending between one (1) to two
(2) hours on one gaming session as of April 2022.
Online games can be a welcome form of entertainment for many, and the
internet can even make social activity. However, excessive video game playing to the
point of isolation, addiction, or changes in mood or behavior are growing concerns
now (Neuro Science, 2023). Furthermore, Robinson (2016) states that many people
utilize online gaming as one of their primary leisure activities. Teenagers who play
these online games claim that they do it for amusement and to escape the sun's heat,
but they are unaware of the numerous negative repercussions that playing these games
might have. Several studies show that playing online games has advantages,
particularly puzzle games. In addition, according to Adair in "The Social Effects of
Video Games," constantly playing video games to the detriment of other interests and
activities is a slippery slope. You will start to neglect your friends and family, leaving
you isolated and unable to re-establish or strike new relationships. Moreover, the toxic
nature can cause social problems for people who play excessively.
Moreover, according to Lina Dewi Anggraeni Hany Wihardja (2020), Online
game difficulties are a global concern due to the possibility of having a negative
impact on students. The implications of this research reveal that online gaming issues
are not the only element that might affect senior high school student's academic
achievement.
The blog by Cam Adair entitled "The Negative Effects of Video Games-12
Symptoms" states that, although not all gamers experience negative effects from
gaming, and those effects vary from person to person, many do. Video Game
Statistics find that roughly 2-3% of gamers can become clinically disordered. Some of
the adverse effects include aggression, depression, and social anxiety.
According to Pitakola (2013), there are three reasons why students are
interested in online games: firstly, due to the early socialization of digital games.
Since childhood, they have known the type of game similar to PlayStation. She found
that almost all respondents stated they knew the PlayStation since childhood. It means
that digital games such as caline games and play stations are not new things in a
child's life. Secondly is the availability of technology-based facilities. Since
childhood, they have been introduced to computers, gadgets, and other technologies.
The World Health Organization (WHO) acknowledges online game addiction
as a mental health condition. The rise of excessive online games is emerging in the
Philippines, with 29.9 million gamers recorded nationwide. The incidence of
depression also increases in the country (Labana et al. et al., 202). The study of Umar
and Idris (2018), stated that the online platforms affect the psychological behavior of
high school students; they recommended that parents, teachers, and educational
psychologists pay more attention to the student's behavior.
The government introduced the DO (DepEd Order) no. 86, s.2010- prohibiting
students in Public and Private Elementary and Secondary schools from going to
computer shops during class hours, as addiction to media and digital online games
negatively impacted students' lives. Almost the world was at a standstill because of
COVID-19; almost half of the population had become addicted to games as the
gaming industry continued with a busy streak (Gilbert, 2023). In the Philippines,
online gaming is widely used by people, especially students. Playing online games
can help individuals exercise their minds and become more active. Online games are
also a form of relaxation after a long day and bonding with friends or relatives
(Fastejo, 2019). Despite the positive effects of online games, many negative aspects
are associated with playing them.
Based on the abovementioned problems and setting, the researchers would like
to evaluate the impact of online gaming on social interactions around the locality
using the Namillangan National High School (NNHS) SY students. 2023-2024 as
respondents.
STATEMENT OF PROBLEM
Adolescents have flocked to online gaming as one of their popular pastimes,
which has aroused scholars' interest in investigating its possible influences in different
areas of their lives. Online gaming presents favorable opportunities for socialization
and friendship formation; however, such benefits come with detrimental
consequences like addiction, diminished educational zeal, and mental agony. This
research aims to examine the impact of online gaming on students’ social interaction
at Namillangan National High School. This study aims to establish the connection
between internet addiction and online gaming. More so, the research paper will
investigate the link between gaming-related friends, emotional sensitivity, and
shyness since understanding how online gaming impacts the social development of
adolescents is vital [2]. Finally, it will be assessed whether the hypothesis of the
growth.
Moreover, this sought to answer the following questions:
1. What is the profile of the respondents?
1.1 Age
1.2 Gender
1.3 Grade Level
2. How long do the students play online games?
3. Is there a significant relationship between the frequency of online games and the
students' social interactions?
Conceptual Framework
IMPACT OF ONLINE
SOCIAL INTERACTION
GAMING ON STUDENTS
Figure 1, Conceptual Framework
In this research, the researchers used the conceptual framework of the study. It
consists of two variables: the impact of online gaming on students as an independent
variable and social interaction as the dependent variable.
In Figure 1, “Impact of Online Gaming among Students" as an independent
variable takes on the function of the variable inside the parameters of our research that
we want to examine and change.
By examining these relationships, you can gain a better understanding of the
impact of online gaming on the social interactions of students. This knowledge can be
used to develop interventions and programs to help students use online gaming in a
healthy and positive way. The impact of online gaming on student social interactions
is a multi faceted phenomenon influenced by various factors. Factors such as the
amount of time spent playing online games and the specific types of games played are
important in understanding how online gaming affects social interactions.
Additionally, age and gender also play a role in moderating the strength of the
relationship between online gaming and social interactions.
In order to accurately assess the impact of online gaming on social
interactions, certain factors need to be taken into consideration as control variables.
These include academic performance and mental health. For instance, researchers
could examine the amount of time students spend on online gaming and the types of
games they play to understand how these factors influence social interactions.
Additionally, it would be valuable to investigate how age and gender moderate the
relationship between online gaming and social interactions.
To gain insight into how online gaming affects the social interactions of
students, it is important to examine these relationships. This understanding can then
be utilized to create interventions and programs that promote healthy and positive
usage of online gaming among students.
SIGNIFICANCE OF THE STUDY
This study will be conducted on purpose, which can benefit significantly the
people who are the target of this study. The study can give awareness, information,
and knowledge to beneficiaries.
School Head
This study helps teachers modify their instructional tactics to consider the
changing dynamics of student socialization. They may create a supportive learning
environment by promptly offering support, direction, and interventions by being
aware of the effects of online gaming. The need for a balanced approach to
technology use is emphasized through preventive measures and awareness programs
conducted in the classroom to encourage healthy online gaming behaviors.
Teachers
This study helps teachers modify their instructional tactics to consider the
changing dynamics of student socialization. They may create a supportive learning
environment by promptly offering support, direction, and interventions by being
aware of the effects of online gaming. The need for a balanced approach to
technology use is emphasized through preventive measures and awareness programs
conducted in the classroom to encourage healthy online gaming behaviors.
Students
The importance of the study is heavily reliant on the students. They become
more conscious of their online gaming habits' possible effects on their social
connections. With this information, they are more equipped to decide what to do
online and may do it responsibly and in moderation. Students are motivated to balance
gaming and academics when they know the effect on performance, improving
educational achievements. Additionally, awareness of possible adverse effects on
mental health encourages students to get the support they need when they do,
improving their general well-being.
Future Researchers
This study serves as a foundation for future research on the topic. These
findings can be expanded upon by researchers who want to explore the subtleties of
how internet gaming affects social relationships and look into potential remedies.
They can utilize the findings of this study to aid in creating policies that address the
impact of online gaming on social interactions in educational settings.
This study is significant for school administrators, teachers, students, and
upcoming researchers. It helps to provide a supportive and balanced learning
environment, gives students the information they need to make wise decisions about
their online behavior, and opens the door to future investigation of this important
subject within the context of education.
SCOPE AND DELIMITATION
This study will cover the impact of online gaming on students ' social
interaction. The primary subject of this research study will consist of the students
enrolled in the academic year 2023-2024. This study is focused and limited to a
specific group level of students in Namillangan National High School to know the
advantages and disadvantages of the impact of online gaming on social interaction
among students.
The researchers conducted and limited this study to the current students at
Namillangan National High School.
METHODOLOGY
The main goal of this research plan is to examine how online gaming affects
students' social interactions at Namillangan National High School. We will use a
quantitative research method to collect data from a group of students through surveys
designed to assess their online gaming habits and social interaction patterns. These
surveys will measure the frequency and nature of students' online gaming activities
and any potential impact on their social interactions. The data we collect will be
analyzed using statistical techniques, including descriptive statistics to summarize the
data and inferential statistics to identify any potential connections between online
gaming and social interactions among high school students.
Additionally, we will thoroughly review relevant literature to establish the foundation
for our study. The results of this research will contribute to the existing knowledge
about how online gaming affects the social interactions of high school students. These
findings will be helpful for educators, parents, and policymakers who want to
understand and address the relationship between online gaming and student social
behavior. Throughout our research, we will prioritize ethical considerations. We will
ensure the anonymity and confidentiality of all participants and address any potential
risks or biases associated with data collection. While our research primarily focuses
on quantitative methods, we acknowledge the potential value of incorporating
qualitative approaches in future studies to understand better the complex dynamics
between online gaming and social interactions among high school students.
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