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Chapter 1

THE PROBLEM AND ITS BACKGROUND

This chapter presents the conceptual framework, statement of the

problem, hypothesis, significance of the study and the scope and

delimitations

INTRODUCTION

Online game is the most popular form of entertainment among

the students who spend their time playing online games after

their class with an average of time spent approximately 2 hours

per day. Most of them are Male Demographics.

Online games are popular among students because it is easy

to use. They use online games as a way to escape from their

problems in school. Online games spread easily among students

because if someone introduce it at their friends he will get

addicted to it and he will also9 recommend it to his another

friend until it spreads in the whole group of friends. Online

game is helping us to relax but it can also distract focus on

education.

One of the well-known computer games is MMORPG which is an

acronym for Massively Multiplayer Online Role Playing Games.

Some students who are playing MMORPG tends to help other person

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who is also playing it and eventually they applied to themselves

without knowing it. While these types of games are good for

them, there are also FPS Games that make them aggressive like

FPS games where the player use a weapon and skill of other

player’s avatar.

The researchers aim in this research report is to know and give

enlightenment whether online games are really a helpful tool to

teach the students or a destructive device that will destroy

their studies and other aspects of their lives as an individual.

Most specially, the researchers wondered on the common reasons

why they spend much of their time there.

Statement of the problem

A. General
What are the common reasons of selected PHS Grade 9 First
bracket on online game

B. Specific

Specifically, it aims to know further online games and the


possible ways to avoid it. Particularly this study is conducted
to answer the following problems:

1. Have you ever played online games?


2. How often do you play online game within a week?
3. How long your time session if you are playing online games
a day?
4. What is your top reason in playing Online games?

Scope and delimitation

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The scope of the research on the Common Reasons of selected PHS

Grade 9 First Bracket students are only limited to Grade 9 First

bracket students.

Importance of the study

The results of the this study may have valuable contributions to

Teachers : This study may help teachers to determine which

reason affect their student’s studies as a whole. Thus, they

could plan classroom activities beneficial to students and will

serve as means to keep them away from distraction.

Students : The study will help raise self-awareness on the games

they play that may affect studies and more so their lives.

Parents : The results of tis will help parents to guide their

child to the reasonable length of time to be spent of computer

games.

Local Government : this may help the local government to add

solutions and help the educational institutions to the ever-

growing problems of education in community.

Business Owners : the results may give idea to the owners of the

same business to be aware of their responsibilities to community

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Future Researchers : this may help the future researchers for

having another topic for their own research.

Definition of terms

The researchers believed that some of their terms used need

clarifications in order to define some of the words used in the

study.

Massively Multiplayer Online Gaming (MMORPG)- a type of games to

where people use AVATAR as an in-game gender (e.g RAN Online ,

Ragnarok , etc.)

Avatar – an in-game gender used to determine a class (e.g. Male

/ Female)

First-Person Shooter Games (FPS Games) – a type of a game where

a player uses first-person tactics to play the game (e.g Special

Force , Crossfire , KOS, Point Blank , etc)

Massive Online Battle Arena (MOBA) – a type of game that uses an

arena to play. It usually is a third-person view (e.g. DOTA ,

DOTA 2 , LOL, etc.)

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First Bracket Students- students ranging from section 1-5

Conceptual Framework

Respondent’s Profile *Conducting a Survey

a. Profile

a1. Age

a2. Length of time spent


in online games *Tallied reports and results
b. Questionnaire on defined findings

*Retrieving of Survey

Researchers used the tallied reports and results on defined

findings to illustrate the relationship between independent and

dependent variable that has a great part in the survey that the

researchers had conducted.

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Chapter II

Review of Related studies and Literature

Related Literature

In the study conducted by Wood , Gupta , Devevensky & Gifths

(2009) , online gaming can be addictive . The research has

tended to concentrate on negative aspects, such as excessive

play and addiction. Instead of spending their hours on studying

and doing their homework, children spend their time on playing

computer games

Gentie , et.al. (2004) said that the majority of these studies

have shown that online games can be addictive and that some

online games been associated with aggressive behavior. However

these studies have been relatively controversial as they examine

these factors using self-report methods and artificial

scenarios. This type of research is fraught with problems.

The study of Carrasco (2001)stated that the computers have

become a part of a man’s life. Almost all the things around us

were made by computers with the aid the aid of modern machines .

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Associated with the computers is the internet where we can find

online games . Online game has a big impact to children

especially to teenagers .They tend to be hook by the computer.

On the other hand , Online games can also benefit on playing

online games . A great variety of forms have been developed and

put into practice to enhance learning , offer solace , to drive

away boredom , and to persuade players to adopt certain actions

and opinions. The game play improve various thinking skills but

that it can also boost cognitive speed for those play action

games and can also improve cognitive accuracy for those players

who solve puzzle and strategy games (Klabber , 2001)

Taha , J ,(n.d) said that online games are seen as good learning

tool because many think that they can teach children in ways tht

their teacher are failing by speaking their minds , stimulating

their thinking and inspiring their imagination.

Related Studies

On the research of Gentile (2009) They found out that non-

pathological gamers, pathological gamers were significantly more

likely to play for more years play more frequently and for more

time and ADHD have more health problems feel addicted to games

and have friends that were addicted to games.

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In the study conducted by Bell J.(2010)they found out that

teenager students play online games because of their friends

playing it. They try to imitate what their friends are playing.

In the study of Bob C. (2007) they found that students play

online games because they want to try something new and they

want to have another competitive skill.

In the study of Smith and Buds (2003) they conducted a study

about students playing online games. They found that students

play online games to have something brag to their friends.

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