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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Online games is a video game that is either partially or primary played through the internet

or any other computer network available. According to Soper (2013) 1.2 billion people are

playing online games worldwide; 700 m of them are online. Sometimes it gives opportunity to

the people to enhance their skills, whether it is related to school or not. Example of it is

Minecraft. A Minecraft is an application which is offline/online game, it is episodic point and

click adventure video game developed and published by Tellate Games, based on the sand box

video game. The game was developed in association with mojang, the original developer of

Minecraft. A retail version was released in December 2016, and it is an open ended game where

players decide what they want to themselves, they can create your own structure, design etc.

Example to the Engineer or Architect students, this game can help you to create your own design.

Online games are interesting, It can serve as stress reliever and makes your feel good.

According to Bowman (2008) with the growing popularity of online video games, there

have been anecdotal reports suggesting that these games are highly addictive, with some gamers

spending in excess of 40 to 50 hours per week playing. Thus, research into individual

characteristics that lead to excessive play is warranted. This papers examine two individual

variables, personality and perception of media and explores, how they relate to online games

play, especifically online game addiction.


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According to a white paper from Korea Game Industry Agency (2007), The world market

for online video game increased from 52.1 billion in 2003 to 55.7 billion in 2006, representing a

nearly three times market increase in less than half a decade.

Many people do not desire to admit that playing online games may bring about some

positive effect as negative consequence seem them more apparent and serious. It goes without

saying that spending too much time playing online will make a negative impact on a student and

usually it can result in: Lack of time for more important activities like studying or outdoor games;

when students dedicate much time on playing online games they don’t have time for other

activities even college assignments use priority if an important battle is planned in the evening,

addiction, people obessed with the virtual world, lose a sense of reality and spend all their time

on playing.

The researchers want to identify the reasons why STEM students keep on playing online

games, and how can online games affect the academic performance of a students.

Online games is a video game that is either partially or primary played through the

internet or any other available network.

According to Dumrique and Castillo (2018). Even though they play online games, they

know how to socialize well they can perform very well when it comes to academic performance.

Internet as the source of information, plays on important role in developing one’s mind and love

experiences by creating productive works in schools, offices, and even at home.

Significance of the study

This study will be a great help to the following:


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Students. To know how to balance their time between academic performance and playing online

games.

Teachers and Parents. For them to know the effects of online games to the academic

performances of the students.

Administrator. To have a view that not all the effects of online games to the students are

negative.

Future Researchers. As the researchers are giving significance to the benificiaries. Future

researchers is included. This study is significant to them for it will provide them relevant

information for their research.

Statement of the problem

This study entitled, the perception of Science Technology Engineering and Mathematics

(STEM) students towards the effect of Online Games on their academic performance, focused

mainly on how STEM students can manage their time on playing online games.

Specifically the researchers sought answer to the following research questions:

1. What are the reasons why STEM students keep on playing online games?

2. How can online games affect the academic performance of the students?

Operational Definition of Terms

The following terms are defined in order to give a clearer understanding on how the

words are used in the study:

Online Games. It refers to the games being played by the STEM students online.
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STEM students. These are the respondents of the study.

Perception. It refers to the personal point of view of the respondents regarding online games.

Academic Performance. It refers to the performance of the students in school which, may be

affected by online games.

Scope and Delimitation

This study is focused mainly on the perception of Science Technology Engineering and

Mathematics (STEM) students towards the effects of online games on their academic

performance for the second semester of the School Year 2018-2019.

In this study, the researchers applied the qualitative research design to gather data and

information about the student’s perception refers to the ideas of STEM students towards the

effects of online games on their academic performance and the reasons why students keep on

playing online games.

The respondents of this study are 10 STEM students of Hermosa National High School of

Culis, Hermosa, Bataan. The researchers use 10 respondents who play online games so that the

respondents can answer the following questions by the researchers without confusion or

hesitation.

The factors in this research were students spending more time on playing online games than

to prioritizing their family and study.


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Notes in Chapter 1

Soper, T. (2013). Study: 1.2 billion people are playing games worldwide; 700M of them are

online.Retrieved from https://www.geekwire.com/2013/gaming-report-12-billion-people-

playing-games-worldwide/

Bowman, N. D. (2008). Perception and addiction of online games as a function of personality

traits.Retrieved from

https://www.researchgate.net/publication/291693855_Perception_and_addiction_of_onli

ne_games_as_a_function_of_personality_traits

Dumrique, D. (2018). Online Gaming: Impact on the Academic Performance and Social

Behavior of the Students in Polytechnic University of the Philippines Laboratory High

School. Retrieved from https://knepublishing.com/index.php/Kne-

Social/article/view/2447/5372

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