The Effects of Online Games to Students’ Academic
Performance
Asian College of Technology – Bulacao Campus
In partial fulfillment of the course Practical Research 1
Marian Rose Adventurado
Lorenzo Comaling
Cris Ann Mae A. Hucames
Jer Rose Nepangue
Daniella Kay M. Tesaluna
March 2019
Chapter 1
INTRODUCTION
Background of the Study
An online game is defined as a digital game that needs a live network
connection in order to be played. This includes not only games played on the
Internet, but also those played online through consoles, across mobile phones or
via peer-to-peer networks. According to Zheng, “Gaming addiction is positively
correlated with achievement motivation, sensation-seeking, a positive evaluation
of one’s intelligence, and a negative evaluation of ones skills in interpersonal
relationship”. Playing online games is running rampant nowadays. This
catastrophe is tremendously affecting most of the students are easily be found in
the computer shop/internet café, at their house, or maybe at school because they
can use mobile phone or computer in playing.
The problem most of the students of Asian College of Technology – Bulacao
Campus is facing right now is that there are cases of online gaming addiction that
may affect their lifestyle and academic performance. It may affect their lifestyle
too because they will be tempted to play online games and change their daily life
routine. It may affect their academic performance and their future because they
will be tempted play online games while in lecture, or will cut classes and go to
the nearest internet shop which will result into bad grades and performance in
school.
The prior objective or purpose of this study is to imply the high purpose of the
effects in online gaming. This study provides the students about awareness of
the possible effects that will harm them in being addicted in gaming. The
researcher yield to impact knowledge to the students to recognize the adequate
intent of online gaming.
Statement of the Problem
This study aims to determine the effects of online games to students’
academic performance.
Specifically, this study also aims to answer the following questions:
1. Are students severely engaged in online games?
2. What causes students to be severely engaged in online games in the
aspect of:
2.1 Peers;
2.2 Family Relationship;
2.3 Entertainment
3. How does it affect students’ academic performance?
4. What action plan can be implemented to lessen the players of online
games?
Hypothesis
Alternative
This study assumes that the effects of online games has significant
relationships with the student's performance
Null
This study assumes that the effects of online games has no significant
relationship with student's performance
Significance of the Study
The result of this study is beneficial to the following:
Students will be aware on the reasons on what causes their online game
addiction. They may be guided in addressing its problems.
Teachers can recognize the factors causing its addition and may consider
approach to ensure proper guidance among students such as guidance on
counseling.
Parents are able to execute proper guidance to their children as they are
the first person that could provide maximum responsibility towards their students.
School will show full cooperation by implementing strong rules and
regulation for students who are playing online games during class hour.
Scope and limitation
This study complied with the researchers started at January 2, 2019 up to
March 2019 senior high school students in Asian College Of Technology were
the respondents of this research.
This research was focused on the effect of online games to students’
Academic performance and the reason behind student engagement to online
games such as like DOTA, League of Legend, Mobile Legend, Rules of Survival,
PUBG, etc.
Definition of Terms
For the purpose of clarification, the important terms used in the study have been
defined the following:
Addiction - it is a condition that results in excessive engagement of playing
online games of Asian College of Technology - Bulacao.
Online Games - it is a video game that is either partially or primary played
through the Internet or any other computer network.
Implementing - it is to put ( a decision, plan, agreement, etc.) into effect.
Impulsive - it is acting or done without forethought caused by online game
addiction.
Theoretical Background
This study is fastened on behavioural change theories which used to
explain why the humans’ behaviours change developed in 1913 by John B.
Watson, was an American psychologist who established the psychological school
of behaviourism.
It suggest that these theories claimed that personal, behavioural
characteristics and environmental as the main factors in behavioural
determination. The interest of these theories has been increased in the
application in daily life such as in the areas of health, education, criminology,
energy and international development. This theory is important in this research to
prove whether people change their behaviour is because of their environment,
their education level or other factor? This theory is also expected to explain the
effect of online games to students’ academic performance.
According to Watson, he believes that behaviours can be measured,
trained, and changed. Behaviourism, also known as behavioural psychology, is a
theory of learning based upon the idea that all behaviours are acquired through
conditioning. Conditioning occurs through interaction with the environment.
Behaviourists believe that our responses to environmental stimuli shape our
behaviours. The researcher can relate this phenomenon with the respondent
background such as from where they come from whether from rural area or from
urban area. This is important in this research because the researcher want to find
out whether respondents environment will affect their behaviour toward online
game.
Chapter 2
REVIEW OF RELATED LITERATURE AND STUDIES
This sections presents the related literature that are relevant to the study.
Foreign Literature
According to Inwon Kang (2011), he stated that internet addiction gives
the gamer to the unique psychological properties which is the users increase
their use of these internet services, the utility they gain from each usage does not
diminish, leading not only to self-destructive addiction but also to social ills.
According to Lan Ying Huang (2008), he stated that by playing online
game features online gamer participants may view the game as source of
providing diversion and filling time.
According to Rooij (2011), he stated that the show that compared to non-
addicts, video game addicts have significantly higher levels of expressive moods,
loneliness and significantly lower levels of self-esteem. In this study, the result of
this comparison for social anxiety level is not significant.
According to Zhou (2007), he stated that the physical symptoms of
internet and online game addiction were cervical spondylitis, neurasthenia and
insomnia. This situation is more often that not leads to injuries to the
Neurasthenia on the other hand is a neurological disorder that results from when
players engage in hours and hours of game playing with no virtually sleep
intervals in between.
According to Helsingin Salomat, a cross-national World Health
Organization study carried out in 2002 and published in June shows that around
20% of Finnish boys between the ages of 13 a and 15 spend more than three
hours a day at the computer playing online games. The figures for “heavy user”
girls in the same age group are only between 2% and 3%. In terms of the large
gender difference, Finland was among the most striking examples in the entire
study. Based on the facts of J.A Jacko in 2009, according to the empirical
evidence, researchers found out a sense of presence, commonly defined, as
“sense of being there” is an important factor for the online game users. Both
studies stated that online games are really addictive to anyone who are hooked
here.
Local Literature
Computer gaming, measured by number of hours spent playing,
contributes to the probability of a student to fail. The study of Mañugo (2007, 45-
46) proved that the number of subjects failed increases the probability of a
student to drop out. Thus, computer gamers also have the tendency to drop out
of school; either repeat one academic year or stop schooling
Psychologists point out that both genders can improve spatial skills by
practicing video games. Many imply that girls are disadvantaged in the long run
by playing far less games (SWS, 2007; AMA Poll, 2008). Regardless of the
element of violence, online games have been envisioned as potentially effective
tools for learning. Furthermore, researchers believe that online gaming opens a
door to computer literacy leading to potential technology careers (SWS, 2007;
AMA Poll, 2008).
According to Philippine Communications Today by Maslog C. of 1998, one
social problem that has been observed is that the Internet café has become
mainly game centers. About one-half to two-thirds of the computer in a typical
computer café, according to one study, are devoted to games (violent ang gory
games). The use of the remaining computers was roughly split between
browsing, email, online chat, word processing and research. The Internet cafes
have become not just game centers. They are becoming centers of addiction
among the youth, mostly boys, including elementary school pupils. According to
one concerned Internet cafe entrepreneur, “Internet cafes are seducing youths to
a new form of addiction, one which may not destroy their bodies as drugs do, but,
which is certainly twisting their minds. To the young, play is reality and reality is
play”.
The studies and literatures concerning the effects of playing video games
on a child’s academic performance are contradictory because some of them
suggest that video games may lead to negative effects while others said that it
gives positive benefits. When a child is playing video games, they have the
tendency to forgot the amount of time that they have already spent making them
vulnerable to the different effects that video games can give to their academic
performance whether it may be positive or negative. Furthermore, playing video
games should not be done during weekdays because it can affect their studies. It
should be done during the weekends so that it may not affect their studies. The
objective of this study was to further the understanding of these reflective
experiences and the influences of involvement in online game addiction to
students.
Chapter 3
RESEARCH METHODOLOGY
In this chapter are the designs, environment, respondents, instruments, and
procedures used during the conduct of the study.
Research Design
This research utilizes qualitative method. The method is considered
appropriate because according to Cresswell (1994), a qualitative study is defined
as an inquiry process of understanding a social or human problem, based on
building a complex, holistic picture, formed with words, reporting detailed views
of informants, and conducted in a natural setting.
A case study is a research strategy and an empirical inquiry that
investigates a phenomenon within its real-life context. Case studies are based on
an in-depth investigation of a single individual, group or event to explore the
causes of underlying principles.
The researchers used qualitative study because it collects and works with
non-numerical data and that seeks to interpret meaning from the data that help
us understand social life through the study. The study also used case study
approach because the researchers would want to know the deeper details about
a certain situation, event, activity, process, and even a group of individuals.
Research Environment
This study was conducted in Asian College of Technology – Bulacao
specifically on the Senior High School Department building since the focus of the
study was about the effects of online game addiction to senior high school
students’ academic performance.
Research Respondents
The participants of the study were grade eleven and grade twelve
students of Asian College of Technology – Bulacao. The researchers chose
twenty respondents to answer coming from any strand offered by the school. The
researchers carefully chose the students that were involved in online games.
Research Instrument
Questionnaire was used in gathering the data. The questionnaire
consisted of yes or no and scaling questions that determined the effects of online
game addiction to senior high school students’ academic performance.
Research Procedure
The researchers used three phases in conducting the data gathering of
the study to achieve successful results.
Phase One - Selection of Respondents
The researchers selected twenty (20) respondents in the conduct of the study.
These respondents where chosen according to their strands and grade level.
Also, their academic grades where considered in the study.
Phase Two - Briefing
After selecting possible participants, the researchers started giving out
information about the study being conducted. This part has given the
respondents the idea of having the study and its outcomes to the society.
Phase Three - Conduct and Analysis
After agreeing to the said study, the researcher started their survey.. The data
gathering lasted for ten minutes in each respondent. Once the participants are
done, the answers are then analyzed to get the results of the study.