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Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Effect of Playing Online Games on the Academic


Performance and Health Concerns of Students: Predictors
for a Propose Action Plan

Baranda, Butch Brian L.

Del Valle, Earlle Vienne V.

Manato , John Jonas L.

Olan, Mark Joshua B.

“Education is Life itself”


1
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Chapter 1

The Problem and its Background

Introduction

Game is one of the greatest technology industry right now. Developer can

get so many advantages, for example Destiny. Destiny has already smashed

analyst expectations for first-week sales with a $500 million launch. From this, we

can conclude that game industry is on of the greatest industry.

But now, gaming could make parents worry about their child. Game

addiction certainly is a bad addict. This condition make anxious for some side. Is

your child playing video games instead of doing schoolwork? Is he avoiding

social situations and is his behavior worsening as a result of constant gaming?

I’ve heard the desperation and concern in the voices of many, many

parents whose kids seem to spend all their time playing video games, as if

possessed by some mysterious outside force.

Stopping video games for any reason has a long-lasting negative impact

on child’s emotions. He may becomes depressed, moody angry, aggressive or

violent when he is unable to play. Child are stealing gaming disc from stores or

friends, or steal money from others in order to buy gaming disc, more than once.

“Education is Life itself”


2
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

He frequently lies about how much time he spends playing video games. So what

can you do to limit video game playing and create healthy boundaries around it?

Gaming addiction is still the mysterious problem, more terrifying than

alcohol or drugs addiction. Like the expert from Amsterdam say, ‘they are

powerless over their addiction.

But these addicts aren't hooked on drugs or alcohol. They are going cold

turkey to break their dependence on video games. The lure of a fantasy world is

especially pertinent to online role-playing games. These are games in which a

player assumes the role of a fictional character and interacts with other players in

a virtual world.

As Young puts it, an intelligent child who is unpopular at school can

"become dominant in the game." The virtual life becomes more appealing than

real life. We must respond to this problem seriously. So far on this problem, no

one can find why this problem easily happen and relatively difficult to be solved.

It’s important to be investigated to know why are computer games addictive, how

common is computer game addiction in children, what are the effect, so we can

keep off or treat this problem well.

To collect data to support this research, I will make the survey that will be

answered by the children that likes playing video game, the parents, and the

game developer. Maybe Game Tech college students and game makers can be

“Education is Life itself”


3
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

the informants o get their opinions and the information about video game. We

can use their opinions to underlie the problems and find some solutions that we

can use, both for parents and addicts themselves. In order to adequately define

the terms, “online game” has first to be broken down into its basic components:

online and game.

At its very basic situation the term online can be referred to any activity

that is taking place via use of the Internet. Game on the other hand according to

the Oxford dictionaries (2012) is defined as an activity or pastime that generates

amusement. As an amusement, online game generates activity that is played

over some form of connection or computer network.In the research of Ahn and

Randall (2008) on computer game addiction, they define game addiction on the

basis of the definition used by the Center for Addiction and Mental Health based

in the US.

The center defines addiction as “a psychological or a physical

dependence on something”. Individual with game addiction can thus be said to

have a psychological dependence on Massive Multiplayer Online Games or to

exhibit excessive or compulsive use of computer and video games. Many cases

have been reported in which users play online games compulsively, isolating

themselves from social contact and focusing almost entirely on in-game

achievements rather than out-game life events such as academia, socializing

with family and friends, or sports. Out-game life should spent times on academia,

“Education is Life itself”


4
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

communicate with family members and sport etc. But game players see the in-

game life as more important than out-game life.

This means they spent almost all the time to play online game.Ahn and

Randall (2008) discovered that MMOGs affected both social and academic

lifestyles of students involved. Of the surveyed data, approximately 50% of

MMOG addicted students were reported as actively engaged in a physical

altercation. Furthermore the addiction interferes with their relationships, in which

most of the addicts are reported to be involved in arguments with both friends

and teachers.

Academically most addicts registered more F grades as compared to

non-addicted students. This statistics corresponds with the amount of playing

time of addicted students on the MMOGs.

Background of the Study

The rise in the use of the internet has led to many changes in our daily life.

In particular, this rise has also led to the rise of online gaming. Online gaming

can refer to any type of game that someone can play through the internet or over

a computer network. Most of the time, online gaming refers to the video games

played over the internet, where multiple players are in different locations around

the world.

“Education is Life itself”


5
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

In most cases, online games are freeware programs that can be used for

an unlimited time and are available for free. Most percentage of web games

available nowadays is written in Flash, Shockwave and Java languages.

Because of that, they feature more primitive game play than downloadable

games. Having an online gaming experience typically requires a high-speed

internet connection.

Proper hardware will also be required whether it’s a computer or a gaming

console, such as Xbox or Play station that’s connected to the internet. Some

online games require a specific piece of controlling hardware such as a joystick

or a game controller, but these days, gaming technology has progressed to an

amazing extent. Things like streaming 3-D animation graphics with superb

surround sound stereo now have the ability to make all addicted to gaming.

In terms of video games, online gaming is growing in popularity for variety

of reasons. Gamers can easily find opponents of a similar skill level when playing

a head-to-head game over the internet.

Nowadays, more and more people are starting to use the Internet. At the

same time, online games have become extremely popular among the young

generation thus, leading to the proliferation of online game addiction on a global

platform (Iowa State University, 2011). According to recent researches, online

gaming has become one of the most addictive Internet activities nowadays (Wan

&Chiou, 2006).

“Education is Life itself”


6
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

In summarization online gaming has become a big boom to our society

especially in each household. And we as a researcher has a perception that this

thesis would be interested in interested in discovering the reasons behind why

young people start to play online games as well the reason behind why does they

play such games that affects their daily lives and activities.

There are many benefits that Internet not only acts as an entertainment

tool, but also an important professional resource for work, communication as well

as education. However, despite all of its inherent advantages, the Internet also

has its drawbacks and that is what we would like to find out!. Although the

Internet could be very productive, it can have a drastically opposing effect.

For some people who play online games, the Internet acts as an enabler.

It is used to feed an addiction, which by its very definition interferes with daily life,

work and personal relationships. According to a report of Syracuse University on

the Science Daily website (2007), online games may have significantly negative

consequences, especially in the lives of students, through causing distraction

and interfering with important reaction of out-game life actions, such as academic

performance, health and social life. For purposes of clarity, in the rest of this

thesis, online games will also be referred to as "Massive Multiplayer Online

Games" or "MMOG".

“Education is Life itself”


7
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Conceptual Framework

Computer game addiction generally refers to an excessive, unhealthy

amount of playing computer games. Rather than engaging in the real world, an

addicted user devotes the majority of his or her time to gaming ( Conrad, 2011).

The issue of game addiction is getting spread widely and uncontrollable.

Gaming addiction became a mysterious problem which is still difficult to

treated, more terrifying than alcohol or drugs addiction. Whereas, in fact, Dr

Shumaila Yousafzai (2009) from Cardiff Business School said popular online

video games warned players not to overuse their products.Systems theory has

two branches, general systems theory and ecological systems theory. Systems

theory is about how the different parts put up a whole and within the whole they

interact with each other.

It emphasizes on connections between individuals, environment and

effective functioning (Payne, 2005, p.142-143). Differences and values between

systems theory and other theories are that systems theory focuses and deals

with ‘whole’ and while other theories only analyze parts of the whole (Hanson

cited in Payne 2005, p.142-143). However, the parts of the systems interact in

many different ways, which explains that systems have both equifinality and

multifinality. Equifinality is about how different methods can lead to the same

results i.e., there are many factors that can lead a person to become addict to

online games. For instance the friends or relatives of a person may play online

“Education is Life itself”


8
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

games a lot, which can influence the person to start playing games and later to

get addicted to it. The other example may concern the competition and challenge

among these students who are full of ambition to play online games.

They are eager for more success and higher score than others and

therefore have to pay more time on playing games. Research carried out by the

center for Internet Addiction Recovery (Young, 2010, p.357) revealed that some

of the younger hardcore gamers suffered from emotional disorders that prevent

them 14 from properly socializing with others and they thus turned to MMOGs as

an outlet to experiment with various aspects of their personality, or it can simply

be influenced by the environment that gamer is in. One of the commonly stated

factors in that psychologists blame for online game addiction is the rapid

development of technology.

Young (2010) states that the evolution of the video game from a single

player game to an interactive multi-player world induces the players to has the

ability to control and alter the universe where they are in and via their character

they transform these games into “self-contained, three dimensional societies”

(Young, 2010, p. 357).

Over time as the player continues to transform this new world of their

online, player’s character begins to seep into their out-game life and the brain

begins to identify this character as being the true reality.

“Education is Life itself”


9
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

On the contrary, multifinality concerns that the same situation can have

different outcomes, e.g., two people have the same group of friends who play

online games a lot, one of them may start playing with their friends, and another

may go finding some other interesting things instead of playing games (Payne,

2005, p.145).

Systems and ecological perspectives focus on the effects of one individual

on another and the interrelated and interacted connections between each other.

It presumes that every part in the system is necessary and interrelated in order to

maintain the system itself (Payne, 2005 pp.157-158).

Our research focuses on the relationship between gamers and their

families, the health of the persons as well as the individuals’ achievements in

school. The process, connecting with how relationships and interactions occur,

what they consist of and how they turn out, is an important view of system

theoriesParents across the globe are increasingly concerned about their sons

onlinegaming habits.

They are sure that there is a problem but counselors unfamiliar withonline

gaming addiction don’t understand how seductive they can be

(Young,2009, p.4).

Fraser (2012) mentions that kids are among the most vulnerable to video

gameaddiction, experts said, and may become violent when their "drug" is taken

“Education is Life itself”


10
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

away. Video game and Internet addiction usually point to other mental problems

including anxiety, depression and trouble forming healthy relationships

.Kimberli Young (2009, p.12) says, not only are children, teenagers, and

college students effected by online gaming addiction, but a growing number of

adults arebecominghooked to online gaming. While such cases are rare, mental-

health professionals say the fantasy worlds offered by computer and video

games can become the stuff of very real addictions that destroy marriages and

careers.

People of all ages are quickly becoming immersed in this virtual fantasy

world whereby they can easily escape problems in their lives. As in any treatment

program, the primary step to take in the path, according to Kimberly (2009, p.18),

to recovery is to accept and not refute “denial,” a defense mechanism that

addicts frequently employ and that effectively stops them from accepting

treatment. Once this obstacle is conquered, treatment can be performed more

effectively than it would otherwise. Tracy Miller (2013) add because computer

game addiction is a new development in the world of mental health, treatments

are not as well established as those for depression, anxiety, anger, etc. Most

interventions take a cognitive-behavioral approach which involves changing how

the addict thinks about the addiction.

“Education is Life itself”


11
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Research Paradigm

INPUT PROCESS OUTPUT

1. What is the profile of


the student in terms of,

1.1. Gender,

1.2.Age and,
QUESTIONAIRE ACTION PLAN
1.3.Strand?

2. How playing online


games affects your,

2.1. Studies,

2.2. Health and,

2.3. Family?

Figure 1: Research Paradigm

Statement of the Problem

1. What is the profile of the respondents in terms of,

1.1. Gender,

1.2.Age, and

1.3. Strand?

2. How playing online games affects your,

2.1. Studies,

2.2. Health and,

“Education is Life itself”


12
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

2.3. Family?

3. Is there any significant relationship in the performance of the student while

playing online games when grouped according to their profile?

4. What will be the effective way to encourage the students to stop or reduce the

time they spent on playing online games?

Hypothesis

In this paper, the researchers claim that internet games has both positive

and negative impact on the students of Senior High School in Malvar. This

indicates that not all internet games have the capacity to help the students

improve their academic performance, instead they use internet games in their

own pleasure. Internet games today has a great effect on people’s daily life. At

this point, it can be said that internet games enables people to ensure a practical

communication channel with other people all over the world and perform many

other information related activities like reaching to desired information, editing it

or sharing it with other clients over. But it can also be said that negative use of

internet games can prevent students from improving their cognitive level and

affects their social and physical aspects in a negative manner (UtkuKose

2015).internet games is the rage today, and bully on you if you can’t deal with it.

Internet games changes the way we perceive the world and interact with one

another. In today’s age, no one remains reclusive. From the pings, chat window

to the pokes and emoticons, everything exists to bring people closer, to make the

“Education is Life itself”


13
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

world comfortable. Today, young kids play with electronic devices like

smartphones and tablets. Internet games is an active part of your adolescent’s

life. However, as a parent, you need to know how internet games effects on child

development. Most importantly, it’s time you learn these technologies so that you

can relate to your kid’s daily life on the World Wide Web and social networks

(Harini Santhosh 2017). This two researchers stated that internet games is both

have an effect of negative and positive impact on students in present time.

Significance of the Study

This study will be valuable and significant to children, parents, readers and

for it will give them information about the impacts they may get from online

gaming. Parent. This study will help the parents to have enough knowledge

about the impacts of online gaming among their children. Readers. This study will

help the readers to have the understanding about the impact of online gaming.

Future Researchers This may serve as a basis for future research that they will

conduct.

Scope and Delimitations

In this paper, the researchers claim that internet games has both positive

and negative impact on the students of Senior High School in Malvar. This

indicates that not all internet games have the capacity to help the students

“Education is Life itself”


14
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

improve their academic performance, instead they use internet games in their

own pleasure.

Internet games today have a great effect on people’s daily life. At this

point, it can be said that internet games enables people to ensure a practical

communication channel with other people all over the world and perform many

other information related activities like reaching to desired information, editing it

or sharing it with other clients over.

But it can also be said that negative use of internet games can prevent

students from improving their cognitive level and affects their social and physical

aspects in a negative manner (UtkuKose 2015).internet games is the rage today,

and bully on you if you can’t deal with it. Internet games changes the way we

perceive the world and interact with one another.

In today’s age, no one remains reclusive. From the pings, chat window to

the pokes and emoticons, everything exists to bring people closer, to make the

world comfortable. Today, young kids play with electronic devices like

smartphones and tablets. Internet games are an active part of your adolescent’s

life. However, as a parent, you need to know how internet games effects on child

development. Most importantly, it’s time you learn these technologies so that you

can relate to your kid’s daily life on the World Wide Web and social networks

(Harini Santhosh 2017). This two researchers stated that internet games is both

have an effect of negative and positive impact on students in present time.

“Education is Life itself”


15
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Definition of Terms

Impact-. The powerful or dramatic effect that something or somebody has.

Internet.- An electronic communication network that connects computer network

and organizational computer facilities around the world.

Online game-. Game that can be run from a internet browser and requires

internet connection.

Technology.- The practical application of knowledge especially in a particular

area

Massive Multiplayer Online Games (MMOG)- are multiple player online games.

The games are differences from regular online games as they have the

technological capacity to host hundreds of thousands of players on the same

game.

“Education is Life itself”


16
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHAPTER 2

Review of Related Literature and Studies

This chapter presents the review of related literature and studies that have some

degree of relevance to the current research and that provide direction in the

conduct of the study. They are reviewed to provide a clear background of the

problem being investigated.

Related Literature

There is likely to be an even bigger increase in empirical research

into problematic gaming and gaming addiction especially now that internet use

disorder (which mainly consists of internet gaming addiction) has been included

in the appendix of the new DSM-5 (American Psychiatric Association, 2013).

The amount and quality of research in the online gaming addiction field

have progressed considerably over the last decade but the process is still in its

infancy compared with other more established behavioral addictions, such as

pathological gambling.

This section suggest what might happen in the online gaming addiction

field from a number of different standpoint (e.g,.methodological, conceptual,

“Education is Life itself”


17
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

technological).These are loosely modeled on the technological trends in

gambling outlined by Griffths (2011).

With the pressure on media enterprises to monetize their business and

look for different revenue streams, there is likely to be even the greater media

convergence between gaming and other more profit-making activities such as

gambling(king et al.,2010b).

It has also been reported that gaming addicts(like substance addicts)

have a higher prevalence of two specific polymorphism of the dopaminergic

which suggest that, among some players, there might be some genetic

predisposition to develop video game addiction (Kuss& Griffiths, 2012).

The rise in the use of the internet has led to many changes in our daily life.

In particular, this rise has also led to the rise of online gaming. Online gaming

can refer to any type of game that someone can play through the internet or over

a computer network.

Most of the time, online gaming refers to the video games played over the

internet, where multiple players are in different locations around the world. In

most cases, online games are freeware programs that can be used for an

unlimited time and are available for free.

Most percentage of web games available nowadays is written in Flash,

Shockwave and Java languages. Because of that, they feature more primitive

“Education is Life itself”


18
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

game play than downloadable games. Having an online gaming experience

typically requires a high-speed internet connection. Proper hardware will also be

required whether it’s a computer or a gaming console, such as Xbox or Play

station that’s connected to the internet.

Some online games require a specific piece of controlling hardware such

as a joystick or a game controller, but these days, gaming technology has

progressed to an amazing extent. Things like streaming 3-D animation graphics

with superb surround sound stereo now have the ability to make all addicted to

gaming. In terms of video games, online gaming is growing in popularity for

variety of reasons. Gamers can easily find opponents of a similar skill level when

playing a head-to-head game over the internet.

Nowadays, more and more people are starting to use the Internet. At the

same time, online games have become extremely popular among the young

generation thus, leading to the proliferation of online game addiction on a global

platform (Iowa State University, 2011).

Internet addiction gives the gamer to the unique psychological properties

which is the users increase their use of these internet services, the utility they

gain from each usage does not diminish, leading not only to self-destructive

addiction but also to social ills. When a problem, playing video games can

interfere with real-life obligations such as work, and players can end up lying

about playing video games. The study found that “problematic” video game use

“Education is Life itself”


19
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

can have similar effects as other addictive activities, such as abusing alcohol

(Inwon Kang,2011).

Further support the relationship between addiction of World of

Warcraftplayers to the game and the time they spend playing online, the

relationship thatis also supported among adolescents who are addicted to online

games ingeneral (Gentile,2009;Xu et al.,2012).

Rooij et al. (2011) show that compared to non-addicts, video game addicts

have significantly higher levels of depressive moods, loneliness and significantly

lower levels of self-esteem. In this study, the results of this comparison for social

anxiety level is not significant Although playing video games is one of the most

popular leisure activities in the world, research into its effects on players, both

positive and negative, is often trivialized.

At this point, it can be said that internet games enables people to ensure a

practical communication channel with other people all over the world and perform

many other information related activities like reaching to desired information,

editing it or sharing it with other clients over. But it can also be said that negative

use of internet games can prevent students from improving theircognitive level

and affects their social and physical aspects in a negative manner (UtkuKose

2015).

“Education is Life itself”


20
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Internet games are the rage today, and bully on you if you can’t deal with

it. Internet games changes the way we perceive the world and interact with one

another. In today’s age, no one remains reclusive. From the pings, chat window

to the pokes and emoticons, everything exists to bring people closer, to make the

world comfortable.

Today, young kids play with electronic devices like smartphones and

tablets. Internet games is an active part of your adolescent’s life. However, as a

parent, you need to know how internet games effects on child development. Most

importantly, it’s time you learn these technologies so that you can relate to your

kid’s daily life on the World Wide Web and social networks (Harini Santhosh

2017).

Tracy Miller (2013) add because computer game addiction is a new

development in the world of mental health, treatments are not as well established

as those for depression, anxiety, anger, etc. Most interventions take a cognitive-

behavioral approach which involves changing how the addict thinks about the

addiction.

Computer game addiction generally refers to an excessive,

unhealthyamount of playing computer games. Rather than engaging in the real

world, an addicted user devotes the majority of his or her time to gaming (

Conrad, 2011).

“Education is Life itself”


21
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

The term “online game” describes any digital game that can be

played online using a computer network, typically the → Internet. Since the first

decade of the twenty‐first century, most popular commercial

digital games released have incorporated online play features. Considering

that online games are defined by the characteristic of being played online rather

than by a characteristic of their content or mechanics, there are many types of

popular online games(James D. Ivory, Aphra Kerr, 2015)

The majority of research examining massively

multiplayer online game (MMOG)‐based social relationships has used

quantitative methodologies. The present study used qualitative semi‐structured

interviews with 22 Australian World of Warcraft (WoW) players to examine their

experiences of MMOG‐based social relationships.

Interview transcripts underwent thematic analysis and revealed that

participants reported experiencing an MMOG‐based sense of community (a

sense of belonging within the gaming or Wow community), discussed a number

of different MMOG‐based social identities (such as gamer, WoW player and guild

or group member) and stated that they derived social support (a perception that

one is cared for and may access resources from others within a group) from their

relationships with other players.

“Education is Life itself”


22
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

The findings of this study confirm that MMOG players can form

gaming communities. Almost all participants accessed or provided in‐game social

support, and some gave or received broader emotional support. Players also

identified as gamers and guild members. Fewer participants identified as Wow

players. Findings indicated that changes to the game environment influence

these relationships and further exploration of players' experiences could

determine the optimal game features to enhance positive connections with fellow

players (Erin L. O'Connor , et. al. 2015).

Related Studies

Online games pose new challenges to the law because of their

nature as games. They are both intellectual properties and social platforms.

Some of the primary legal issues raised by online games are: (1) the state's

ability to limit the distribution of online games to minors, (2) the intersection of

intellectual property law and online games, and (3) the laws that set the rules for

public access to, and permissible actions within, online games(Greg

Lastowka,2015).

Game development has always been dependent on functional business

models with the capacity to secure the delivery of fun games to consumers and

profit to the developers. Developing effective business models can be observed

from the start of the industry to the present day.

“Education is Life itself”


23
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

This development exhibits creativity that is comparable to other processes

in the industry. Although the internet has enabled a greater variety of business

models, traditional models are a persistent presence (Peter Zackariasson,2015).

The virtual item auctioning system (VIAS) has economic potential as

millions of online players trade their virtual items in an auction‐based

environment. However, little empirical research has been conducted about

understanding the factors affecting the decision to use the VIAS in online games.

To address this gap, the current study uses the technology acceptance

model(TAM) to explore the effects of extrinsic motivation‐perceived usefulness,

intrinsic motivation‐flow, and trust on the decision to use the VIAS

in online games.

Three hundred and twenty‐eight surveys were gathered from the users of

VIAS in online games. The research model was tested with the structural

equation modeling technique, using AMOS 20. The results showed that intrinsic

motivation is more important than extrinsic motivation in explaining the use of the

VIAS(CigdemAltin Gumussoy,2016).

Horizon scanning techniques can be developed to identify novel routes

and sources for the emergence of viruses in the medium to long term. Central to

horizon scanning is prediction of the complex scenarios through which viruses

could emerge before they occur.

“Education is Life itself”


24
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

One approach involves ‘spidergrams’ in which complex scenarios are

generated by combining factors randomly selected from different categories of

events. Spidergrams provide a framework for how different factors could interact,

irrespective of the virus, and also enable testing of combinations not previously

considered but which would be ‘tested’ in nature by a virus.

The emergence of viruses through new routes is often related to changes,

for example, in environmental and social factors, and the Internet will

undoubtedly be used to identify long‐term trends for consideration. In

addition, online games may provide horizon scanners with suggestions for new

routes and strategies that could be used by emerging viruses(P. Gale and A. C.

Breed, 2012).

Prior research on digital games illustrates a perceived gender gap in

participation and performance, suggesting men as playing more and better than

women. This article challenges the gender gap using longitudinal behavioral data

of men and women in 2 MMOs in the United States and China. Results show that

women advance at least as fast as men do in both games. Thus, perceived

gender‐based performance disparities seem to result from factors that are

confounded with gender (i.e., amount of play), not player gender itself.

“Education is Life itself”


25
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

We conclude that the stereotype of female players as inferior is not only

false, but also a potential cause for unequal participation in digital gaming(Cuihua

Shen et. al. 2016).

Massively multiplayer online role‐playing games (MMOs) are spaces of

socialization and relationship formation and maintenance. This qualitative study

seeks to understand how MMO players delineate the boundary between play and

life when it comes to their game‐originated romance.

A typology of players was devised to understand players' constructions of

boundaries, and players ‘strategies against perceived stigma when moving their

relationship offline were discussed. The findings call for a shift towards a more

player‐centric and pluralist conceptualization of the magic circle of

play(Kim‐Phong Huynh, et. al. 2013).

Genre is used by game developers as a means of targeting certain

markets by providing easily identified product differentiation. This entry provides

an overview of the development and diversity of genre in online games and maps

out the major factors that drive genre formations. In addition, academic

approaches to the study of genre are applied to online games alongside an

overview of the commercial and cultural contexts that

shape online game genres(Tanya Krzywinska,Douglas Brown, 2015).

“Education is Life itself”


26
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

The issue of the potential impact of online games, particularly those with

violent content, on criminal behavior in the real world is controversial. Online use

of games has proliferated over the past few decades as technology has improved

and the use of video games has become more social.

Experimental studies on the impact of games generally consider games as

solitary and provide mixed results, often with considerable limitations. Co

relational studies and longitudinal evidence of the relationship between crime

and online games are mixed, but, unbalance, are less likely to yield evidence for

unambiguous links between the two. Further, the dramatically increasing

popularity of online games is not associated with dramatically declining violence

among adults and youth in various countries.

Despite impressions to the contrary in the media, links between

perpetrators of mass homicide and the use of video games, online or otherwise,

have not been confirmed. This entry examines evidence regarding the possible

associations between online games and crime and considers several theoretical

frameworks that inform this research, including media effects theories and moral

panic theory(Christopher J. Ferguson, 2015).

While children's online gaming includes a wide range of genres and

practices, online games designed for and targeted specifically toward children

aged 6–12 years emerge out of a unique intersection of interests, industries, and

“Education is Life itself”


27
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

politics. They thus represent a key area of inquiry within the digital

communication literature. This entry provides an overview of the history and

distinct characteristics of the children's online games market, and explores its

longstanding associations with education and promotion(Sara M. Grimes, 2015).

Online gaming has rapidly become one of the most significant segments in

the global media and entertainment sectors. Globalization of online games has

been studied in relation to international communication, political economy, and

audiences/fans. Unlike several other cultural genres that have been largely

dominated by Western cultural industries in the global markets, this cultural

genre is also strongly influenced by non‐Western countries.

While there are several factors that account for the popularity of

local online games in regional and/or global markets, localization plays a key part

in the globalization process of online games. Localization involves local people in

adopting, integrating, and connecting their local and foreign cultures. Two major

strategies are involved: hybridization and (g)localization. This entry identifies and

discusses these primary localization strategies to map the globalization

ofthe online game industry and its distinctive articulation between global and

local forces(Dal Yong Jin, 2015).

Game preservation is an emerging field of scholarship and practice that is

concerned with the long‐term availability and documentation of digital games.

“Education is Life itself”


28
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

The discipline tackles issues as diverse as material conservation to stabilize

hardware and data forensics to retrieve code from damaged or obsolete storage

formats.

The dominant strategy for insuring access to digital games currently is

emulation but this raises significant questions about the authenticity of

reproduction as well as a host of legal challenges that arise from the copying of

read‐only memories (ROMs) and circumvention of technical measures of

protection such as DRM (digital rights management) systems.

Documentary strategies focus on gathering contextual materials and

capturing players ‘performances rather than preserving games in playable form.

Online games further complicate preservation efforts with their technically

complex client–server architectures and authentication systems, and gameplay

that may comprise intricate, emergent, and massively multiplayer social

interaction that is difficult to replicate or record(James Newman, 2015).

The act of cheating in digital games helps us understand the play process

in ways that examining normative or “ideal” play cannot. Scholars investigating

the phenomenon have uncovered a rich diversity of practices and justifications

that demonstrate how seriously players take the process of playing

offline games, and how much they can invest in the activity.

“Education is Life itself”


29
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

This entry addresses current research into cheating in digital games,

including how and why players cheat, how cheating is conceptualized in different

contexts of play, and how the online game industry has responded to cheating. It

also takes a brief look at the changing landscape of online games, including

social and mobile games and how cheating practices have evolved (or not) in

those new contexts(Mia Consalvo, 2015).

Online games point out the fundamental concepts at the basis of

synchronization in multiplayer online games (MOGs). It first describes the

principal typologies of game architectures typically employed to support

networked multiplayer games, also discussing communication issues among

distributed entities. The chapter then focuses on aspects related to the delivery

of game events, with respect to the mentioned game architectures. Next, it

focuses on event delivery, and finally it discusses typical approaches and

algorithms used to keep synchronized the distributed entities in order to maintain

the consistency of the distributed game state(Stefano Ferretti, 2014).

The systematic description and explanation of people spending time with

video (or computer) games is a relatively new topic for communication research.

Theories, models, concepts, and the theoretical constructs that have been used

in order to describe and explain these player experiences are not entirely new.

They have been developed in different areas of psychology and communication

and have only now been applied to playing online games.

“Education is Life itself”


30
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

This entry systematizes player experiences along a list of well‐established

constructs such as arousal, suspense, identification, flow, presence, involvement

and immersion, and enjoyment, as well as in relation to the three motivations

conceptualized in self-determination theory(Sabine Reich and Peter Vorderer,

2015).

The study of online gaming communities focuses on the relationships

formed between players through participation in online games. Research

into gaming communities sees games as a fundamentally social arena. The

exact form of this sociability varies depending on the nature of the people

involved and the technical constraints imposed by the game. However, a

common pattern has emerged across research. Specifically, interaction often

begins through team formation, as players form groups in order to tackle the

challenges presented by the game world. Both forming and working within a

team require communication, which provide through text and voice chat as well

as nonverbal means. Repeated interactions provide the basis for trust, which is

critical in the formation of social capital, which in turn generates positive social

outcomes for players(Joshua Clark et. al. 2015).

Studying gamers demonstrates how games are growing as texts, as

narratives, and as social spaces. In academia, useful models and taxonomies of

player behavior help explain how players behave within games, while other

research examines how players interact socially.

“Education is Life itself”


31
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

More recently, players have found ways to articulate online play in a

variety of contexts, and have created a series of spokespeople who express

these desired behaviors publically. This entry presents player behavior online as

a protean entity, where a lack of cohesive social determinants leads to interesting

articulations of play, as well as conflicts between individuals struggling to behave

“correctly.”

It examines some of the more controversial aspects resulting when

activities in and around gaming prompt different, often contradictory actions. This

entry also examines how online behaviors are influencing and becoming

integrated withother aspects of social gaming such as fandom, webcasting,

and game punditry(Esther MacCallum‐Stewart, 2015).

Synthesis

This part contains the similarities and the differences of the related

studies to the present study which is conducted by the researchers Study of

psychiatric Association (2013), and Grifths (2011)is related to the present study

because they both discussed the effect of online games on the health concerns

of student. They are both asses because they are discussing about that factors

can effect on the health.

The purpose of this study is to give some effects onplaying online games

on health of students. Study of Dindar and Akbulut (2014),and (Tanya

“Education is Life itself”


32
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Krzywinska,Douglas Brown, 2015) related to the present studybecause they both

discussed online games can affect your health and health ofthe student.

They are both asses because discussed the factors that affect healthof the

student. The purpose of these studiesis to give awareness of addicting online

games. Study of Saulnier (2012) and (Cuihua Shen et. al. 2016). Is similar to the

present study because they discussed how women can play like the men playing

online games. They are both asses because they discussed the result of too

much playing online games and affect of onilne games

The purpose of this study is to aware the people who playing too much of

online games. Study to(Kim‐PhongHuynh,et.al.2013) and (Joshua Clark et. al.

2015) is similar to the present study because they discussed about the

communication using online games on each other. They are differ because they

are same discussed communication using the online games in each other.

The purpose of this study is to give knowledge about online games can

use in communicating in others .Study of (Sara M. Grimes, 2015) is similar

because this research discussed online games is design for the children 6-12

years old. They are different in terms of using online games in early age of

children.

The purpose of this study is to aware early children using online games it

will cause bad health and eye damaged Study of (Esther MacCallum‐Stewart,

“Education is Life itself”


33
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

2015) and ( MiaConsalvo, 2015) is related to the present study because they are

discussed the affects of online games in behaviour of students. They are asses

because they are focused on the effects of internet games.

“Education is Life itself”


34
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHAPTER 3

Research Methodology

This chapter describes the nature of this study based on the research

locale, respondents of the study, and the methodology of the research.

Research Design

In this study the researchers aim to find the factors effects of playing

online games on the academic performance and health of the students that are

playing online games on Senior High School in Malvar. A researcher-made

questionnaire will be utilized as the main instrument in soliciting responses from

the respondents of the study.

Research Locale

This research study will be conducted at Senior High School in Malvar a

secondary public school located in Sn. Joaquin, Malvar, Batangas. This school

is currently headed by Jhomar C Sor.

About the Institution Senior High School inMalvar was a Technical-

Vocational Institution and was a academic courses STEM for students wanted to

become a engineer doctor or scientst and ABM for students want to become a

“Education is Life itself”


35
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

lawyer business manager and HUMSS for wanted to become police and teacher

and a school of secondary level.

If you are going to Malvar from Lipa city the travel distances is 12 km if

you are going to Malvar from Tanuan city travel distance is 5 km named after one

of the Philippines’ greatest generals, Miguel Malvar, one will not be surprised of

what other interesting thing he/she can learn about and experience in Malvar.

Malvar is a second class municipality situated in the northeastern part of

Batangas. This town, which is politically subdivided into 15 barangays, is in the

3rd Congressional District of the province. The town’s former name was Luta,

from the moniker of a Dayang-Dayang and the youngest daughter of Datu

Bunga, a descendant of Datu Puti,the chief of the tribe.

After escaping from Sultan Makatunao of Borneo, Datu Puti settled in what

is now Batangas province.Malvar officially became a municipalityon January 10,

1919. It is now dubbed as the Home of Nata de Coco Festival and is a

welcoming town to anyone who would plan to visit and create meaningful

discoveries.

Respondents of the Study

The respondents will be the students, particularly Senior High School in

Malvar. Students level is when the person’s career is determined; if the student is

“Education is Life itself”


36
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

well aware that studying and other daily chores are the most important pillar’s of

student’s life, but they also have to know how to manage time and how to use the

online games right that they will excel in their futures so this study might be like a

guide for every students on how they will interact with internet games.

The respondent of the study will be the Senior High School of Malvar. The

researchers choose Senior High School because the researchers believe that

they are more prone in internet games. Teenagers within that age are the age

which can be more exposed with the internet games. The researchers used the

Senior High School of Malvar because it is very accessible because the

researcher is studying in this school.

Research Instrument

The researchers provide questionnaire for the respondents. Prior to that,

we prepared key questions to follow for the good flow of the answers of the

respondents.

Data Gathering Procedures

The instrument used in this study to gather data is questionnaire. The

researchers has followed certain procedures to conduct this study

“Education is Life itself”


37
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

1. Permission of the school principal of senior high school in malvar was

sought properly for the dissemination of the questionnaires to all senior

high school students.

2. The questionnaire was given to 294 student respondents.

3. The accomplished questionnaire from the students will be sealed and

place in envelopes per strand for the confidentiality of contents.

Statistical Treatment of Data

The following statistical tools were employed for a better picture of thedata

gathered. Mean was utilize to get the computed average of the responseson the

questionnaire. Standard deviation was utilized to determine the degree of

homogeneity of the responses on the questionnaire

Chi Square was employed to determine the relationship of playing online

games and its effect on the profile of the students.

To interpret the significance of the study, the posited hypothesis was

tested at 0.05 level of significance.

“Education is Life itself”


38
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHAPTER IV

Presentation, Analysis, and Interpretation of Data

This chapter contains the presentation, analysis, and interpretation of the data

collected. This discussion is based on the statement of the problem in Chapter I.

1. Profile of the Respondents

This part presents the profile of the respondents in terms of their age, sex, strand

and grade level.

Table2. Profile of the Respondents in Terms of their Age

Age Frequency Percentage

15 yrs. – 17 yrs. old 125 42.52%

18 yrs. old – 20 yrs. old 169 57.48%

TOTAL 294 100%

Age is a measure of an individual’s number of years that he or she was born. The

Table 2 shows the profile among the senior high school students in Senior High School

in Malvar and their frequency and percentage of the total respondents according to age.

In Table 2, the profile of the respondents in terms of age is presented. There was

one hundred twenty five (125) whose age is 15 years old to 17 years old, forty two point

fifty two percent of the total population, and one hundred sixty nine (169) students whose

age is in between 18 years old to 20 years old fifty seven point forty eight percent of the

“Education is Life itself”


39
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

total population. The majority of the respondents ages from 18 years old up to 20 years

old.

Sex is either the female or male division of species, specifically as their reference in

stating their physical characteristics that is distinguishable by the society. The Table 3

shows the profile among the senior high school students in Senior High School in Malvar

and their frequency and percentage of the total respondents according to sex.

Table3. Profile of the Respondents in Terms of their Sex

Sex Frequency Percentage

Male 230 78.23%

Female 64 21.77%

TOTAL 294 100%

Presented in Table 3 is the profile of the respondents in terms of sex. There are

two hundred thirty males, which is 78.23 percent of the total population and sixty four

females, which is 21.77 percent of the total population. It showed that the majority of the

respondents are males.

Table 5 shows the profile among the senior high school students in Senior High

School in Malvar and their frequency and percentage of the total respondents according

to their grade level.

“Education is Life itself”


40
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Table5. Profile of the Respondents in Terms of their Grade Level

Educational Attainment Frequency Percentage

Grade 11 153 52.04%

Grade 12 141 47.96%

TOTAL 294 100%

The finding revealed 153 students or the 52.04 percent of the respondent grade

11 students. There are 141 of the total population who are grade 12 students, which is

47.96 percent of the respondent. It shows that the majority of the students are grade 11

students.

The Table 4 shows the profile among the senior high school students in Senior

High School in Malvar and their frequency and percentage of the total respondents

according to course/track.

“Education is Life itself”


41
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Table4. Profile of the Respondents in Terms of their Strand

Strand Frequency Percentage

ABM 41 13.95%

HUMSS 114 38.78%

STEM 34 11.56%

TVL 105 35.71%

TOTAL 294 100%

Table 4 showed the profile of the respondents in terms of strand they have been

taken. The findings revealed that the 13.95 percent of the total population or forty one

(41) students out of 294 respondents are ABM students. One hundred fourteen (114)

students are HUMSS students, which is (38.78) percent of the respondents. (11.56)

percent of the respondents are STEM student equivalent to forty-three (43) students.

The (35.71) percent or the one hundred eight (105) students of the respondents are TVL

students.

2. Factors that affect the student when playing online games

2.1 Effect of online games on studies

Table 6 shows the different statement about the effect of online game on the

studies of senior high school students. It also showed its equivalent mean and verbal

interpretation.

“Education is Life itself”


42
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Table 6 revealed that most of the respondent’s did not affect their studies while

playing online games. The respondents reflected this as they choose mostly sometimes

that they cut classes studies with a mean of 3.58, that they do assignments with a mean

of 2.34, mean of 2.56 for being an excel student at school and mean of 2.38 for the

satisfaction on their grades. Time for studying with a mean of 2.33, reviewing after class

with a mean of 2.57, review before exams with a mean of 2.22, play online games at

school with a mean of 3.21. In other statements, playing before going to school with a

mean of 3.42 and with a mean of 3.11 shows that students play online games after

class.

Table6. Effect of online games on Studies

Statement Mean Interpretation

1. Skip classes Sometimes


3.58
2. Do assignments Seldom
2.34
3. Excel in school Seldom
2.56
4. Satisfied with your grades Seldom
2.38
5. Have time for studying Seldom
2.33
6. Reviewing after classes Seldom
2.57
7. Reviewing before exams Seldom
2.22
8. Play online games every day after school Sometimes
3.21
9. Play before going to school Sometimes
3.42
10. Play after classes Sometimes
3.11

2.77 Seldom
Composite Mean

“Education is Life itself”


43
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

2.2 Effect of online games on Health

Table 7 shows the different statement about the health of senior high school

students affects their learning.

The respondents that eat meal on time has a mean of 2.16, manage their self

while playing has a mean of 2.47. With a mean of 2.38, are the students that take eight

hours of sleep and above. In others, respondents that eat three times a day has a mean

of 2.06.With a mean of 3.1, are the students even if they are sick. It says that most of the

respondents rest after playing with a mean of 2.38 and past their meals with a mean of

2.76.

Some of the respondents say that has time for their self with a mean of 2.16 and

has blurred visions with a mean of 2.89. Some says they feel headache with a mean of

2.79.

Table7.effect of online games in health

Statement Mean Interpretation

1. Eat meals on time Sometimes


2.16
2. Manage yourself when playing Seldom
2.47
3. Sleep eight hours and above Seldom
2.38
4. Eat three meals everyday Seldom
2.06
5. Play even if I’m sick Sometimes
3.1
6. Rest after playing Seldom
2.38
7. Past meals Seldom
2.76

“Education is Life itself”


44
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

8. Have time for self Seldom


2.16
9. Have blurred visions Seldom
2.89
10. Feel headache when playing online games Seldom
2.79
Seldom
Composite Mean
2.51

2.3 Effect of online games on their families

Table 8 shows the shows the effect of online game on the families of the senior

high school students. It also showed its equivalent mean and verbal interpretation.

Table 8.effect of online games on family

Statement Mean Interpretation

1. Bonding with family Seldom


2.27
2. Talk to my family everyday Seldom
2.25
3. Do my household chores 2.28 Seldom
4. Balance my time with my family and playing online Seldom
games 2.28
5. Excel on my family 2.32 Seldom
6. Arrive home early 2.35 Seldom
7. Cares for my parents 1.99 Always
8. Play games overnight on shop 3.38 Sometimes
9. Eat with my family 2.17 Seldom
10. Help parents in house 2.01 Seldom
Seldom
Composite Mean
2.33

“Education is Life itself”


45
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Table 8 revealed that most of the respondents have communication with their

families. The respondents that bond with their family has a mean of 2.27, talk with their

family with a mean of 2.25, do household chores with a mean of 2.28 and with a mean of

2.28, reveals that they balance their time with their family while playing.

Some of the respondents reveal that they excel in their family with a mean of

2.32, arrive home early with a mean of 2.35, cares about their parents with a mean of

1.99 and play games on shops overnight with a mean of 3.38. In other statement,

respondents states that they eat with their family with a mean of 2.17 and help their

parents on house with a mean of 2.01.

3. Differences between playing online games and the Profile of the Respondents

This portion presents the difference of playing online games when they are

grouped according to their profile. The profile of the respondents includes age, sex,

strand and grade level.

Table 9 present the difference of playing online games of the respondents and

their profiles. It was revealed that there is a no significant difference on playing online

games by the respondents when they are group according to age, as the computed p-

value of 0.000 was found lesser than the 0.05 level of significance. This means that the

null hypothesis will be rejected and that respondent’s ages 15 years old to17 years old,

and 18 years old to 20 years old have no difference in playing online games. This study

proved that age had no difference playing online games on the academic performance

and health of the students.

“Education is Life itself”


46
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

The table also shows that the computed p-value of 0.005 was found lesser than

0.05 level of significance when the respondents were grouped according to sex this

means the null hypothesis is rejected. This revealed that there is no significant difference

between playing online games and their sex.

Table 9 also shows the comparison of the respondent’s effect of playing online

games when grouped according to strand. It is noted that the results reveals significant

difference thus rejecting the null hypothesis. With the computed value of 0.000 found

lesser than level of significance 0.05. This implies that the strand do not take place to the

effect of online games on the respondents.

Table 9 also shows the comparison of the respondent’s difficulties encountered

by the senior high school students when grouped according to grade level. It is noted

that the results reveals significant difference thus rejecting the null hypothesis. With the

computed value of 0.000 found lesser than level of significance 0.05. This implies that

the grade level does take place to the effect of online games to the respondents.

Table 9.Relationship between playing online games and Profile of the

Respondents

Degrees of Decision
Variable P-value Interpretation
Freedom (H0)

Age 0.000 3 Reject H0 Significant

Sex 0.005 3 RejectH0 Significant


Grade level 0.000 3 Reject H0 Significant

“Education is Life itself”


47
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Strand 0.000 6 Reject H0 Significant

4. Ways to lessen the effect of online games on the academic performance and

health of the students

The effect of playing online games to the respondents in their academic

performance and health are considered important to realizing the broader and more

general idea, the influential approach makes possible for the learning outcomes to be

effortless and simple for students. The continuous considering action plan can help to

the students to lessen the time they spent on playing online games.

Based on the findings, although most of the respondents have different effects

while playing online games, the following plan was made to further lessen the time spent

on playing online games by the senior high school students.

“Education is Life itself”


ACTION PLAN

Strategies Target Date Person Involve Outcome

To conduct a seminar talk about the The students will gain the
September 21,
importance of education than playing Students importance of education than
2019
online games . online games.

To conduct a seminar talk about


healthy lifestyle.
The students will gain
September 28,
Students knowledge about healthy
2019
lifestyle.

To conduct a seminar talk about the


importance of family.
The students will gain
October 14,
Students knowledge about their family
2019
importance.

“Education is Life itself”


E-mail Address: shsmalvar2016@yahoo.com
Department of Education

SENIOR HIGH SCHOOL IN MALVAR


Division of Batangas
Region IV- A CALABARZON

San Joaquin Road, Poblacion,Malvar,Batangas


48
49
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

To improve the health of


online games and add

playing online games.

family and lessen the


time of playing online
To give more time to
the students that are
consume in playing
To lessen the time

time in studying.
Objectives

games.

CHAPTER V

Summary, Findings, Conclusions, and Recommendations

This chapter presents the summary, findings, conclusions and recommendations

of the study. The findings revealed in the study became the basis of the conclusions

drawn from which the recommendations offered by the researchers were anchored from.

“Education is Life itself”


50
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Summary

The primary purpose of this study was to determine the effect of playing online

games to the academic performance and health of the students. Specifically, it sought

answers to the following questions:

1. What is the profile of the respondents in terms of:

1.1. Age;

1.2. Sex;

1.3. Grade Level; and

1.4. Strand

2. 2. How playing online games affects your,

2.1. Studies,

2.2. Health and,

2.3. Family?

3. Is there any significant relationship in the performance of the student while playing

online games when grouped according to their profile?

4. What will be the effective way to encourage the students to stop or reduce the time

they spent on playing online games?

“Education is Life itself”


51
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

This study was guided by the following null hypotheses: there is no significant

difference between the profile of the respondents and playing of online games by the

senior high school students.

The study used the descriptive method of research which involved 294

respondents of senior high school students at Senior High School in Malvar.

Questionnaires were used to gather the necessary data and were personally

administered by the researchers. The answers were tallied, tabulated and analyzed

through the use of statistical tools such as chi-square, degree of freedom.

Findings

After the data were obtained, tabulated, statistically treated, analysed and

interpreted, the following findings were revealed:

1. From a total of 294 respondent’s majority ages from 18 years old to 20 years old

with the frequency of 169 and with the percentage of 57.48 percent. Mostly are

male with a frequency of 230 or 78.23 percent.

From a total of 294 respondents’ the majority strand is from HUMMS with the

frequency of 114 and with the percentage of 38.78 percent. Mostly are grade 11

students with a frequency of 153 or 52.04 percent.

2. The respondents perceived the effect of online games on the studies of students

by the composite mean of 2.77 and effect of online games to the health of the

“Education is Life itself”


52
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

students with the composite mean of 2.51 and effect of online games on the

family of the respondents with the composite mean of 2.33. The respondents

resulted with the effects of online games to the senior high school students.

3. The researchers found that there is a significant difference in terms of the effect

of online games when they are grouped according to their profiles. When

grouped according to age, the computed p-value are 0.000,sex, the computed p-

value are 0.005,strand, the computed p-value are 0.000, that are lesser than the

alpha level of 0.05 and the grade level which is the computed p-value is 0.000

and it is lesser than the level of significance 0.05.

4. Based on the findings, online games has an effect to the students of senior high

school in malvar so the action plan that is proposed needed to be conduct to stop

or lessen their time allotment on playing online games.

Conclusion

From the findings, the following conclusions were drawn.

1. Majority of the respondents’ ages from 18 years old up to 20 years old, mostly

male, HUMMS students and in Grade 11.

2. The respondents that are playing online games have connection to their studies,

health and their family.

3. The age, sex, strand and grade level of the respondents were significantly

isolated to the effect of playing online games.

“Education is Life itself”


53
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

4. The action plan made by the researchers may help the respondents to lessen

their time of playing online games.

Recommendations

Based on the drawn findings and conclusions, the following recommendations

are presented for the further improvements of the study.

1. The researcher recommend to the students to have equal time to their

studies and playing of online games.

2. The researcher recommend to the students to lessen the time they spent on

playing online games.

3. The researcher recommend to the students to have time management to

know new ways on how they will spent their time properly.

4. The researcher recommend to the students to communicate with their family

to lessen the time they spent on playing online games.

Bibliography

Published thesis/dissertations

(Tanya Krzywinska,Douglas Brown, 2015), Online Games and Genre

The International Encyclopedia of Digital Communication and Society

“Education is Life itself”


54
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

(Dal Yong Jin, 2015),Globalization of online games

The International Encyclopedia of Digital Communication and Society

(James Newman, 2015), Online Games Preservation

The International Encyclopedia of Digital Communication and Society

(Mia Consalvo, 2015) Online Games and Cheating

The International Encyclopedia of Digital Communication and Society

(Stefano Ferretti, 2014) Synchronization in Multiplayer Online Games

The International Encyclopedia of Digital Communication and Society

(Sabine Reich and Peter Vorderer, 2015) Player Experiences in Online Games

The International Encyclopedia of Digital Communication and Society

(Joshua Clark et. al. 2015), Community Aspects of Online Games

The International Encyclopedia of Digital Communication and Society

“Education is Life itself”


55
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

APPENDICES

“Effect of Playing Online Games on the Academic Performance and Health


Concerns of Students Predictors for a Propose Action Plan”

Dear Respondents,

As part of our requirements for the Practical Research II, we are requesting your
participation in our research entitled, “Effect of Playing Online Games on the Academic
Performance and Health Concerns of Students Predictors for a Propose Action Plan ." The
purpose of the study is to collect information from senior high school students about the
effect of playing online games to the academic performance and health of the students.

We hopefully ask for your true and honest responses. Thank you.

“Education is Life itself”


56
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Researchers

Profile of the Respondent

Name:_________________________________________________(Optional)

Direction: Put a check mark (√) on the appropriate box that corresponds to your
answer.

1.1 Age:
15-17 years old
18-20 years old
1.2 Sex
Male
Female
1.3 Grade Level
Grade 11
Grade 12
1.4 Strand
STEM
HUMMS
ABM
TVL

Questionnaire

Online games affect my studies 1.Always 2.Seldom 3.Sometimes 4.Never


when…

1. Skip classes
2. Do assignments
3. Excel in school
4.Satisfied with your grades
5. Have time for studying
6. Reviewing after classes
7. Reviewing before exams

“Education is Life itself”


57
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

8. Play online games everyday


after school

9.Play before going to school


10. Play after classes

Online games affect my health Always Seldom Sometimes Never


when…

1.Eat meals on time

2.Manage yourself when playing


3. Sleep Eight hours and above
4.Eat three meals everyday
5.Play even if I’m sick
6.Rest after playing
7. Past meals
8. Have time for self
9.Have blurred visions
10.Feel headache when playing
online games
Playing online games affect my Always Seldom Sometimes Never
family when…

1. bonding with family


2.talk to my family everyday
3.Do household chores
4. Balance my time with my family
and playing online games
5. Excel on my family
6.Arrive home early
7. Care for my parents
8. Play games overnight on shops

“Education is Life itself”


58
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

9 Eat with my family


10.Help parents in house

“Education is Life itself”


59
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Curriculum vitae

BUTCH BRIAN L. BARANDA


Bugtong, Lipa City, Batangas

Mobile No: 0916-602-3414

Email Address:butchbrian.baranda@yahoo.com

SKILLS AND QUALIFICATIONS

 Hardworking
 Able to Learn Quickly
 Risk Taker

“Education is Life itself”


60
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

EDUCATIONAL BACKGROUND

Secondary

Senior High School in Malvar


2017-present

Science, Technology, Engineering and Mathematics

Poblacion, Malvar, Batangas

Bugtongnapulo National High School


2013-2017

Bugtongnapulo, Lipa City, Batangas

Primary

Balao Elementary School

2008-2013

Balao, Abra de Ilog, Occidental Mindoro

PERSONAL INFORMATION

Age : 17

Sex : Male

Date of Birth : August 14, 2000

Nationality : Filipino

Civil Status : Single

Religion : Roman Catholic

Father’s Name : Mouris E. Baranda

Mother’s Name : Margie N. Lagunsad

CHARACTER REFERENCES

“Education is Life itself”


61
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Mrs. Maria Diana D. Sales

Senior High School in Malvar

I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.

BUTCH BRIAN L. BARANDA

EARLLE VIENNE DEL VALLE


San Pedro, Malvar, Batangas

Mobile No: 0947-535-0214

Email Address:evdelvalle15@gmail.com

SKILLS AND QUALIFICATIONS

 Electrical Wiring
 MS Word, Excel, PowerPoint
 Automotive Servicing

EDUCATIONAL BACKGROUND

Secondary

“Education is Life itself”


62
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Senior High School in Malvar


2017-present

Science, Technology, Engineering and Mathematics

Poblacion, Malvar, Batangas

Malvar National High School

2013-2017

Poblacion, Malvar, Batangas

Primary

Miguel L. Aranda Memorial Elementary School

2008-2013

San Andres, Malvar, Batangas

PERSONAL INFORMATION

Age : 17

Sex : Male

Date of Birth : March 20, 2001

Nationality : Filipino

Civil Status : Single

Religion : Roman Catholic

Father’s Name : Sonny M. Del Valle

Mother’s Name : Marivic V. Del Valle

“Education is Life itself”


63
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHARACTER REFERENCES

Mrs. Maria Buenasgrascia O. Nobleta

Teacher II, Senior High School in Malvar

I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.

EARLLE VIENNE V. DEL VALLE

JOHN JONAS L. MANATO


San Fernando, Malvar, Batangas

Mobile No: 0907-810-3280

Email Address:manatojonas0319@gmail.com

SKILLS AND QUALIFICATIONS

 Computer Literate
 Electronic Stuff
 MS Word, Excel, PowerPoint
 Risk-taker

EDUCATIONAL BACKGROUND

Secondary

“Education is Life itself”


64
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

Senior High School in Malvar


2017-present

Science, Technology, Engineering and Mathematics

Poblacion, Malvar, Batangas

Domingo Yu Chu National High School


2013-2017

Maluanluan Pola, Oriental Mindoro

Primary

Tiguihan Elementary School

2008-2013

Tiguihan Pola, Oriental MIndoro

PERSONAL INFORMATION

Age : 17

Sex : Male

Date of Birth : March 19, 2001

Nationality : Filipino

Civil Status : Single

Religion : Iglesia ni Cristo

Father’s Name : Jonathan T. Manato

Mother’s Name : Lewelyn L. Manato

“Education is Life itself”


65
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHARACTER REFERENCES

Mrs. Maria Buenasgrascia O. Nobleta

Teacher II, Senior High School in Malvar

I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.

JOHN JONAS L. MANATO

MARK JOSHUA B. OLAN


Poblacion, Malvar, Batangas

Mobile No: 0997-855-1284

Email Address:mjolan.070707@gmail.com

SKILLS AND QUALIFICATIONS

 Electrical Wiring
 Welder
 Automotive Servicing

EDUCATIONAL BACKGROUND

Secondary

“Education is Life itself”


66
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

DMMC Institute of health and sciences


2017-present

Science, Technology, Engineering and Mathematics

Poblacion, Malvar, Batangas

Malvar National High School


2013-2017

Poblacion, Malvar, Batangas

Primary

San Pioquinto Elementary School

2008-2013

San Pioquinto, Malvar, Batangas

PERSONAL INFORMATION

Age : 18

Sex : Male

Date of Birth : May 07, 2000

Nationality : Filipino

Civil Status : Single

Religion : Roman Catholic

Father’s Name : Venie B. Olan

Mother’s Name : Delia B. Olan

“Education is Life itself”


67
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com

CHARACTER REFERENCES

Ms. Wennie Matira

Teacher,DMMC Institute of health sciences

I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.

MARK JOSHUA B. OLAN

“Education is Life itself”

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