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Online Games

The document explores the impact of online games on the academic performance of students, particularly focusing on the digital addiction levels among high school students at Solana Fresh Water Fishery School. It discusses both the positive effects of gaming, such as improved skills and social connections, and the negative consequences, including addiction and decreased academic achievement. The study aims to assess various factors influencing digital addiction and its correlation with academic performance, while also highlighting the significance of the research for students, parents, and the community.
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0% found this document useful (0 votes)
19 views11 pages

Online Games

The document explores the impact of online games on the academic performance of students, particularly focusing on the digital addiction levels among high school students at Solana Fresh Water Fishery School. It discusses both the positive effects of gaming, such as improved skills and social connections, and the negative consequences, including addiction and decreased academic achievement. The study aims to assess various factors influencing digital addiction and its correlation with academic performance, while also highlighting the significance of the research for students, parents, and the community.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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The Effect of Online Games on Academic Performance of Students

Introduction

As the beginning of the 21st century and the number of individuals born in this century

increased, the practices made for the generation of the 21st century also gained diversity and

the design for the applications started with the applications. Digital natives, net citizens

(netizens) is a generation born with the 21st century generation, known with different names

such as netizens, and internalizing and interpreting technology in daily life as if there was no life

without technology (Bozkurt , 2014). In addition to children growing up with computers and

technological advances, a generation called the G-generation has grown up with digital games.

For G generation, playing digital games is a priority for them (Zicherman & Linder, 2010). G-

generation children grow up to be good players because they spend a lot of time in digital

games, since the game is more than ten thousand hours for the G-generation, where the game

is so prominent (McGonigal, 2011).(Zülkif Eser Sabirli, et al, 2020)

Games can have positive aspects such as reducing stress and fatigue improving visual and

attention skills (Green & Bavelier, 2003; Griffiths 2005). However, the increasing popularity of

online games, along with theincreasing number of reported online gaming addiction cases, lead

to some negative effects such as ignoring family responsibilities, neglecting work, health

problems and committing crimes (Hsu et al., 2009; King et al., 2018). Griffiths et al. (2004)

revealed that young gamers spend more time on online games than adult gamers and form

stronger bonds. This shows that young people may be addicted to online games. Online games

attract millions of players worldwide who spend a few hours a day. Such games can make users
addicted, similar to substance abuse (Kuss et al., 2012). Online gaming addiction is becoming

more and more widespread and is increasingly worrisome. In addition, the American Psychiatric

Association (2013) explains that online game addiction is the constant and repetitive use of

online games, which often leads to disruption of daily life. Young (2009) states that addiction to

online games can have enormous consequences for the player. Gaming addicts willingly give up

sleep, food, and real human contact to spend more time in the virtual world. Players are

constantly alerted in the ever-changing virtual environment. The “just a few more minutes”

approach can turn into hours as the game addict aims for the next challenge (Sherry et al.,

2006). Game addicts need to play for a long time to gain superiority in the game. Teenagers

who are addicted to online games have difficulty forming social relationships with their peers or

other individuals. This is because young people spend too much time playing online games, thus

reducing their opportunities for building relationships (Young, 2009). (Vahit Ciris, et Al, 2022)

RRL

High-tech devices (computers, tablets and smartphones), with the

increasing popularity of the internet from day to day, have led

digital gaming to become a popular activity, especially among

young people. Studies suggest that digital games have certain

positive effects on improving spatial visualization abilities

(i.e., mentally rotating and manipulating two and three-

dimensional objects) (Chisholm, Hickey, Theeuwes, & Kingstone,


2010; Green & Bavelier 2012; Spence & Feng, 2010; Subrahmanyam &

Greenfield, 1994; Uttal et al., 2013; Wilms, Petersen, &

Vangkilde, 2013), increasing personal and social skills (Calado,

Alexandre, &

Griffiths, 2014; Willoughby, 2008), helping make friends online

(Cole & Griffiths, 2007; Utz, Jonas, & Tonkens, 2012), helping

develop social capital (Trepte, Reinecke, & Juechems, 2012;

Zhong, 2011), enhancing creativity (Jackson et al., 2012),

improving problem-solving skills (Adachi & Willoughby, 2013),

improving one’s mood (Russoniello, O’Brien, & Parks, 2009) and

last but not least, on increasing academic success (Green &

Bavelier 2003). However, it is stated in the third section of

Diagnostic and Statistical Manual of Mental Disorders (DSM-5)

that excessive and uncontrolled use of digital games, which is

defined as Internet Gaming Disorder also has some negative

effects that are frequently mentioned in a number of studies in

literature such as, insomnia (Foti, Eaton, Lowry, & McKnight-Ely,

2011; King et al., 2013; Rehbein, Kleimann, & Mößle, 2010),High-

tech devices (computers, tablets and smartphones), with the

increasing popularity of the internet from day to day, have led

digital gaming to become a popular activity, especially among

young people. Studies suggest that digital games have certain

positive effects on improving spatial visualization abilities

(i.e., mentally rotating and manipulating two and three-


dimensional objects) (Chisholm, Hickey, Theeuwes, & Kingstone,

2010; Green & Bavelier 2012; Spence & Feng, 2010; Subrahmanyam &

Greenfield, 1994; Uttal et al., 2013; Wilms, Petersen, &

Vangkilde, 2013), increasing personal and social skills (Calado,

Alexandre, & Griffiths, 2014; Willoughby, 2008), helping make

friends online (Cole & Griffiths, 2007; Utz, Jonas, & Tonkens,

2012), helping develop social capital (Trepte, Reinecke, &

Juechems, 2012; Zhong, 2011), enhancing creativity (Jackson et

al., 2012), improving problem-solving skills (Adachi &

Willoughby, 2013), improving one’s mood(Russoniello, O’Brien, &

Parks, 2009) and last but not least, on increasing academic

success (Green & Bavelier 2003). However, it is stated in the

third section of Diagnostic and Statistical Manual of Mental

Disorders (DSM-5) that excessive and uncontrolled use of digital

games, which is defined as Internet Gaming Disorder also has some

negative effects that are frequently mentioned in a number of

studies in literature such as, insomnia (Foti, Eaton, Lowry, &

McKnight-Ely, 2011; King et al., 2013; Rehbein, Kleimann, &

Mößle, 2010),attention problems (Chan & Rabinowitz 2006; Gentile,

2009), decreased academic achievement (Anand, 2007; Gentile,

2009; Skoric, Ching Teo, & Neo, 2009), anxiety, depressive

symptoms and social phobia (Gentile et al., 2011; Király et al.,

2014), impairment of interpersonal relationships (Blais, Craig,

Pepler, & Connolly, 2008; Gentile et al., 2011), family


conflicts, increase in violence or crime incidence, drowsiness,

low self-esteem, lower satisfaction in daily life (Hsu, Wen, &

Wu, 2009; Kim et al., 2007; Ko, Yen, Chen, Chen, & Yen, 2005;

Pawlikowski & Brand, 2011; Song & Sim, 2003; Wan & Chiou, 2006),

loneliness (Lemmens, Valkenburg, & Peter, 2009; Morahan-Martin &

Schumacher, 2003), aggression (Anderson et al., 2010; Ferguson,

2007; Lemmens, Valkenburg, & Peter, 2011) and physical health

problems (American Psychiatric Association, 2013).

It has been reported in international studies conducted in the

context of gaming disorders that the prevalence of internet

gaming disorder has changed from 0.6% to 15% (Desai, Krishnan-

Sarin, Cavallo, & Potenza, 2010; Gentile 2009; Poli & Agrimi

2012; Porter, Starcevic, Berle, & Fenech, 2010; Van Rooij,

Schoenmakers, Vermulst, Van den Eijnden, & Van de Mheen, 2011)

and that this problem has become a serious public health problem,

especially in China, Korea and Taiwan, and measures have been

taken nationwide (Dong, Wang, Yang, & Zhou, 2013; Lee & Morgan,

2018; Lin, Ko, & Wu, 2011). On the other hand, in one of the most

recent studies conducted by Müller and his colleagues (2015),

which covers the 7 European countries, it was determined that the

highest prevalence was in Greece (2.5%), followed by Poland with

a prevalence of 2.0% and the lowest prevalence was in Spain

(0.6%). Although there are a limited number of studies regarding

the game addiction and game play disorder in our country


(Demirtaş Madran & Ferligül Çakılcı 2014; Gökçearslan &

Durakoğlu, 2014; Güllü, Arslan, Dündar, & Murathan 2012; Hazar,

Tekkurşun Demir, Namlı, & Türkeli, 2017; Horzum, 2011; Öncel &

Tekin, 2015), the number of studies that could reveal the

seriousness of the problem is not sufficient enough. In the only

national study of the prevalence of game addiction and game play

disorder, Irmak (2014) found that the prevalence of digital play

addiction was 28.8%, which was a very serious level of adolescent

prevalence. (Hasan ÖZGÜR, 2019)

CONCEPTUAL FRAMEWORK

HYPOTHESIS

STATEMENT OF THE PROBLEM

The study generally aims to determine the impact of

online games in the academic performance among the students of Solana Fresh

Water Fishery School. It will seek to find an answer to the

following questions:

1.1. Does the digital addiction levels of high school students

a. vary according to gender characteristics?

b. vary by grade level?

c. vary according to family income status?


d. vary according to academic grade point averages?

e. vary according to mother’s educational status?

f. vary according to father’s educational status?

g. vary according to the time spent in the game?

1.2. What is the digital addiction level of high school students?

1.3.

1.4.

1.5.

SCOPE AND DELIMITATION

This study focused on the impact of online games in the academic

performance among the students of Solana Fresh Water Fishery School,

Iraga, Solana, Cagayan this school year 2022-2023. The

respondents of the study are the students Solana Fresh Water Fishery

School to know the average level addiction of students that may affect their academic

performance. The researchers will conduct a survey about this study

with the students of Solana Fresh Water Fishery School.

SIGNIFICANCE OF THE STUDY

The study conducted focuses on determining the impact of

online games in the academic performance of students in order to lessen their addiction
in online games. This research study entitled The Effect of Online and Offline

Games on Academic Performance of Students is significant to the following:

Researchers: The result of this study is of great benefit to

the researchers not just because they will partially fulfill the

requirements of the subject but also to satisfy their curiosity

regarding the topic of interest.

Future Researchers: The result of this study is of great

benefit to the future researchers who will conduct their research

related to this study. This will serve as a basis to their study.

To the Students: This study will be of a great importance to

the students because it will broaden their knowledge about the effect

of game addiction and lessen their ...........

To the Parents: The result of this study will be of a great

importance to parents in determining their children's addiction level and

how they may help to lessen online game addiction of ther children.

Community: this research is important to the

community especially on the learners and educators all over the

world since it attempts to raise awareness about the effect of online

games addiction in the academic performance of students.

DEFINITION OF TERMS

The following words and phrases are defined operationally in this

research study.
Year Level– The level of education that college students are

assumed to have attained.

Age– The length of time that a person has lived or existed.

Gender– The physical and/or social condition of being a male or

female

Students–a person who is studying at a school

School– a division of the school system consisting of students

comprising one or more grade groups or other identifiable groups,

organized as one unit with one or more teachers to give

instruction of a defined type and housed in one or more

buildings.

Family– the basic unit in society traditionally consisting of two

parents rearing their children

Parents–a person who is a father or mother: a person who has a

child

Addiction-an unusually great interest in something or a need to do or have something

RESEARCH METHODOLOGY

The research employs a qualitative research design, namely a descriptive method. These

approaches typically focus on casting light on current issues or problems through a process of

data collection that enables them to describe the situation more completely. Descriptive

research is a type of research that is used to describe the characteristics of a population. It


collects data that are used to answer a wide range of what, when, and how questions

pertaining to a particular population or group. The respondent of this study were

the students at Solana Fresh Water Fishery School at Iraga,

Solana, Cagayan. In this study the researchers will use the

simple random sampling technique to determine the number of

respondents since simple random sampling is a method of

collecting data where every single member of a population is

chosen randomly so there won’t be biases. The study focuses on

the students experiencing risk in school adjustment, which

includes the collection of quantitative data. In depth interviews

with respondents, and the application of social media sites,

tactics, and procedures will be used to exhibit proper conclusion

and interpretation of this study. In this study, a survey form

will use which is designed to obtain accurate responses to the

studies objective. The researcher residing in Solana, Cagayan,

asked the population size of the grade 7 students from the main

office of Solana Fresh Water Fishery School to be used in solving

the number of the exact samples of respondents needed by the

study. Permission to conduct the research study will be obtained

in the form of a letter to our dearest respondents. The rules and

protocols will be needed in relation to the school to be

conducted of the research. The research team needs to document

the results for evidence that the data collection was done
unbiased. The data collected from questionnaire will be checked,

arranged and analyzed using Microsoft excel and Microsoft word

according to the research strategy described in this chapter,

before being presented the Solana Fresh Water Fishery School

panelists.

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