Quantitative Research Incomplete
Quantitative Research Incomplete
Quantitative Research Incomplete
Introduction
Rationale of Study
games said that they are playing these games (for no particular reason, to avoid
the warmth of the sun, without realizing that there is great deal of impacts of playing
these games that are more than what they think. Playing online games, as per
that keep the players to be caution, dynamic and vital. Playing these kinds of
games makes the player experienced various sentiments since it seems as though
the player is extremely the one taking the challenges. despite those advantages,
part of the players time, leaving school exercises and home works unattended.
In global, recent data from UCLA’s higher education Research Institute provides
useful information about video game usage on college campuses. The data show
that most college students have played video games, many play them regularly,
at least one hour per week. There is an enormous gender disparity in the amount
played more than 10 hours of videogames per week, 1 in 10 males admitted to doing
this UCLA Higher education Research Institute (2009). The disparity increases
with 10 times more males than females admitting to playing more than 20 hours per week.
Video game usage tends to drop significantly during the first year of college. Over
7% more students report playing no video games at all after the first year than they
In 2007, complaints have been received from schools all over Manila,
Philippines’ capital city regarding students getting more and more addicted to
online computer gaming. This is in spite of the fact that the government’s
Department of Education (DepEd) values how online computer gaming also helps
sharpen the young generation into highly proficient individuals in new technologies
and digital trends. DepEd also recognizes that internet and computer shops cater
home. In addition, it is viewed that computer gaming is a shift from the usual vices
game critics are clamoring that many internet and computer shop owners could
not care less since it meant more income for the business. The effects of computer
owners and operators are expected to increase. This will mean higher revenue for
the local town economy. However, additional revenues from computer shops are
Estimates show that in the Philippines, online computer gaming makes up around
80% of the total usage of Internet in the Philippines. Also, computer gaming
constitutes to a quarter of the entire business. (Cortes, Alcalde & Camacho, 2013)
1.1. Gender
1.2. Age
1.3. Strand
Significance of students
This study will help the students have an insight on the impact of online ga
To the parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also, it
will help them understand the behavior and study habit of their children when
To the Teachers, it will provide additional knowledge on what strategy to use to educate
the students about the well-known effects of online gaming to students’ academic
Playing video games is often associated in our society with poor academic
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone
accounted for a 4% variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research have been mixed. A 1997
study suggests that “there is no clear causal relationship between video game
playing and academic performance” (Emes, 1997, p. 413). It goes on to say that
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but much
of the information that gets transmitted through it may be. As was noted in a 2008
(Schmidt & Vanderwater, 2008, p. 63). If the content being consumed is positive,
then positive results can be expected. If the content is negative, then negative
results can be expected. The study examined research from many sources in
Wahlde, Shockley, & Gabbard, 2006). Some studies have found that video games
are similar to addictions such as gambling which create negative social effects.
Massively Multiplayer Online Role Playing Games (MMORPGs) have been called
(Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383). Other studies have noted
positive aspects of the games such as the ability to experiment with aspects of
performance. The FCC has specifically accused World of Warcraft, one of the most
friends, and life in general. Video games can also have positive social effects. One
Prosocial behavior is defined as when one person acts to help another. While
research on this topic is mixed, there is evidence that games which focus on
c. Intelligence Benefits
all that bad for your children. Peng Wei states that educational games can be
science. If you choose the right educational computer games, your child may learn
better problem-solving skills and eye-hand coordination. Your child may also get
the ability to think fast and think of multiple things all at once. Skills obtained from
playing computer games may help your child learn quickly when it comes to his
studies. If your child is struggling in one of his school subjects, there are many
educational computer games available for him. There are math and reading related
games that may help boost your child’s skills. These games can be both fun and
When your child plays video games, it gives his brain a real workout. In
many video games, the skills required to win involve abstract and high level
thinking. These skills are not even taught at school. Some of the mental skills
enhanced by video games include following instructions, Problem solving and logic
(When a child plays a game such as The Incredible Machine, Angry Birds or Cut
The Rope, he trains his brain to come up with creative ways to solve puzzles and
other problems in short bursts), Hand-eye coordination, fine motor and spatial
skills. In shooting games, the character may be running and shooting at the same
time. This requires the real-world player to keep track of the position of the
character, where he/she is heading, his speed, where the gun is aiming, if the
gunfire is hitting the enemy, and so on. All these factors need to be taken into
account, and then the player must then coordinate the brain's interpretation and
reaction with the movement in his hands and fingertips. This process requires a
Research also suggests that people can learn iconic, spatial, and visual attention
skills from video games. There have been even studies with adults showing that
experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that this
management and logistics. The player learns to manage resources that are
limited, and decide the best use of resources, the same way as in real life. This
skill is honed in strategy games such as SimCity, Age of Empires, and Railroad
urban planners and Maxis, the game creator, have claimed that SimCity has
inspired a lot of its players to take a career in urban planning and architecture.
unexpected surprise like an enemy might emerge. This forces the player to be
mental health professionals initially adapted the diagnostic criteria for gambling
addiction and used this as a rough assessment tool for computer game addiction.
This classification approach is rarely used today and for better or for worse, it is
computer addiction. Still, there are some signs and behaviors that are almost
gaming, Using most or all of one's free time for gaming, Regularly playing late into
the night and which results in poor sleep habits, Loss of interest in previously
Theoretical Framework
(“Emerging Measures and Models”) of the fifth edition of the Diagnostic and
addictions. IGD has been characterized by a “persistent and recurrent use of the
significant impairment or distress” (APA, 2013, p. 795). The DSM-5 asserts that
further empirical evidence is needed to confirm the nine criteria proposed for the
clinical diagnosis of IGD, and to formally define IGD as a mental disorder in future
editions of the DSM. Of the nine criteria, seven criteria are identical to those of
gambling disorder and five criteria to substance use disorder (Petry et al., 2014),
members, use Internet games to escape, and losing a significant relationship, job
(or more) out of these criteria need to be endorsed over a period of 12 months
(APA, 2013).
The nine IGD criteria directly map onto the six criteria of Griffiths’
potentially addictive behavior should be compared “against clinical criteria for other
or is engaged in activities to change their mood state; tolerance refers to the need
& Kim, 2011), anxiety, low self-esteem, and impulsivity traits (Billieux et al., 2015;
problems (Peng & Liu, 2010) were also seen as predictive characteristics of
exhibited signs or symptoms such as social neglect, loss of interest in other leisure
activities, social and psychological isolation, escape problems (Billieux et al., 2015;
suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-
efficacy and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In
certain cases, digital game playing was allow to act as a coping strategy for
health problems such as musculoskeletal symptoms (Lui, Szeto & Jones, 2011).
this study aimed to identify the problematic gaming behavior among Finnish
(preferences for online social interaction) and physical health (general health, BMI,
problematic gaming behavior in accordance with the recent framework that sees it
as “a continuum state which can range from a normal to severe condition” (Griffiths
et al., 2015).
Conceptual Framework
Definition of terms
and discussions. Teachers evaluate in the form of letter or number grades and
Online Game - is any game that is played online, based online, or has a majority