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BERNADETTE
1 COLLEGE OF VALENZUELA Page 1
6121 Gen. T. De Leon Valenzuela City
Practical Research I
Submitted by:
BALMACEDA, ADRIANE
MARCH 2018
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6121 Gen. T. De Leon Valenzuela City
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6121 Gen. T. De Leon Valenzuela City
CHAPTER 1
Introduction
effect as the result of a particular influence. The definition of addiction according to the
substance or activity. Other definition defined addiction as the state of being enslaved to
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.
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
when games are played during short breaks. Computer games have existed as a major
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 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
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
The study will determine the effects of online games to the academic
• Age
• Gender
• Track
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
Future Researcher
The Future researchers would help them that are interested in this study. It will serve as
The scope of this study will include the addiction and effect of online games to the selected
Valenzuela City.
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Definition Of Terms
ADDICTION- a strong and harmful need to regularly have something (such as a drug) or
COMPUTER GAMES - are video games played on a personal computer rather than a
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.
ONLINE GAMES- is a video game that is either partially or primarily played through the
TRAUMA- a very difficult or unpleasant experience that causes someone to have mental
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.
Approval Sheets
__________________________________
Instructor
___________________ ___________________
___________________ ___________________
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
criteria for "Internet Gaming Disorder" are included in Section 3, Conditions for Further
Study.
LOCAL LITERATURE
Edward Castronova (2008) in his book of Synthetic Worlds: The Business and Culture of
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
In the research conducted by Ahn and Randall (2008), they were able to discover
academic lifestyles of students. Based on their surveyed data, students who are
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
altercation. Addicted students are mostly involved in arguments with their teachers and
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
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
FOREIGN LITERATURE
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
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
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-
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