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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
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
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
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
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
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
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
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.
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?
The following terms are defined in order to give a clearer understanding on how the
Online Games. It refers to the games being played by the STEM students online.
4
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
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
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
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
Notes in Chapter 1
Soper, T. (2013). Study: 1.2 billion people are playing games worldwide; 700M of them are
playing-games-worldwide/
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
Social/article/view/2447/5372