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ST.

BERNADETTE
1 COLLEGE OF VALENZUELA Page 1
6121 Gen. T. De Leon Valenzuela City

“THE FIVE MAJOR EFFECTS OF ONLINE GAMES IN ACADEMIC PERFORMANCE


OF GRADE 11 STUDENTS IN ST. BERNADETTE COLLEGE OF VALENZUELA”

A Thesis Presented to the faculty of St. Bernadette College of Valenzuela

Senior High School Department, Gen. T De Leon Valenzuela City

In partial fulfillment of Ms. Hazel Delos Santos, Professor in

Practical Research I

Submitted by:

ATES, MARY ANGELINE

BALMACEDA, ADRIANE

OCLARIT, ARIANNE MAE

QUIRANTE, ASHLAEY NICOLE

SALAMAT, MARY ROSE AIRA

VISTA, NIZEL MITCH

MARCH 2018
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CHAPTER 1

PROBLEM AND ITS BACKGROUND

Introduction

Oxford dictionary (2014) defined effect as a change that is a result or

consequence of an action or other cause while Cambridge dictionary (2014) defined

effect as the result of a particular influence. The definition of addiction according to the

Oxford dictionary (2014) is the fact or condition of being addicted to a particular

substance or activity. Other definition defined addiction as the state of being enslaved to

a habit or practice or to something that is psychologically or physically habit-forming, as

narcotics, to such an extent that its cessation causes severe trauma. Therefore we want

to help and give knowledge or information about the side effects of playing online

games.

Playing computer games at work is often discouraged, and lots of student

become irresponsible because of that we want to help them to be more responsible in

life. Even though there is evidence that work breaks increases productivity and that

computer games can be beneficial. Ergo we want to help the student to have avoid

unhealthy lifestyle, particularly short Internet- based games, on productivity, especially

when games are played during short breaks. Computer games have existed as a major

recreational activity since the introduction of Pong in the 1970’s.


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Since the introduction of the personal computer the availability of electronic

entertainment has increased drastically, becoming available in locations where it was

previously un-accessible. The sheer number of personal computers in the workplace and

presence of games on the World Wide Web have made computer games easily

accessible to employee's in the workplace. Like most entertainment, the use of computer

games in the workplace is frowned upon by many employers. As the world nowadays is

developing with advanced technology, the old school thing was forgotten by the new

generation. There are several improper habits and behavior with this development which

the researcher finds in a study on online.

The study is to show how even an online video game can effects someone

through various aspect. Its purpose is to explore and identify online game addiction

among UNISEL’s Shah Alam Campus Students. The aspects explored are the

experience and commitment to playing online video game, the gamers health issues, the

inconsistent emotional reaction during playing online video games and reality versus

fantasy realization that is shown due to reduction of social interaction which eventually

affect the gamers relationship with others, Nevertheless, playing online video games is

one of the common activities that people do for their leisure times. Online video games

can be defined as the technology that allow player to play a games as a party.
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Most of the online video games that we have today are using internet as their

platform. There are so many types of genre for online video games. For example of the

genre are strategy, action, adventure, simulation, sport, and role-playing. This type of

genre has different concept with one objective, to created fun towards their player

regardless of their ages In order to study this matter, the researcher had conduct two

methods which are based on questionnaire and observation in terms of their

demographic, experience, health, emotional reaction, surrounding relationship, and their

commitment in life. The finding will help others to reduce their addiction towards the

online game and become a normal person. It also can be used to find the problem

occurring among online video game addiction and possibly creating a solution to

overcome this phenomenon whilst discovering new outcomes. Like having less social

interaction. For that reason, we want to help them to become aware and improve their

social interaction in surrounding.


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Statement Of The Problem

The study will determine the effects of online games to the academic

performance of Grade 11 Student of St. Bernadette College of Valenzuela. Specifically,

the following questions will be answered:

1. What is the demographic profile of the respondents in terms;

• Age

• Gender

• Track

2. What are the major effects of online game?

3. What are the effects of online games in their Academic performance?

4. What are the effects of online games to their Health?

5. What are the potential of online video game addiction symptoms?

6. Why student nowadays often get addicted when playing online video games?
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Significance Of Study

The result of this study is significant to the following group. In the terms of:

Students

This study may give information them about how online games affects the life of the

students.

Teachers

Teachers may use this study as the way to the teachers to determine the students who

are addicted to online games so they can help the students to avoid being addicted to

online games.

Family

The family can use this study because it may help them to know if their children are

addicted to online games.

Future Researcher

The Future researchers would help them that are interested in this study. It will serve as

their basis and their background about their research.


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Scope and Limitation

The scope of this study will include the addiction and effect of online games to the selected

Grade 10 student of St. Bernadette College of Valenzuela with one-hundred

respondents. The study will be conducted located in General Tiburcio De Leon

Valenzuela City.
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Definition Of Terms

ADDICTION- a strong and harmful need to regularly have something (such as a drug) or

do something (such as gamble)

CESSATION- a stopping of some action

COMPUTER GAMES - are video games played on a personal computer rather than a

dedicated video game console or arcade machine.

DOER- a person who actively does things instead of just thinking or talking about them.

GAMERS- a person who plays games and especially video or computer games.

GAMES- a physical or mental activity or contest that has rules and that people do for

pleasure.

INTERNET- an electronic communication network that connects computer networks and

organizational computer facilities around the world.

ONLINE GAMES- is a video game that is either partially or primarily played through the

Internet or any other computer network available.

TECHNOLOGY- a machine piece of equipment, method, etc.

TRAUMA- a very difficult or unpleasant experience that causes someone to have mental

or emotional problems usually for a long time.


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Acknowledgement

We would like to express our special thanks of gratitude to our Instructor Ms.
Hazel Delos Santos who gave us the golden opportunity to do this wonderful research
on the topic (“The Five Major Effects of Online Games in Academic Performance of
Grade 10 Students in St. Bernadette College of Valenzuela”), which also helped us in
doing a lot of research and we came to know about so many new things.

Secondly we would also like to thank our parents and friends who helped us a lot
in finalizing this research within the limited time frame. And also we would like to thank
all the Instructors for the time that they gave to us to make this Research much easier.

Thirdly we would like to thank the Grade 10 Students for their cooperation in
answering the worksheet that we made for them. And also we would like to thank our
dearest Almighty God for the strength, wisdom, patience, and knowledge that he gave to
us.

We, Thank You!!!


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Approval Sheets

The dissertion entitled “THE FIVE MAJOR EFFECTS OF ONLINE GAMES IN


ACADEMIC PERFORMANCE OF GRADE 10 STUDENTS IN ST. BERNADETTE
COLLEGE OF VALENZUELA”

Prepared and submitted by ATES MARY ANGELINE, BALMACEDA ADRIANE,


OCLARIT ARIANNE MAE, QUIRANTE ASHLAEY NICOLE, SALAMAT MARY ROSE
AIRA, VISTA NIZEL MITCH in partial fulfillment of the requirements in Practical
Research I.

Ms. Hazel Delos Santos

__________________________________

Instructor

___________________ ___________________

Panel Member Panel Member

___________________ ___________________

Panel Member Panel Member


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RELATED LITERATURE

Some of us may make a statement that addiction of playing video game is one of

the modern- day psychological disorders and some of us are disagree with that

statement. Based on the research done by the America Psychiatrist Association (APA) in

May 2003 conclude that addiction of playing video game is not mental disorder due to

the insufficient evidence to include it as an official mental disorder. However, proposed

criteria for "Internet Gaming Disorder" are included in Section 3, Conditions for Further

Study.

LOCAL LITERATURE

A video game is usually defined as an electronic game that is played by a

controller and provides user interactions by generating visual feedback. According to

Edward Castronova (2008) in his book of Synthetic Worlds: The Business and Culture of

Online Games, he described online game as Massively-Multiplayer-Online Games

(MMOG). An MMOG is a game capable of supporting hundreds or thousands of players

and is mostly played using the Internet. Nowadays, online games have become

extremely popular among the young generation thus leading to the rise of online game

addiction issues especially among the students.


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In the research conducted by Ahn and Randall (2008), they were able to discover

that Massively-Multiplayer-Online Games or MMOG affects both the social and

academic lifestyles of students. Based on their surveyed data, students who are

addicted in online games 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. Their surveyed data also shows that approximately 50% of

MMOG addicted students were also reported as actively engaged in a physical

altercation. Addicted students are mostly involved in arguments with their teachers and

as well as their friends.

In cebu, online game addiction is also becoming an issue. In one of the episode

of I-Witness, Kara David was able to interview youngsters namely Doc, Mark and Ice

who resort to illegal activities just to fund their addiction to online gaming. Doc, Mark and

Ice are part of a young generation spending a lot of their time on computer games.

Some of them undergo illegal activities to fund their vices and they can go on gaming for

24-hours without any sleep. 22-year-old Doc is a scavenger and vagrant, but once he

gets his money out of collecting garbage, he goes to his favorite Internet shop to play.

Mark, 20, is an out of school youth. He lost his investment money and stole from his

mother to pay for his Internet rentals. Fourteen-year-old Ice says he gets his money from

homosexuals in exchange for sexual favors.


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In one of the article of PhilStar which is “Battle on Vs Kids’ online games

addiction”, Samuel Pagdilao (Police Criminal Investigation and Detection Group (CIDG)

director Chief Superintendent) stressed the need for measures to protect children from

being hooked on online computer games. He said many children spend hours in a

computer shop playing online games.

FOREIGN LITERATURE

While Internet Gaming Disorder is proposed as a disorder, it is still discussed how

much this disorder is caused by the gaming activity itself, or whether it is to some extent

an effect of other disorders. Research suggests that excessive online gaming may in

extreme cases lead to symptoms commonly experienced by substance addicts, namely

salience, mood modification, craving, and tolerance (Wolfling, Grusser and Thalemann,

2008; Young, 2009; Hsu, Wen and Wu, 2009; Ko et al., 2009; Mehroof and Griffiths,

2010) Based on the study done by Chin-Sheng Wan, M.S. and Wen-Bin Chiou (2006),

majority of their respondent that is teenagers in Taiwan showed strong interests in role-

playing of online game, in which they often do things that they dare not to do in real life.

This is believed due to the fact that in an anonymous environment, online game players

tend to use their nickname rather than their real. In their paper, they also conclude that

those who are addicted to the Internet might attempt to escape from the limitations

brought by real life in order to obtain the space for survival and security.
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In addition to that, their research also indicates that online gaming brings an

anonymous environment with lower public self-awareness, and allows players to stop

concentrating on the self- consciousness in order to prevent becoming overly- worried

about what other people would judge the way they act in front of others. At the conscious

level addicted players might seek self- presentation in an anonymous, relaxing, and

secure space, but unconsciously, they might actually have an unsatisfied need for self-

presentation due to their poor self-image in real life.

Therefore, their psychosocial development may be significantly impaired. The

consistent blocking out of and passive coping with stressful experiences is a strategy

that may be successful in the short-term. However, from a long-term perspective, it may

not work quite as well and could have deadly consequences. In this case, it appears

more likely that once new stressors appear, teenagers continue to use escapist and

media-focused coping mechanisms.


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Our research entitled “THE FIVE MAJOR EFFECTS OF ONLINE GAMES IN


ACADEMIC PERFORMANCE OF GRADE 10 STUDENTS IN ST. BERNADETTE
COLLEGE OF VALENZUELA” our respondent is Grade 10 students. The possible
major effects of playing Online Games can be: addiction, failing grades, health related,
psychological disorder, and lack of social interaction. The benefits of playing online to
the gamers are; pleasure and it make themselves enjoy and feel relax while playing.
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