Chapter 1
Chapter 1
A Thesis Proposal Presented to the Senior High School Department, Notre Dame of
Tacurong College, City of Tacurong in Partial Fulfillment of the Requirements to the
Grade XII Curriculum
October 2021
Chapter I
framework, statement of the problem, scope and limitations of the study, hypothesis,
Introduction
We are living in the world of new media, where everything is almost everything in
the world can be seen in the internet. The internet has an important role in our society it
is important in developing one’s mind and life experiences by creating productive works
in schools, offices, and even at home. The fact that people live in on informative life
where everything is updated with just one click, internet became one of the necessities
of people regardless of age or gender in today’s society. However, the influence of this
gaming? According to igi-global, Online games refer to games that are played over
some form of computer network, most often the Internet. Online games can range from
simple text-based games to games incorporating complex graphics and virtual worlds
populated by many players simultaneously. Online games are one of the most popular
recreational activities for many people. For some people, playing video games is said to
have various reasons because it can relieve stress, achieving something, relax, enjoy,
interact, and even a mental escape from the real world. For most people, online games
are one of the best leisure activities they can do, especially for teenagers. According to
Kuss & Griffiths, teens who play online games are just having fun. Not only do they play
serious, but also because they just want to feel relief. During school hours, students
tend to feel stressed from having a lot of school work, and playing will bring the release
It is undeniable that playing online games offers you something that no one can give
you. After some research, it is beneficial. It allows players to be more active, especially
difficult situations, especially adventure games that keep players alert, active and
strategic. Some psychology studies have shown that spending a lot of time on the
Internet can have a negative impact on academic performance because it focuses more
on playing online games than at school. And with this, the researcher felt to further the
concept of influence of Online games to people and the need to determine the impact of
online gaming to Senior high school students’ academic performance. The purpose of
this study is to find out the implications of online gaming to the academic performance
of the students.
Theoretical Framework
Students who spend a lot of time playing online games each week tend to suffer
from poor learning skills, poor concentration, poor academic performance, and poor
interaction with other people. The authors of this study (FangLing Lin, TaiYen Hsu,
TungShen Wu ChihLin Chang) found that college students in central Taiwan spend
hours playing online games and measuring their average daily participation in such
students from central Taiwan in online games grouped into groups of low, medium, and
high participation in cluster analysis. Selected for the survey results were confirmed by
an in-house developed evaluation system based on working memory and reaction time.
Randomly select 12 college students from a total of 36 college students, or low, middle,
and high participation groups to see how participation, play time, and viewing time in
online games affect working memory. I tested it. The results of this survey are as
follows: I. Low, medium, and high participation in online games is defined as playing
online games for an average of 1.34 hours, 4.84 hours, and 10.27 hours each day. 30.9
percent of respondents said they played online for more than 4 hours, suggesting that
online games may be the reason college students often stay up all night. II. This test
shows that the level of participation in video games, viewing time, and the interaction of
Gender Differences
Gender has been suggested as an important factor influencing Internet use and
its impact on mental health. There is evidence that men tend to be attracted to explosive
behavior and activities involving combat, and women are attracted to more social and
could prevent them from developing internet addiction. Recent studies have shown that
female video game addicts have significantly more physical difficulty than male addicts.
They further argued that female addicts may be exposed to the unique risks of negative
physical health and sleep disorders. There was also a significant gender difference in
the relationship between adolescent family function and Internet addiction. Women
showed more negative results due to maladapted use of mobile phones. These studies
highlighted the need to further investigate gender differences in the addition of mobile
As we already know online gaming refer to games that are played over some
form of computer network, most often the Internet which captivated 700 million of
students around the world cited by Spil games, which some turned a simple hobby to
2. To know how many Senior high students play online games in NDTC that
3. To know the exact types of games that affect their ability to focus in School.
Throughout the years, online gaming paved the way for the development of new
generation. Online gaming was used as people’s game during 1970s until present. It
has been people’s leisure especially these days. Due to fast modernization, the habit of
human has changed a lot and greatly affect their health which causes the Senior High
School students’ lifestyle especially in academic performance. As time pass by, we can’t
deny the fact that people nowadays would prefer to stay at home and play online games
and usually sleep at 2 in the morning and wake up at 5 am that can result to unhealthy
lifestyle. This study was conducted to deepen the knowledge for this typical problem
faced by many especially Senior High School students. The researchers envisioned that
the findings of the proposed study are significant and useful to the following people: The
Senior High School Students. This study will help the Senior High School students to
know the impact of online gaming in their academic performance. It will help them
minimize the use of online gaming. The Researchers of this study will give idea to the
researchers’ in-depth knowledge about the impact of online gaming in the academic
performance of Senior High School students. It will serve as a further information for
their research and they may also use of this study for further endeavor or related
studies.
This study focuses on influence of the academic performance of the Senior high
school students in Notre Dame of Tacurong College. The data collection will be
conducted exclusively on the Senior high school students of Notre Dame of Tacurong
College, school year 2021-2022 who will represent the population, this study will not
cover things that isn’t related to the study and students who are not Senior high school
students and students from Notre Dame of Tacurong College are not within the scope of
this research. The study would be done through the utilization of questionnaire to the
students as a survey and reference. By this strategy they would deepen their knowledge
2. Ho: There is no significant influence of online gaming on social behavior that will
Highschool students.
Conceptual framework
Academic
Online Gaming Performance
Gender
Definition of terms used
The following terms used were defined according to how they are being use in the
study:
New Media – New media is any media from newspaper articles and blogs to music and
arts/what-is-new-media)
education (https://www.merriam-webster.com/dictionary/knowledge)
Online Gaming – Online gaming describes any video game that offers online
interactions with other players. Video games used to be classified by an Online Content
(https://www.internetmatters.org/resources/online-gaming-advice/the-basics/)
Mental Health – Mental health includes our emotional, psychological, and social well-
being. It affects how we think, feel, and act. It also helps determine how we handle
(https://www.cdc.gov/mentalhealth/learn/index.htm)
This chapter presents and discusses the various theories, concepts, research
findings, and output from both foreign and local perspectives which are relevant and
amusement, challenge, or education. The design of electronic games varies, but they
can incorporate brilliant color, sound, realistic movement, and visual effects, as well as
live actors in some cases. Electronic games are divided into two categories: video
games and computer games. Video games are intended for specialized video game
systems, mobile devices, and coin-operated arcade machines. Computer games are
played on personal computers. Electronic games are a popular hobby among adults
and children alike. Strategy games, sports games, adventure and exploration games,
card and board games, puzzle games, fast-action arcade games, and flying simulations
are some of the categories available. Reading, writing, problem solving, and other basic
Electronic games have expanded from their humble beginnings in the late 1950s
(known as gamers). (Kent, 2009) Furthermore, research have revealed that the majority
of gamers are now beyond the age of 18. As a result, many software businesses and
game studios have shifted their focus to creating more advanced games for late
adolescent and adult consumers. As a result, some parents' groups are concerned that
young children and teenagers are being exposed to graphic violence, drugs, and even
sexual content in popular games. Most game makers now use a rating system similar to
that used in the movie industry, which includes the letters E (for Everyone), T (for
Teens), M (for Mature), and AO (for Adults Only) (Adults Only). (Kent, 2009)
Evolution of Gaming
Some companies have expanded into other platforms as a result of the popularity
of interactive games on consoles and computers. The Internet is one of the fastest-
growing gaming platforms. While the first multi-user dungeon game (or MUD, online
advances have elevated the Internet, or online gaming, to a new level. (Kent, 2009)
people can mingle and compete with one another, are one sort of popular Internet
Ultima Online, developed by Origin Systems, was the first financially successful
MMO game, with 100,000 paying subscribers by the year 2000. Games like Sony's Ever
Quest and Microsoft's Asheron's Call capitalized on this trend, as well as the growing
Lineage are all popular MMO games. Console game developments, such as Microsoft's
Xbox Live feature, have also been able to use the Internet to connect gamers and
improve their games. By the end of 2006, Xbox Live had almost 4 million paid
customers (Kent, 2009). The quick pace of technical advancement appears to offer a
bright future for the electronic-games industry. Games for handheld personal digital
assistants and cell phones are now available from a number of companies. Electronic
because firms see a large, lucrative market in which to launch new goods. Virtual reality
and other cutting-edge technologies may one day be offered to a broad audience
through video games, breaking new technological ground in society through play. (Kent,
2009) According to Zona in 2004, as reported by Seay in 2006, 430 million individuals
played video games worldwide in 2003, accounting for 7% of the global population.
Over a quarter of these people played video games online, and the percentage of
overall video gamers continues to rise. Half of all Americans aged six and up play video
games in the United States (ESA,2004). In 2004, both Zona and Kagan stated that in
2003, global gaming was at its peak revenues, including hardware and software, totaled
$31.37 billion, more than doubling from 1996. In 2003, the film business brought in
$34.2 billion in income. Along with these amazing financial figures, the gaming populace
continues to grow. In 2004, the average age of a video game player was 29, and 39% of
players were female (ESA, 2004). As the demographics continue to shift, income rises,
and content gets increasingly mature, there is no way gaming can remain be a “Kid
thing” interaction.
The Internet
Online gaming necessitates the use of the internet. The Internet is a worldwide
computers to share data and computing power. People all around the world may now
connect with one another efficiently and affordably because to the Internet. The Internet,
unlike traditional broadcasting mediums such as radio and television, lacks a centralized
distribution structure. An individual with Internet access, on the other hand, can speak
directly with anybody else on the Internet, post content for public consumption, retrieve
information, use remote apps and services, and purchase and sell things. Government,
business, and education have all benefited from the Internet. Internal government
communication, information sharing, and automated tax processing are all done via the
addition to selling goods and services to clients. Many people use the Internet to
communicate via electronic mail (e-mail), to get news, to research information, to shop,
to pay bills, to bank, to listen to music, to watch movies, to play games, and even to
make phone calls. The Internet is used by educational institutions for research and to
give online courses and course materials to students. Since its creation, the Internet's
popularity has skyrocketed. The success of the Internet is due to its adaptability. Instead
allows any type of computer network to be interconnected. There are no networks that
are too big or too little, too fast or too slow to be connected. As a result, the Internet
contains both low-cost networks that connect a few computers in a single room and
adolescents who utilize online games to cope with pressures (Thalemann, 2009).
Similarly, there have been reports of links between problematic gaming and how
teenagers cope with stress and frustration (Wölfling, Thalemann, & Grüsser, 2008). As
a result of their anger and aggravation, problematic gamers play games substantially
games excessively are less likely to learn appropriate ways of coping with pressures
because they are always occupied with playing online games. As a result, their
passively coping with unpleasant experiences may be effective in the short term, but it
may limit the ability to have essential experiences that are necessary for creating a safe
coping mechanism in the long run. In this situation, it appears more likely that certain
whenever new stresses arise. This creates a vicious cycle (Wölfling and Müller, 2009).
Previous research has found a link between Internet addiction and depression.
addiction at a later time, implying that there was a possible bidirectional relationship
between online gamers' depression symptoms and addiction. People use online games
to cope with their emotional discomfort, but long-term use of online games may isolate
them from real-life interactions, leading to more serious mental health issues such as
deficits in a person's social network. Previous research has regularly found a link
between loneliness and internet gaming addiction. Furthermore, loneliness is both the
cause and the effect of online gaming addiction; there may be a reciprocal relationship.
Excessive gaming, according to previous study, does little to help the establishment or
maintenance of real-life connections, despite the fact that it may briefly give an escape
from the negative sensations associated with social deficits. Instead, substituting virtual
contacts for real-life interactions may worsen the breakdown of existing social bonds,
Social Anxiety
third of adolescents satisfy the criteria for an anxiety disorder, research on the possible
effects of mobile gaming addiction and adolescent social anxiety is critical. According to
several studies, Internet addiction, smartphone addiction, and online game addiction are
all linked to a person's social anxiety. Individuals who have a major proclivity for online
gaming addiction have much greater degrees of social anxiety than those who do not
play online games. Lo et al. (2015) looked at the impact of online games on the quality
of interpersonal interactions and social anxiety levels. When teenagers spend more time
playing online games, the quality of interpersonal connections may be harmed, and the
level of social anxiety may increase, according to the findings. We would expect a
positive relationship between mobile gaming addiction and social anxiety in the current
study.
According to Anand (2007), video games have a huge presence in the United
States, with at least 90% of households having children who have played (rented or
owned) video games. This is a new high that will continue to rise. 55% of gamers use
consoles and 66% of online participants are over the age of 18. The collegiate
supervision and more flexible schedules that allow for more play time (Anand, 2007).
The emergence of video games, like every other invention in society, prompted the
inquiry, "What are the negative impacts or consequences?" According to Smyth (2007),
there appears to be a growing interest in video gaming research to answer this topic. In
recent years, there appears to have been a lot of research on the subject. In reviewing
the evidence, one major concern appears to be whether playing video games has a
are. Anand (2007) discovered a negative relationship between the amount of time spent
playing video games and students' GPA and SAT results in one research. This indicates
that as the amount of time spent playing increased, so did the GPA and SAT scores.
Anand (2007) did acknowledge, however, that using SAT scores has limitations
because they are a one-time standardized assessment. The usage of a grade point
academic performance.
Men and women adoption rates differ. Indisputably, studies indicate that more
men play online game than women (Beccera et al. 2008; Hainey et al. 2011). Men
develop interest in computer games earlier in their life, while females take up gaming
later in life and on average female player are older than male (e.g Hainey et al. 2011)
Video games have traditionally been associated with men (Lucas and Sherry
2004; Fox and Tang 2013). Existing evidence, with a few exceptions, continues to
support this viewpoint (Table 1). For starters, the adoption rates of men and women are
different. Clearly, more males than women play online games, according to studies
(Becerra et al. 2008; Hainey et al. 2011). Second, men get interested in computer
games earlier in life, whereas women do so later in life, and female gamers are on
average older than male gamers (e.g. Hainey et al. 2011). Men and women also differ in
terms of how much time they spend playing and how often they play. According to
multiple researches, men play more frequently and for a longer period of time than
women (Chou and Tsai 2007; Hainey et al. 2011; Chen 2010). Existing findings on
game duration, however, are inconsistent, and several research imply that women
spend more time gaming than males (Williams et al. 2008; Kuo et al. 2012). It's worth
noting that the sample in Kuo et al(2012) .'s study included over 3,000 gamers ranging
in age from 8 to 86 (average 25), suggesting that older players spend more time
gaming.
While these contradictory results make it conclude that males spend more time
playing, previous research on game duration in an offline situation implies that men play
for longer times. In childhood, for example, 72 percent of all boys' activities endure more
than an hour, compared to only 43 percent of girls' activities (Lever 1976). This
suggests that boys prefer to play for longer lengths of time, correlating with the findings
Online gaming is very popular among students all over the world. Whereas low to
interact with other players online, excessive gaming lead to online gaming addiction and
associated problems such as depression and anxiety. Prior studies have investigated
the risk for online gaming in terms of the student’s academic performance. The present
study has taken a further step on focusing on student’s perception of relative deprivation
model of Pathological Internet Use (PIU), the perception of relative deprivation may
increase the risk for online gaming by including negative thoughts, emotions or by
the effect of relative deprivation may lead to maladaptive cognition; that is, the
perception of relative deprivation may lead to maladaptive cognition, which in turn would
mediation model to account for online gaming. Specifically, we tested the relationship
between relative deprivation and online gaming addiction, the mediating effect of
The participants of this study were 460 students (mean age = 16 -19 years, 220
males, 240 females) who had experienced in online game playing. Their average time
gaming was 3 hours per day in the past half year. The participants completed a battery
questionnaire. The proposed moderated mediation model was tested using regression
analysis and the PROCESS macro. Previous studies have suggested that online
gaming addiction may differ by gender and age. Hence, the effects of gender and age
were controlled in all analyses. The present study is the first to demonstrate the
detrimental impact of perceived relative deprivation and the moderated mediation effect
of maladaptive cognition and mindset on online gaming addiction. Our findings provide
further evidence of the role of ecological context in the risk for online gaming disorder.
They also have potential applied value with regard to online gaming addiction in
students. Because incremental theory may be more helpful than entity theory for online
gaming addicts, and because incremental theory can be learned through training,
intervention programs for online gaming addiction. (PsycINFO Database Record (c)