Practical Research 2 Group 6
Practical Research 2 Group 6
A QUANTITATIVE STUDY
A Quantitative Research
Presented to the Faculty of Senior High School
STI Academic Center Sta. Mesa
Sta. Mesa, Manila
by:
Falguera, Maxine F.
Fulla, James R.
Garcia, Josabeth F.
Gonzaga, Rannie V.
January 2021
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Chapter 1
THE PROBLEM AND ITS SETTING
Introduction
This study was conducted to assess and find out the impact of video gaming
on the academic performance and social behavior of people especially the students,
this study sought answers on the significant relationship between playing video
games and academic performance and to the social behavior of the students.
Computers have become an integral part of people’s lives and homes. This
gives students easy access to video games, and many students are always playing
video games.
fun, you can probably do everything with the help of this amazing machine.
Computers are essential for today's people, and the time they spend on computers is
constantly increasing.
One of the most popular computers for students is video games or computer
games are probably the biggest addiction for most students. Companies such as
Sony and Microsoft are doing their best to promote Xbox and PlayStation to people
Students play for long periods of time, which can lead to eye damage. The effects of
excessive visual media are obvious; as many people these days have begun to wear
STI ACADEMIC CENTER STA. MESA 2
glasses from an early age. Playing computer games for long periods of time can also
But one of the biggest concerns about playing excessive computer games is
that the students/people aren't out and playing. Playing outdoor sports does not only
improve your physical fitness, and it also students/people communicate with other
people and adapt to society. Meanwhile, games are a bad influence on students and
It may not be possible to ban students from playing these games. However,
parents must encourage their children to reduce or limit themselves from playing
video games and do outdoor activities. They need to allocate time to play video
games and adults/seniors need to monitor the type of games the students are
playing.
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the mind and life experience by creating productive works in schools, offices, and
even at home. Today, this can be the most efficient strategic tool for humans to take
The fact that people live in a profitable lifestyle where everything is updated
has made the Internet one of the essentials of human beings, regardless of age or
gender in today's society. But the impact of this handy machine on young people is
undeniable. As Rock (2009) said, all of these technologies are great at distracting
people. In line with this development, online games were created to provide
entertainment to people.
Online games are one of the leisure activities widely used by many people. For
some people, playing video games has several reasons to play, such as stress relief,
challenge and competition, relaxation, fun, social interaction, and even a mental
For most people, online games are one of the best games ever, especially for
teens, adolescents, and students. According to Kuss, Daria, and Griffiths. (2012)
teens playing online games are just having fun. Not only do they actually play for
some seriousness, they just want to feel relieved. During class hours, many school
There is no doubt that playing online games offers something that no one can
offer. According to some studies, it is beneficial. This makes the player's mind more
in difficult situations, especially adventure games that keep players vigilant, lively,
and strategic.
Students learn unexpectedly, but improper use of online games can lead to
problems such as distractions at school. Moreover, it is the places where the child's
attention is divided that unknowingly affects the child's health and even social life.
Some psychological studies have shown that spending more time on the Internet can
adversely affect the ability to properly face-to-face and communicate with family
members, including friends, peers, and parents Anderson, Janna, and Lee Rainie.
(2012).
Studies show that the human brain is vulnerable to destruction, partly because
of the use of technology. The education system tends to follow the tide of constant
Researchers felt the need to determine the impact of online games on students'
academic performance and social behavior. The purpose of this study is to clarify the
Theoretical Framework
multiplayer online role-playing games are graphical virtual environments during which
gamers interact with one another through avatars many hours’ day to day each day
on a daily basis. The foremost widely accepted criterion of problematic variants of the
Behavioral Theory:
According to Heiden, Braun, Müller, & Egloff (2019) Video Games potentially
affect students depends on the kind of games they are playing and the age group
they belong. Problematic video gaming was found to be associated with positive
affect and social relationships while playing but also with psychological symptoms,
Conceptual Framework
Model. The IPO model process is viewed as a series of boxes connected by inputs
and outputs.
1.2 Gender
1.4 Strand
Presentation, Analysis and Impact of Video
1.5 Video Games
Interpretation of Data Games
Usage
gathered through on the Student’s
Questionnaire Behavior
on the Student’s
Behavior
Recommendations
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In this generation, Playing Video Games is one among the leisure activities,
especially to the scholars who have such a tough time in class works. Rather than
doing assignments and activities they provide their time to play some video games.
Specifically, this study seeks to determine the Impacts of Video Games on Student’s
Behavior.
1.1 Age
1.2 Gender
1.4 Strand
2. How do the respondents assess the impact of video games on the student’s
2.3 Self-Esteem
Hypothesis
In conducting this research, the researchers thought there are two possible
Senior High School students’ who are addicted in video games negatively impact
their behavior. The attitude of a gamer will affect their personality depending on how
they behave while playing video games. Some will develop short temper and may
Senior High School Students’ who are addicted to video games can manage their
behavior and maintain positive attitude despite video games addiction. They can be a
good example to everyone who plays video games and show that playing doesn’t
The General Purpose of the study is to find out and study about the cause of the
negative behavior that students have developed when playing too much games. The
study will spread awareness to the issue towards addiction and give them help.
The scope area of this study is in STI Sta. Mesa. The study will be conducted by
looking and collecting information about the students who plays video games and by
conducting a survey to Senior High School Students. We will be studying what are
the impact of playing video games and how do the respondents assess the impact of
The main concern of the study are the senior high school students who often play
video games. This study will be very beneficial to the students, it will provide them
PARENTS
The research will benefit the parents of those children addicted on video games. This
spreads awareness to parents and will help them to control their children on addictive
games thus prevent the negative impact of video games addiction on youths.
STI COMMUNITY
The study will be informing the STI regarding the impacts of video games on their
students. Through this they will be able to conduct rules that will limit their students
addiction inside the campus and implement programs that will regain the positive
FUTURE RESEARCHERS
The findings of the study will be a useful reference that will support the researchers
Definition of terms
For a better understanding of this study, the following terms are defined in
the context of this research
CHAPTER 2
REVIEW OF RELATED LITERATURE
This chapter presents the related literature studies after the thorough and in-
depth search done by the researchers. This will also present the synthesis of the art,
Video games is one of the game which widely played by the people especially
to the students or the teenagers to used their free time activities and to develop their
skills when it comes to online games. Through Video games, it can negatively impact
their behavior if they did not used it in a proper way. And a source of entertain for
games to aggression, stress, and vital signs. Libero (2013) is studying online learning
Statistics Portal released data showing that more than 500 million people
worldwide play video and computer games every day and accumulate nearly 3 billion
hours of video games per week worldwide. Introduced in the 1970s and first played
on large public arcade machines, the 1980s allowed consumers to play games on
Video Games
Video games are ubiquitous in most children and adolescents' lives, with 97%
playing at least one hour a day in the United States. The overwhelming majority of
psychologist studies on the outcome of "games" were related to their adverse effects:
potential harm associated with violence, addiction, and depression. We recognize the
needed. It takes into account the benefits of playing these games as well as the
characters in these games have changed dramatically over the last decade and have
become increasingly complex, diverse, realistic, and social in nature. A small but
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primarily within the last five years. This article summarizes research on the positive
effects of playing video games that specialize in four key areas: cognition, motivation,
that may promote real-world psychosocial benefits by playing video games. .. Our
aim is to provide strong evidence and rationale sufficient to stimulate new research
spending 3 billion hours per week ahead of their screens. Due to their widespread
use, scientists have researched how video games shape the brain and behavior. Are
these effects positive or negative? According to Nicolas (10, July 2017), they
examine the evidence. At a look, quite 150 million people within the US play video
games regularly, or for a minimum of 3 hours per week. The average American
gamer may be a 35-year-old adult, with 72 percent of gamers aged 18 or older. For
video games use by children, most parents – 71 percent – indicate that video games
Video game sales still increase year by year. In 2016, the video games industry
sold quite 24.5 billion games – up to 23.2 billion in 2015, and 21.4 billion in 2014.
The top three best-selling video games of 2016 were Call of Duty: Infinite
Warfare, Battlefield 1, and Tom Clancy's The Division. These games fall into the first-
STI ACADEMIC CENTER STA. MESA 16
person shooter or action-adventure genres – the very two genres, accounting for 27.5
percent and 22.5 percent of sales, respectively. First-person shooter and action
genres often stand accused of stirring aggression and causing violence and
addiction.
Decades of research examining video gaming and violence have did not reach
consensus among scientists. Scientists are unable to seek out a causal link between
has expanded rapidly over the last 40 years, growing at 13.3% annually. In the
Philippines, which is currently one of the top destinations of ITS in the world, the
2022. Support for information technology response in the Philippines, and operations
The results of the survey help game development organizations improve work
processes and conditions, which can lead to increased productivity and quality,
curriculum.
workers making video games. This study used a sub-analysis of online sources to
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everyday activities in game development embody the skills that underlie creative
collaborative practice, and these abilities represent aspects of critical thinking. Claims
from other game-related regulations, whether current game education serves the
education. We are investigating whether the syllabus is suitable for students who
Playing videogames is seen as an exciting aspect of the media scene and has
the number of children using video games in many parts of the world, particularly in
the United States (Hagan, et al.). Violent video games in children in the United
States, playtimes for videogames increased from 4 hours per week in the 1980s, to
to players, especially children, in the real world. When players become desensitized,
they tend to increase their aggression and decrease their sympathy. Other
researchers have suggested that playing videogames with children does not lead to
analysis may be a result of publication bias. Despite pressure from various societies,
many videogames contain a large amount of violence. Violent games are seen to
The study conducted by Dumrique, Castillo (2018), revealed that boys are
more spend time of a player compared to girls who often play popular video games
that require three or more players like Dota, League of Legends, Crossfire and many
more to mention. It is also stated that those who play video games are around 11-15
years old who are believed to be in the Grade 8 level. These students who often play
video games have an average weekly allowance of 100 pesos to 200 pesos. Playing
video games do not affect their grades badly for they know how to limit themselves.
They know that they need to control themselves in order to function well their brain
that is why they only play games during vacation and weekends with a lot of time
Even though they play video games they know how to socialize well and they
inevitable not to play even for half an hour especially when they are addicted to it.
Several studies in psychology have found out that increased time spent on the
Behavior
Video games can affect your behavior but it can dependent on how a person
treats their gaming lifestyle. According to the research of von der Heiden, Braun,
Müller, and Egloff (2019), they studied the relation between video gaming and
health also as video gaming habits were answered by 2,734 individuals who are:
2,377 males, 357 females. Results revealed a most but not all have a negative effect
gamers’ reasons for enjoying and their favorite game genres were differentially
associated with psychological functioning with the foremost notable findings for
Some of the changes that will affect your behavior in playing video games is
that you will have a change of personality. You might develop shyness, the desire to
be alone and to not be disturbed. Although, this not always the case because you can
also get the feeling of enjoyment and satisfaction when you play.
personalities may be due to the family environment, peer pressure, and computer
games. Violent computer games, along with some of the violent cultures inhabited by
many students and adults, play a more important role in today's society. The social
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impact of violent computer video games has been discussed by many scientists
regarding juvenile violence. This text briefly describes the study of violent computer
events are not the only way to contribute to people's negative behavior. There is
negative reactions. However, it's not that frustrating. Playing the game has a positive
effect on both players and students. If used the right way, that's right. Develop our
behavior cuasing by playing video games. The terms used to describe problematic
behavior video games play vary across the research literature (Brunborg et al. 2013).
In the present study video games addiction is used as the preferred term and
will be used to refer to problematic or pathological use of video games, where gaming
leads to a functional impairment in daily life. Lemmens et al. (2009) define video
that leads to in social and/or emotional problems; despite these problems, the gamer
Recently, research studies and media have reported on the detrimental effects
video games wear the social behaviors of adolescents. For example, previous studies
have found that playing video games is positively related to aggressive behaviors and
personal characteristics between students playing video games and their social
behaviors. Thus, employing a sample of 1,242 seventh, eighth, and ninth grade
Korean students, the authors aimed to work out how playing video games is said to
The results indicated that video games have a big direct effect on brain
behaviors, and a big indirect effect on prosocial behaviors. Specifically, empathy and
behavioral self-control were found to mediate the relationship between playing video
games and prosocial behaviors. These results suggest different prevention and
behaviors in students exposed to video games. The implications of those findings are
discussed.
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Mark Griffiths (2013), this study found that the role and impact of video games on
youth living in a technological society, and how this impact occurs. Potential Young
people's exposure to violent video games can be seen in the context of risk factors
for the development of aggression, and thus in the understanding of research within
"Isabela Granic, Adam Lobel, and Rutger CME Engels (20014) said," The
benefits of playing video games, video games are a controlled training regimen, and
behavioral changes result from brain changes and performance. It provides a context
Online games have both positive and negative impacts on people, especially
students. This is one of the drawbacks. Many cases among students are addicted.
And this addiction can lead to worse problems. Students may steal money. They
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become lazy when it comes to studying and may prefer to play all day long. Some
people skip school to spend more time playing. (SujatAli Hamzah) Addictive gamers
spend so much time playing that their personal relationships are ignored and
report their marriage tensions as a result of their addiction. Addictive gamers also
ignore the responsibilities of everyday life, such as school and work. (UNC-OASIS)
There are various genres of online games in today's world. The first is a console
game. Console games are more commonly referred to as video games. They are
played on a device specially made for gameplay called a video game console.
Players operate the game through a handheld device with a controller, buttons, and a
joystick or pad. Video and sound are received by gamers via the TV. Examples of
Nintendo Wii. The second is a real-time strategy game. This is a type of video game
in which the player executes a strategy along the way, usually conquering the enemy
and reaching the final destination without being eradicated. For example, to win,
players decide which route to take, what they need to do, and how to do it. Contrast
with first-person shooting games. The third is a cross-platform online game. Develop
or run the software for multiple types of hardware platforms. The most universal
cross-platform application is the web browser. Web browsers created for all desktop
and mobile platforms render web pages "almost" the same, no matter which
According to this concept, increased video-gaming has been related to higher rates of
shortfall and poor sleep could both plausibly diminish academic performance.
Further, increased time spent video-gaming can also reduce course time and,
potentially, academic performance (Barlett CP, Anderson CA, Swing EL, 2009).
achievement is just too weak for causal claims. Although some researchers have
students' GPA and secondary students' school grades others have found no
empirical support, the proposal that video-games may negatively influence academic
At the extent of the negative influence of video games, we have the number of
time allocated to the particular activity of gaming, which renders the aspect of
balance or imbalance of the activity. This aspect is going to be outlined in the study.
STI ACADEMIC CENTER STA. MESA 25
Thus, we will mention both the excessive use of video games and a few pathological
problems in this regard. Studies show that there are tendencies towards pathological
the allocated time and by a series of symptoms, like withdrawal, solitude, lack of
control, also as conflicts intra or interpersonal. The elemental difference between the
pathological and therefore the excessive gaming activity is given by the very fact that
the primary type, the pathological one, results in the manifestation of problematic
behavior, whereas the latter results in behavior with disproportionate valence (Calin
et al.,2016).
Different video games affect brain activity (Gentile, 2009) through playing
person Games reduces brain activity but playing puzzle games increases brain
activity. Douglas (July 2009) supports the brain age principle but does brain activity
really denote a rise in intelligence? The naval army funded study supports the
Among the matter study noted was the length of your time the maximum
amount studies often used longer playtime as a basis for brain effect; no study
setting, Pinoys are gamers too and a shorter and more direct determination may
show a minimum of some perceived effects of video gaming to the tutorial standing of
The impacts of the High school students’ performance in Los Baños, Laguna,
Philippines. Allowance, gender, coevals, and year level positively affect student's
decision to play while time spent on studying, year level, previous grade, number of
books, and time spent playing computer games are established to be significant in
gamer to fail is 39%, given the scholar has quite four siblings, a previous grade of at
the most 84, lesser teachers, lesser hours on studying, living close by a computer
shop, and waste more hours playing computer games. Moreover, 60% of the
Aggression
The study conducted by Tang & Fox (2016) Online video games afford co‐play
and social interaction, often unidentified, among players from all over the world. As
become a pervasive issue within the gaming community. During this study, we sought
to figure out what personality traits and game‐related variables foresee two kinds of
insulting others’ intelligence) and harassment (e.g., sexist comments, rape threats).
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The guy who plays online video games (N = 425) takes part in an anonymous online
survey. Social dominance orientation and aggressive sexism foresee higher levels of
both harassment and general harassment in online games. Game participation and
discuss the implications of online social aggression and online harrying for online
The study conducted by Anderson & Dill (2000) Two studies examined violent
delinquency. The connection was powerful for individuals who are characteristically
aggressive and for men. Academic achievement was detrimental related to the
thoughts and behavior. In both studies, the guy had a more hostile view of the world
than did the lady. The outcome from both studies is accordant with the General
intuitive Aggression Model, which foretell that exposure to violent video games will
expand aggressive behavior in both the short term (e.g., laboratory aggression) and
games, the consequences of playing video games, and of gamers themselves, are
largely negative. These impressions are oversimplified at the best, and easily wrong,
at worst. One reason for this negative impression is that the portrayal of gamers by
the mainstream media as lonely individuals who play video games secluded in their
computer game playing occurs within a social context—either with friends or family
within the same room, or interacting with other players via a variety of massively
is that the media is quick to make headlines out of tenuous links between tragic
video games expand aggression and reduce prosocial behavior. However, these
evaluate competitive and cooperative behavior. Compared with the competitive play
state, players within the cooperative state occupied in additional tit-for-tat behaviors—
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a pattern of behavior that typically precedes cooperative behavior. The social context
of gameplay influenced subsequent behavior quite the content of the sport that was
abundant evidence that playing aggressive video games expands hostile behavior.
So far, these results are explained mainly because of the results of priming existing
apprehension structures. The research detail here examined the part of repudiating
humanness to people in accounting for the result that playing a violent computer
game has on hostile behavior. In two experiments, we found that playing violent video
This paper described all the studies related to how video games affect player
behavior and emotions, and whether this effect is positive or negative. The game has
offensive, negative, cooperative, and positive attention. The data collected from
out how the game affects the player. This data was collected in two ways. The first,
called self-reported data, is based on the player collecting data using surveys,
video game. The second method is called in-game data collection, where the data
was collected directly from the player through the video game and using a personal
Most of the research concludes that there is a link between video games and
player behavior. In these studies, researchers conclude that video games influence a
another research community that claims that video games do not affect players.
experiments. They support their claim in two ways. The first is based on the type of
game and the second is based on the time spent by the player. Finally, from our point
of view from all existing research in this area, the impact of video games on player
behavior and emotions cannot be ignored. In addition, most studies denying the
weak evidence.
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Chapter 3
Methodology
This chapter includes the discussion of the research method used population,
Method of Research
situations and uses survey methods. Common data gathering methods used are
surveys, interviews, and observations. There are three main types of descriptive
model to present the profile of respondents and the extent to which video games
affect student behavior. Researchers have used this type of research to directly drive
The population of the study specifically targeted the Senior High School
students who play video games. The study was conducted in the STI Sta Mesa.
The researcher applied sampling approach to work out the Impacts of Video
were the Senior High School Students who assessed the extent of Impact of Video
Games on the student’s behavior. The researcher asked the profile of the
respondents supported their age, gender, strand, and grade level. The researcher did
not include the names of the respondents to stay them confidential and therefore the
Research Instruments
prepared for the respondents. The survey questionnaire consisted of two parts:
scale questions. The subsequent the ratings of the numerical weights were assigned
5 Severe
4 Major
3 Moderate
2 Minor
1 Insignificant
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The researchers will give out survey questionnaires to Senior High School
The end result would be 50 respondents will partake in the survey with 15 questions.
The researchers will be using Google forms for the survey. We will be assisting the
High school student survey responses were statistically analyzed using the
survey's data requirements. Students were statistically analyzed using research data
This is a display of data that specifies the percentage of observations that exist
for each data point or a group of data points. It's a great way to express the
frequency of survey responses and other data. This was used to get the percentage
of response frequency.
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Weighted Mean
This shows the majority of respondents' answers to the question cluster. This
or problem. It was used to statistically process the raw data collected for the level of
Ranking
replaced with a rank when the data is sorted. It was used in the second part of the
questionnaire.
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Chapter 4
This chapter contains the data gathered by the researchers. It also includes
table of the results which obtained from the online survey questionnaires.
Table 1
According to Gender
respondents, The gender with the largest population of 34 or 68% are males, Next is
Table 2
According to Age
16 years old 3 6%
20 years old 2 4%
TOTAL: 50 100%
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Table 2 shows that 20 out of 50 respondents belong to the age of 17 years old
represent the highest percentage having 20 (40%) of the respondents. The second-
highest-ranking ages were those respondents whose ages were 18 years old or 19
(38%) of the respondent population. The third highest-ranking percentage was those
respondents who are within the age of 19 or 6 (12%). The ages of 16 turned out to be
3 (6%) of the total respondents and fourth in rank. The fifth and last in highest-ranking
percentage were those respondents who are within the age of 20 years old or 2 (4%)
Table 3
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According to Strand
strand which constituted the highest population, 18% or 9 were in STEM (Science,
Bussiness and Management) strand which obtained 14% or 7.12% or 6 were in GAS
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(General Academics Strand) and 10% or 5 were in HUMMS (Humanities and Social
Table 4
As shown in Table 4, of the 50 respondents, the grade levels with the highest
16%.
Table 5
hour
1 - 2 hours 11 22%
3 – 4 hours 14 28%
More than 5 hours 17 34%
TOTAL: 50 100%
Table 5 shows, out of the total survey respondents, 8 or 16% plays only 1 hour or
less than an hour, 11 or 22% of the respondents plays only 1 up to 2 hours followed
2. The Impact of the Video Games on the Senior High Student’s Behavior
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Table 6
You’re improving
your problem-
solving skills,
logic, and quick 3.68 1 Major
thinking and it
helps you to
identify your
academic ability
by playing video
games.
performance that there are 3.68% responses that the student’s performance was
improving through logically thinking and it helps them to identify their ability. While
2.03% of students are having failing grades. The Grand mean is 2.86% verbally
interpreted as Moderate.
Table 7
By playing video
games, you are
making more 3.68 1 Major
friends online
than from the
outside.
In Table 7, it shows the result of the impact of student’s behavior in terms of social
relationship that 3.68% responds that by playing video games or using online
platforms makes them better at social interaction than interacting outside of the
platform. Therefore 1.82% respond that their friends don’t want to play with them
because they’re bad at video games. Overall of the weighted mean is 2.75% and the
Table 8
Interpretation
In Table 8, the result shows that 3% responds that they are feeling strong
games. While 2.42% are feeling down when they lose their game. Self-esteem Grand
Table 9
You're having
trouble thinking
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In Table 9, it results that they’re 3.32% responds that they want to play video
psychological effect. And 1.78% are having trouble in school because of playing
video games too much. The total weighted mean is 2.55 also verbal interpreted as
Moderate.
Chapter 5
limitations have been identified. This study was researched by determining the extent
Summary of Findings
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This study sought to determine the extent of the Impact of Video Games
on the student’s behavior as assessed by the Senior High School students. It ratifies
the descriptive method to gather data. The random sampling technique was decided
upon to distribute the questionnaires through an online survey and was initiate to
guide and get information from the respondents. The statistical tools engaged were
In terms of gender, the highest number of the population who answered the
survey questionnaire, 34 or 68% were males and the lowest number is the
years old with a frequency of 20 and a percentage of 40% and the lowest is
20 years old, 2 or 4%. In terms of the strand, IT students have the highest
Grade level, the highest number who participated in this survey is the
would be 17 or 34% of the respondents that can play more than 5 hours of
gameplay while the lowest is 8 or 16% of the respondents that can only
video games.” got 3.68 (Major), and “Parents will stop you from playing
video games due to having failing grades in school.” had 2.03 (Minor). In
more friends.” received 3.68 (Major), and “You’re bad at video games,
therefore, your friends don’t want to play with you because they think
“You are feeling strong enough now to think that you can take down
everyone else because you win multiple times.” collected 3 (Moderate) and
“You are feeling down now and weak to think that you can never gonna
take a crown or win because you lose on every game you had.” got 2.42
because you want to escape reality and block out.” had 3.32 (Moderate),
and “You're having trouble thinking straight in school because you've been
Conclusions
1. Based on the findings, Males still have the highest population of playing
video games and most of them are at the age of 17 years old.
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2. In Senior High School (SHS) strands, the most student who's playing
4. Most of the respondents who play video games improve their problem-
5. The respondents also believe that just playing video games will improve
their academic ability, and playing video games will allow them to find
they can win many times and think that they can take down every
game, but among all the people who play video games, this is really
Recommendations
1. The researchers recommend that the Students shall play online games
hours or more they shall create their own playing schedule such as
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before playing, eat first, then play for 1-2 hours or 1 hour and eat again
4. Students have to lessen their time playing video games so that they can
5. Students have to keep on learning things and skills not just in video
6. Students also have to socialize not just in video games online, but also
in person outside.
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Kuss, Daria J., and Mark D. Griffiths. (2012). Adolescent online gaming
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STI ACADEMIC CENTER STA. MESA 54
“The Benefits of Playing Video Games,” Isabela Granic, PhD, Adam Lobel,
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Appendices
Sample Questionnaire
o Female
o Male
o Other
5.) How many hours do you spend in a day playing video games?
o 1 hour or less than an hour
o 1 - 2 hours
o 3 - 4 hours
o More than 5 hours
1.) How will you assess the impact of playing video games, whether playing
rarely, moderate, or often on a student's behavior? Choose an answer based
on the statements below.
You are
having some
failing grades
STI ACADEMIC CENTER STA. MESA 57
therefore your o o o o o
parents want
to stop you
from playing
video games
because they
think it's the
only reason.
You're
improving
your problem-
solving skills,
logic, and
quick thinking o o o o o
and it helps
you to identify
your
academic
ability by
playing video
games.
Your friends
don't want to
play with you o o o o o
because they
think you're
bad at video
STI ACADEMIC CENTER STA. MESA 58
games.
By playing
video games,
you are
making more
friends online
than from the o o o o o
outside.
You are
feeling strong
enough now o o o o o
to think that
you can take
down
everyone else
because you
win multiple
times.
You are
feeling down
now and
weak to think
that you can
never gonna o o o o o
take a crown
or win
because you
lose on every
game you
had.
STI ACADEMIC CENTER STA. MESA 59
You want to
play video
games o o o o o
because you
want to
escape reality
and block out.
You're having
trouble
thinking
straight in
school
because o o o o o
you've been
playing video
games too
much.
Survey Results
Table 1
According to Gender
Female 15 30%
Other 1 2%
TOTAL 50 100%
Table 2
According to Age
16 years old 3 6%
20 years old 2 4%
TOTAL: 50 100%
Table 3
According to Strand
Table 4
Table 5
hour
1 - 2 hours 11 22%
3 – 4 hours 14 28%
More than 5 hours 17 34%
TOTAL: 50 100%
The Impact of the Video Games on the Senior High Student’s Behavior
Table 6
You're improving
your problem-
solving skills,
logic, and quick 3.68 1 Major
thinking and it
helps you to
identify your
academic ability
by playing video
games.
STI ACADEMIC CENTER STA. MESA 63
Table 7
By playing video
games, you are
making more
friends online 3.68 1 Major
than from the
outside.
Table 8
Table 9
You're having
trouble thinking
straight in school
because you've 1.78 2 Minor
been playing
video games too
much.
Fifty randomly selected grade 11 and grade 12 students from different strands
completed and answered the survey questionnaire with a total of 9 questions. From
the first given question which asks the profile of the respondents and the second
question which asks the Impact of the Video Games on their behaviour in terms of
There are also some of the respondents with the same strand that had different and
same answers.
STI ACADEMIC CENTER STA. MESA 67
CAREER OBJECTIVE:
To use my abilities and creativity to solve my challenges
and problems ahead in my workplace.
SKILLS:
Can offer assistance to people in need
Fair knowledge towards technology
Fair skill at designing and digital art
EDUCATION:
BARANGAY 601
Contact Number: 09214755594
Email: [email protected]
CAREER OBJECTIVE:
My objective is to become successful in choosing my career.
SKILLS:
Skills in operating and creating Web Design and Web Layout
EDUCATION:
________________________________________________________________
CAREER OBJECTIVE:
To secure a challenging position in a reputable organization to expand my learnings,
knowledge, and skills.
SKILLS:
Problem Solving
Teamwork
Freehand Drawing
Video Editing
Computer proficiency in Word and PowerPoint
EDUCATION:
2015-2019 System Technology Institute
Information Technology in Mobile App and Web Development
1914 Doña Faustina Building, Recto Ave, Quiapo, Manila,
1001 Metro Manila
Mandaluyong City
Contact Number: 09156719270
Email: [email protected]
CAREER OBJECTIVE:
Seeking a career opportunity where I can fully utilize
my skills and knowledge while meeting the company’s
goals and objectives.
SKILLS:
Sound knowledge in Computer Programming
Basic skills in Photography
Computer proficiency in Word, PowerPoint, and Excel
EDUCATION:
Mandaluyong City
Contact Number: 09186064887
Email: [email protected]
CAREER OBJECTIVE:
Looking for a challenging role in a reputable organization where I can utilize my skills,
learnings and knowledge, while making a good contribution to a successful company.
SKILLS:
Being resourceful in IT involve
Being organized in all my work
Having confidence in my colleagues and the company that I work for
EDUCATION: