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.