Violent Video Games and Its Effect To Grade 7 and 8 Students in The Philippine Emirates Private School
Violent Video Games and Its Effect To Grade 7 and 8 Students in The Philippine Emirates Private School
Violent Video Games and Its Effect To Grade 7 and 8 Students in The Philippine Emirates Private School
SCHOOL
A Research
Presented to the
In Partial Fulfillment
Practical Research
By
June 2019
i
ABSTRACT
This study focuses on the effects of violent video games to the grade 7 and 8
students in the Philippine Emirates Private School. The research observes the effects of the
violence portrayed within these video games and determines to what extent the impacts could
have on teenagers and with that being said their researchers wanted to study its effect
An online survey was constructed by the researchers which is divided into our
four parts to gather data regarding to the effects of violent video games towards the students.
With this and online survey, the researchers were able to gather perception or views of
students towards their topic. They were able to know the effect of the aggressive to the grade
Based on the data, the study showed that violent video games have an effect
towards the students of grade 7 and 8. Majority of the students agreed that it has negatively
affected a person’s school performance and focus and affects the way people act and behave.
ii
ACKNOWLEDGEMENT
We, the researchers, wholeheartedly would like to offer our gratitude and
appreciation to the people who supported, helped, and inspired us to successfully accomplish
this research;
Private School, for allowing this study’s conduction within the school
To Mr. Henry P. Nadong, the subject instructor and guide of this study, for helping
and training us as we were doing the study and for being patient and approachable all during
To the grade 7 and 8 class advisers, for their cooperation and approval to let us take
To the grade 7 and 8 students, for being our respondent in this study and giving us
To our parents, for their support and understanding they gave us through the process
And lastly, to the Lord Almighty, who gave us the knowledge, strength, and patience
The Researchers
iii
DEDICATION
To our beloved country, the Philippines for being our source of inspiration in helping
To our family, especially to our parents for their never-ending support, motivation,
To our mentor, Sir Henry P. Nadong for giving us the opportunity in creating this
To Sir Glen Vinluan, for allowing the researchers to use the computer laboratory as a
Our class adviser, Ma’am Diane Antonette M. Pascual for aiding our journey of the
To our friends, who gave us opinions, ideas, knowledge, continuous support and
And most importantly, to our Almighty God for being the source of the strength and
determination to continue despite all the setbacks and obstacle that came in the way. He
guided us through the hard times. He is our source of happiness and He is our companion
throughout the years. Because of His guidance, we have succeeded from attaining better
education.
iv
Without them, we would have not made it this far.
Table of Contents
TITLE PAGE………………………………………………………………………………
APPROVAL SHEET.................................................................................................................ii
ABSTRACT.............................................................................................................................iii
ACKNOWLEDGEMENT........................................................................................................iv
DEDICATION...........................................................................................................................v
Table of Contents......................................................................................................................vi
INTRODUCTION.....................................................................................................................x
Research Objectives...............................................................................................................2
Research Problem..................................................................................................................2
Research Hypothesis..............................................................................................................4
Theoretical Framework........................................................................................................10
Conceptual Framework........................................................................................................12
RESEARCH METHODOLOGY.........................................................................................13
Research Design...................................................................................................................13
Respondents.........................................................................................................................13
Research Instruments...........................................................................................................13
Characteristics of Respondents............................................................................................17
Table 1..............................................................................................................................17
Table 2..............................................................................................................................18
Table 3..............................................................................................................................19
Table 4 .............................................................................................................................20
Table 5..............................................................................................................................21
Table 6..............................................................................................................................22
Table 7..............................................................................................................................23
vi
Table 8..............................................................................................................................24
Table 9..............................................................................................................................25
Table 10............................................................................................................................26
Table 11............................................................................................................................27
Table 12............................................................................................................................28
Table 13............................................................................................................................29
Table 14............................................................................................................................30
Table 15............................................................................................................................31
Table 16............................................................................................................................32
Table 17............................................................................................................................33
Table 18............................................................................................................................34
Table 19............................................................................................................................35
Table 20............................................................................................................................36
Table 21............................................................................................................................37
Table 22............................................................................................................................38
Table 23............................................................................................................................39
Table 24............................................................................................................................40
Table 25............................................................................................................................41
Table 26............................................................................................................................42
Table 27:...........................................................................................................................43
vii
SUMMARY, CONCLUSIONS AND RECOMMENDATIONS.......................................48
Summary..............................................................................................................................48
Conclusion...........................................................................................................................49
Recommendations................................................................................................................50
BIBLIOGRAPHY..................................................................................................................51
APPENDICES........................................................................................................................52
CURRICULUM VITAE
viii
INTRODUCTION
Games often inflict children’s creativity and help develop their brains as a new way
of learning but when destruction, and graphic imagery are integrated into video games, it can
change a child’s social aspects. Games like these lead to an increase in children’s aggression
causing to a more intemperate attitude for instance, saying profanities, increase in temper and
rough behavior. Children at these ages are easily influenced by the media and visuals they
see within these kinds of recreational activities. The rapid development and popularity of
new violent video games make children exceedingly obsessed that they start to accept their
interest in human interaction, lack of necessary social skill, and a shorter attention span. In
spite of many benefits, too much exposure could result in such impacts. They view these
games and the actions presented as something acceptable for them to imitate especially
considering how their actions are no longer closely monitored and are often left unattended.
Allowing these children to immerse themselves with these kinds of games leaves them
vulnerable to influences that could negatively affect their personality and their performance
as students.
ix
With all of those said, the researchers do believe that violent video games have a
notable effect on children and adolescents’ mind set. For games like these are increasing in
x
CHAPTER 1
THE PROBLEM
Violent video games are popular with male and female children, adolescents, and
adults. They have been successfully marketed to youth and are easily obtained regardless of
age (Buchman & Funk, 1996). Video games first emerged in the 1970s, but it was during the
1990s that violent games truly came of age. Starting in the late 1980s video game producers
experimented with what the public would desire more in video games. Gradually as time
passed, it became clear that games sold better if they contained more violence.
According to recent national surveys of parents, school-age children (boys and girls
combined) devote about 7 hours per week playing video games (Gentile & Walsh, 2002). In
addition, a recent survey of over 600 seventh to ninth-grade students, had an average of 9
hours per week of video game play overall, with boys averaging 13 hours per week and girls
averaging 5 hours per week (Gentile, Lynch, Linder, & Walsh, 2004).
This is evidence that playing video games at night can disrupt sleep, which could
regularly play video games are at a slightly increased risk of developing attention problems at
school. Playing violent video games may have a small but negative impact on behavior and
some children may use these games exceptionally so much that gaming dominates their lives
Frequent use of multi-player games may put youth at higher risk for poor reading
performance, perhaps because children replace their time for studying with the excitement of
1
multi-player and violent games. This understanding is consistent with the results of a study
of American adolescents, aged 12 to 19: Kids who played video games spent 30% less time
Research Objectives
1. Identify the socio-economic profile of the respondents from grades 7 and 8 in PEPS;
2. Know the respondents’ level of interest to aggressive games such as PUBG, Grand
Theft Auto, Fortnite, The Last of Us, Call of Duty, Apex Legends, God of War,and
Mortal Combat;
4. Determine the effect of violent games to the students’ focus and school performances;
and
Research Problem
a. Age
b. Gender
d. Average Grade;
2
2. What are the respondents’ level of interest to aggressive games such as PUBG, Grand
Theft Auto, Fortnite, The Last of Us, Call of Duty, Apex Legends, God of War
andMortal Combat?
4. What are the effects of violent games to the students’ focus and school performances?
5. What is the necessary course of action to be taken to minimize the effects of violent
video games?
Gaming programs are now a frequent past-time or hobby for most of the children of
our generation, particularly teenagers in grades 7 and 8. Majority of the most popular games
such as PUBG, Grand Theft Auto, Fortnite, The Last of Us, Call of Duty, Apex Legends,
God of War and Mortal Combat are that of violent nature or settings. These games could
The effects of the violence portrayed within these video games determine to what
extent the impacts could have on teenagers. This research aims to determine if exposure to
such violence at that age is acceptable or proper and if the benefits of engaging in these
activities outweigh the negative effect on children (teens). As well as if the target of our
research which is students within our school that are of the ages 12-15, of both genders that
are involved with violent video games are getting their performance in class affected, both in
3
Research Hypothesis
Playing violent video games has no effect to the school performances and negative
behavior of the grade seven (7) and eight (8) students of the Philippine Emirates Private
School.
Out of the total number of grade 7 and 8 Junior High School students from the
Philippine Emirates Private School, year 2018-2019, the researchers will randomly select the
110 of the number of students which is comprised of 70% of its totality. This study will not
cover other games that are not listed in the following: PUBG, Grand Theft Auto, Fortnite,
The Last of Us, Call of Duty, Apex Legends, God of War, and Mortal Combat. Other
students as well who do not fall as part of grade 7 and grade 8 in PEPS are not within the
scope of this research. This study only focuses on identifying the effect of violent video
beneficial to teachers and administrators because they will be able to understand the change
of behavior, and academic performances of the students that were engaged in these games.
The Students. This research would be beneficial to the students as they will know the
negative effect of violent video games in their academic performance. They can also be more
4
aware and understand the bad influences these aggressive games can have on them. Besides
that, it can also help them in improving their studies by making them an effective learner.
The Parents. This research would also be a big help to parents as they can
understand the effects of violent games to their child (ren). Parents knowing the risk of
aggressive games can help prevent their child from showing intemperate anger and being
addicted to it.
The Future Researchers. This study would also be beneficial to the future
researchers because they can get information that might be needed in their research and some
Definition of Terms
program and it is a form of entertainment to let time past usually played with a computer or a
console.
Violent: Using or involving physical force intended to hurt, damage, or kill someone or
something.
5
CHAPTER 2
This chapter will show the review of the related literature and studies the researchers have
From the World Wide Web to movies, cell phones, and video games the human
race has evolved and thought of everything to provide people across the globe endless hours
of entertainment. Though these are the huge icons for the people of the newest generations,
there had been many issues and controversies that result from it, this mainly on video games.
According to Funk & Buchman (1996), adolescents are primary consumers of video and
computer games, and the games they prefer are often violent. This has been a concern for
many parents, teachers, and even the society, towards the children who play these violent
video games, peculiarly for extended periods of time, as they can be associated with violent
behavior or even copy similar acts of violence experienced during the game. The impact of
these aggressive games can leave a negative effect on children’s behavior and emotions such
as causing them to rage and show hostile traits. Przybylski (2014) said that any player who
has thrown down a remote control after losing an electronic game can relate to the intense
For almost three decades researchers and psychologists have conducted many
studies to find out whether violent video games such as Grand Theft Auto, God of War,
Manhunt, The Punisher, Doom, and many others lead to problems among children and
6
adolescents such as aggression. According to The Bronfenbrenner Center for Translational
Research (2018), the vast majority of these studies do show that people who play violent
video games are more likely to engage in aggressive behavior, and because its conclusion
policy statement in 2015 concluding that playing violent video games leads to more
aggressive moods and behaviors. The longer they are exposed to violent games, the more
likely they are to have hostile behaviors, thoughts, and feelings regardless of their sex, age,
or race because they have become too used to the game’s environment. Upon losing a game,
they can release their anger in the form of violence, throwing their remote control or even
In view of Aboujaoude and Starcevic’s “Mental Health in the Digital Age” (2015),
it examines the relationship between exposure to video game violence and aggressive
behavior. Research has established that exposure to various violent media (from television to
video games) represents a risk factor for aggressive behavior. Due to the interactive nature of
new technologies, virtual aggression is more participatory and therefore more likely to result
in an increase in aggressive behavior. How and why aggressive outcomes arise following
exposure to violent media is well established. The General Aggression Model serves as a
theoretical foundation for understanding the effects of media violence. Several more specific
theories and mechanisms offer explanations, including cognitive association theory, script
beliefs and attitudes as a result of exposure to violent media, and attention effects. Children
in this generation are vulnerable to these types of games and because they are still growing
7
and developing their mindsets, they are likely to imitate the actions portrayed in the game
and the outcome of this can lead to an immense catastrophe any school would fear.
Narvaez (2010) said that in a violent video game play, the player learns to
associate violence with pleasure by earning rewards for hurting another character. Such
activity undermines moral sensitivity and builds opposite intuitions that they take into the
rest of life, she added. Every violent video game contains blood, shooting people, and
fighting that ends in either someone dying or getting hurt and they earn points for every kill.
This gives children and teenagers a tendency to clone what they see on the screen and mimic
it into reality. They begin to accept violence and immoral behavior as a norm, taking the
brutal Columbine High School Massacre back in 1999 as an example, all the shooters were
students who consistently played and enjoyed the violent and harsh video game called Doom.
They murdered thirteen and wounded twenty-three people in Littleton before committing
suicide after the shooting. The game had the victims appealed and made such an impact on
them that they used it to practice their shooting and brought to reality as well as to change
their identity and build self-esteem, said Funk (2002). Considering that these violent games
have changed their approach towards life and way of coping with others, it shows the
possibility of a video game addiction not simply by the amount of time spent gaming, but
This has also been another concern for many parents, as their children spend a
quarter of their leisure time playing these violent games varying from two to fifteen hours a
day and has become their number one priority. Children and adolescents who have a
dependence on these games also have the risk of increased emotional difficulties, including
increased anxiety and depression, feeling more socially isolated and are more likely to have
8
problems with internet pornography. As said from a study by Hartney (2018) when game
playing is addictive, it takes over as the person’s main way of coping with life, with other
important areas of life being neglected or disrupted as a result. The rapid development and
popularity of new violent video games make children exceedingly obsessed that they start to
accept their depraved behavior as a norm. The more exposed they get to violent games, the
These personalities are traits that are heavily influenced with unrealistic behaviors
of a normal responsive person. Games often inflict creativity but when destruction, mayhem,
and graphic imagery are integrated into video games, it can change a child’s social aspects.
Feeling of quick irritation and ill-temperedness is articulated and even physical response is
highly anticipated with a child’s feedback to stress or annoyance. Violent games don’t only
cause tension, but as well as barriers that could disconnect them from what is real and what
are only mere fictional ideas. Adults should also keep track of their child’s source of
entertainment, not only games can provide disruptive implementations that are inflicted upon
children but other forms of restricted media. The source of influence is broader than it seems
to be and every parent must be held accountable for their child’s growth and mentality.
Instead of approving of games that show robbery, guns, blood, and other graphic content.
We must integrate a healthy entertainment of games for kids that show great story-telling,
wide fantasy, psychological puzzles, and vast adventure-type realms. These games bring
more benefits to a child’s psychosocial capabilities and might even increase memory feed
To summarize this topic, its purpose is to convince and aware the reader that
children and adolescents nowadays prefer playing video games that are violent (Funk &
9
Buchman, 1996). This can have an impact on a child’s behavior as well as leave a negative
effect on their emotions. It is clear from the research reviewed that the longer a child or
adolescent is exposed to these games, the more they are expected to show aggression in the
form of violence as they have gotten used to the game’s environment. From most of the
research, many children begin to learn on associating violence with pleasure by earning
rewards for hurting another character, said Narvaez (2010); this is accepting violence and
immoral behavior as a norm. Violent games can bid an escape from the real world, often
leading to isolation, social fear, and aggression, which obviously have adverse effects on a
child’s psychological functioning. Throughout all the reviews and researches majority says
personality. These games are within their range of boredom, without proper guidance they
will maintain the absence of care from adults, and without the adults, children are abandoned
of their safety and of their social lives. Be aware and influence them more than games could
Theoretical Framework
This study was anchored on the point of view and theories of the following
authorities which are closely relevant to the researchers study. Entertainment has been one of
the primary needs for people, to enjoy their leisure time or for amusement and video games
has no exemption. Games that show aggressive, brutal, and violent content have been gaining
popularity amongst adolescents. This raises the concerns of many parents, teachers,
researchers, policy makers, and informed many citizens as well about potential harmful
effects.
10
Script Theory by Huesmann (1998) recommended that when children observe
violence in the mass media, they learn aggressive scripts. Scripts characterizes situations and
guide behavior: The individual first selects a script to represent the circumstance and then
assumes a role in the script. Once a script has been learned, it may be retrieved at some later
time and utilized as a guide for behavior. In video games, this is extended further by
rewarding players with points, in-game currency, or virtual items for killing enemies. Such
depictions make aggressive actions appear more rewarding and less damaging than in reality.
A parallel that one can draw is with aggressive fantasizing, which involves rehearsing mental
Uses and Gratifications (1940) the uses and gratifications approach is a central
theory employed in communication studies for explaining the use of media. It depends on
active recipients who select and use media in agreement with their motives and needs
(Ruggiero 2000; Katz et al. 1974). Relaxation is another gratification dimension when
playing video games. Since intuitiveness and accomplishment in games give users the feeling
that they have the power to control events. Video games are frequently geared towards
competition and challenge, as players strive to achieve the next level or outplay other gamers.
Cultivation Theory. With the prevalence of media today, research has sought to discover if
the violence depicted in media affects violence in reality. While previous research has mostly
will imitate aggression on the screen” (Griffin, 2009, p. 349), the onset of video games and
their widespread depiction of violence has also brought about concerns. One of the
challenges of studying cultivation theory in regards to video games (and in general) is the
wide variety of content and the generalizability of research findings (Williams, 2006).
11
Williams’ (2006) study states, “The online database www.allgame.com lists descriptions of
35,400 different games across 93 different game machines plus computers. To collapse this
wide variety of content and context into a variable labeled ‘game play’ is the equivalent of
assuming that all television, radio, or motion picture use is the same” (p. 70). One particular
difference between television viewing and video gaming is the level of involvement and
activity; video games are sites of social interaction both face to face and online, and game
content is often driven as much by the game design as by player interaction (whether the play
is interacting within the game world, or with other players in and out of the game world)
(Williams, 2006).
In addition to the much-studied effects of violence in the media, research has also sought to
discover what other attitudes media cultivates in those who consume it. Other effects include
fear in/of society (as mentioned in Griffin, 2009), attitudes towards women and minorities,
Conceptual Framework
To be able to get the outcome of the research, the researchers started with the
input. The input of the research is the demographic profile of the respondents, the students’
level of interest to violent video games, and the preferences and opinions of the students.
With this input the researchers would be able to identify the process of this research.
The next step is the process which is all about changing those input into the
output. Without the process, there will be no output that the researchers will acquire. The
process of this research is knowing the level of interest of the respondents and conducting a
survey questionnaire. By this, the researchers can recognize the result of this study. The
12
process will serve as the basis of the procedure and the reason why the output was identified
by the researchers.
Finally, the last step is the output, which the outcome of the research can be seen.
The converted or processed input of the results is the output. The output of this research is
the effects of violent video games to the students of grades 7 and 8 in their school
performance and behavior change. Through identifying the students’ demographic profile,
knowing their level of interest to violent games and knowing the preference and opinions of
what the students prefer through classroom activities, the students’ engagement in learning
will develop.
RESEARCH METHODOLOGY
This chapter presents the research design, respondents, and research instruments, number of
respondents, data gathering procedure and sampling technique, and statistical treatment that
13
Research Design
This study will utilize the experimental survey method in order to achieve the
purpose of this study – which is to determine and reveal the effects of violent video games to
students in grades 7 and 8 from the Philippine Emirates Private School, UAE. It is
experimental in a sense that the data obtained is determined by their academic performances
and interest to aggressive games. The researchers used their survey questionnaire as their
instrument. Based on the result of the survey conducted, they will be able to determine the
Respondents
The randomly selected respondents of this study will be coming from the students
of grade seven (7) and eight (8) of the Junior High School Department of the Philippine
Research Instruments
The research study will be conducted with the use of Google forms as a medium
for collecting the data. The Google forms will comprise questions that are accompanied with
an answer to the research objectives and problems of this research. The following questions
respondents.
PART II. These questions aim to evaluate the respondents’ interests and
14
PART III. These questions are designed to know the respondents’ views to the
PART IV. These questions are intended to know whether aggressive games affect
from grade seven (7) and eight (8) were randomly selected through random drawing. For this
matter, 77 out of 110 students in both grade levels compromise the 70% of the total
population which is needed to gather data and be able to conduct this study.
The 70% of all the students in grade 7 and 8 was attained with the use of the
following formula:
Formula: x = n× %
procedures:
1. The researchers gathered the list of students who are needed for the data to
accomplish.
15
2. The researchers then formulated the questionnaires based on the topic which is the
3. The researchers asked for the consent of respective advisers or assigned subject
teachers to accumulate 15 minutes of their time to conduct the survey with the
students.
4. Upon approval, the researchers asked the students to proceed to the computer
5. After gathering all the data, the researchers then proceeded to analyzing and
6. Lastly, with all the data gathered, the researchers settled the conclusion.
The data that was collected from google forms were calculated, analyzed, and
1. Percentage
The percentage was used to express the relative frequency of the survey responses
Formula:
16
2. Pearson Correlation Coefficient:
Pearson is used in order to see if there are any relation between violent video
games and the school performances and behavioral change of the students.
Formula:
∑x = sum of x scores
∑y = sum of y scores
17
CHAPTER 4
FINDINGS
In this chapter, the objectives and problems of this research will finally be
fulfilled and answered respectively through the analysis and interpretation of the data
gathered from the conducted survey. Each of them will be individually presented and
interpreted by the researchers using tables for a better and easier understanding of the data.
Characteristics of Respondents
In this section, the age, gender, grade and section and average grade – or the
demographic profile – of the respondents will be shown and interpreted. This information
will provide a better understanding to the whole study as it shows the socio-economic status
of the respondents that can help in determining the suitable recommendations of this study.
Distribution of Responses
Age
Frequency Percentage
12 13 16.9%
13 33 42.9%
14 25 32.5%
15 6 7.8%
18
This identifies the age group of the respondents, the age group being from 12-15.
The majority of the respondents that took part of this study was from ages 13-14, with the
(75.4%). This indicates that most responses came from respondents at this age group.
Distribution of Responses
Gender
Frequency Percentage
Female 39 50.6%
Male 38 49.4%
Based on the table above, it is evident that responses from female respondents are
more dominant compared to male respondents. There are thirty nine (39) female respondents
and thirty eight (38) male respondents. This indicates that majority of the respondents are
from female which covers fifty point six percent (50.6%) of the respondents.
19
Table 3 Grade and Sections of the Respondents
Distribution of Responses
Grade
grade level
7 – Fortitude 21 27.3%
42 54.6%
7 – Humility 21 27.3%
8–
16 20.8%
Compassion
35 45.5%
8- Prudence 19 24.7%
Table 3 shows where the respondents belong to in terms of grade level and
section. The respondents were from selected students of grades seven (7) and eight (8) which
were chosen randomly. The respondents are from the Philippine Emirates Private School.
These grade levels comprise of two (2) sections per level, which is equal to four (4) in totals.
This table shows that the respondents of this study mostly came from grade 7 students which
20
Table 4 Average Grade of the Respondents
Distribution of Responses
Average
Grade
Frequency Percentage
80 to 89 41 53.2%
70 to 79 0 0%
69 and Below 0 0%
In the table above, it is evident that the majority of the respondents who took part
equivalent to 53.2% of the total respondents. While 36 students had an average grade of 90
and above, this is equal to 46.8%. It is also shown that no respondents have gotten and
In this section, the data correlating to the respondents’ view, attitude, and belief
towards violent video games and the effects it has on their school performances and
behavioral change will be presented. This will show what the respondents’ view on the major
impacts aggressive games have made and what can be done to improve the situation.
21
Table 5 Respondents’ Game of Interest
PUBG 42 54.5%
Fortnite 18 23.4%
According to the results above, most of the respondents have interests in games
such as PUBG (54.5%), Call of Duty (32.5%), Fortnite (23.4%), Grand Theft Auto (19.5%),
Mortal Kombat (13%) and Apex Legends (13%). While 26% from the total respondents have
played none of the mentioned games. This shows how interested the students are with
22
Table 6 Respondents’ View on the Amount of Time Spared for Violent Video Games
I spend most of my spare time in school and home playing violent video games.
Agree 24 31.2%
Disagree 37 48.1%
It is shown above that, 4 (5.2%) students strongly agreed that they spend most of
their time in school and home playing violent video games and 24 (31.2%) responded agree
out of the total respondents, while 37 (48.1%) students do not spend most of their time
playing violent games and 12 (15.6%) respondents firmly disagree that they do not play
23
Table 7 Respondents’ Willingness to Spend Money for a Game
Agree 22 28.6%
Disagree 26 33.8%
Based from the table above, majority of the students disagreed with the
percentage of 33.8% that they are willing to spend money for a video game, and 31.2%
firmly disagreed that they will spend any money at all, while 22 (28.6%) students agreed on
spending money for a video game and only 5 (6.5%) students firmly agreed that they are
24
Table 8 Students’ Time Spenyt on Violent Video Games in a Week.
Occasionally 8 10.4%
Rarely 21 27.3%
Never 32 41.6%
students responded that in a week, they never play violent video games for more than 10
hours, 12 (15.6%) responded that it is very rare for them to play video games exceeding 10
hours, and 21 (27.3%) students from the total population responded that they rarely play for
25
Table 9 Respondents’ Satisfaction with playing aggressive games
Agree 35 45.5%
Disagree 23 29.9%
Based on the table above, majority of the student agree with the percentage of
45.5 that they are satisfied playing aggressive video games and 29.9% of the people disagree
that they agree playing aggressive video games. This table shows that most of the
26
Table 10 Respondents’ Perception on the Effects of Violent Games with the Way People
Act and Behave.
Playing violent video games affects the way people act and behave.
Agree 40 51.9%
Disagree 20 26%
Its shows above that, the respondents agree that people change when they play
violent video games and has the percentage of 51.9% and some respondents says that they
disagree, which has the percentage of 26%. This shows about the respondents Perception on
the effects of violent video games with the way people act and behave.
27
Table 11 Respondents’ View of the Negative Effect of Violent Games Towards their
Sleeping Habits.
Agree 25 32.5%
Disagree 23 29.9%
It is shown on the table that the majority twenty-five (25) respondents or thirty-
two-point five percent (32.5%) of the respondents agrees that playing video games has
negatively affected their sleeping habits. While twelve (12) respondents, which are equal to
15.6% answered “strongly disagree”. 17 respondents or 22.1% answered they strongly agree
28
Table 12 Respondents’ View of Playing Video Games and its Interference with their
Family Time.
with my family.
Often 8 10.4%
Occasionally 16 20.8%
Rarely 25 32.5%
Never 17 22.1%
The results show that 25 respondents rarely let their violent video game-play
interfere with their family time. This is equivalent to thirty-two-point five percent (32.5%) of
29
the responses. The second most chosen answer which gathered seventeen (17) respondents
say that they never let their game-play interfere with their time with their family. This only
shows that almost the majority of the students know that their family time is important.
Agree 28 36.4%
Disagree 34 44.2%
It is shown from the table above that the majority thirty-four (34) respondents or
forty-four point two percent (44.2%) of the respondents disagrees that playing aggressive
games would affect their health. While twenty-eight (28) respondents which are equal to
36.4% answered “agree”. Nine (9) respondents or eleven point seven (11.7%) answered
30
“strongly disagree” while six (6) respondents or fifteen point six (15.6%) of the respondents
I tend to lose my temper when I play PUBG, Grand Theft Auto, Fortnite, The Last of
Us, Call of Duty, Apex Legends, God of War and Mortal Kombat.
Always 6 7.8%
Occasionally 17 22.1%
Rarely 13 16.9%
Never 25 32.5%
five (25) or equivalent to thirty-two point five percent (32.5%) responded that they never
31
tend to lose their temper. Meanwhile, the least chosen answer with six (6) respondents say
that they always lose their temper with a percentage of seven point eight (7.8%) of the
responses.
Agree 36 46.8%
Disagree 21 27.3%
The result above implicates that majority of the respondents thirty-six (36)
believes that being addicted playing video games can make a person anti-social with a
32
percentage of (46.8%). Meanwhile, the average respondents disagree with a frequency of
twenty-one (21) and has the average of twenty-seven point three (27.3%)
Students who regularly play violent video games are at an increased risk of
Strongly Agree 0 0%
Agree 42 54.5%
Disagree 22 28.6%
As shown from the results above the majority of forty-two (42) respondents or
fifty-four point five percent (54.5%) of the respondents agrees that students who regularly
33
play violent video games are at an increased risk of developing attention problems at school.
While twenty-two (22) respondents which are equal to 28.6% answered “disagree”. Eight (8)
respondents or ten point six (10.6%) answered “strongly disagree” while none of the
Table 17 Perception of the Students Towards Violent Games and School Assignments
Often 5 6.5%
Occasionally 6 7.8%
Rarely 9 11.7%
Never 33 42.9%
The result shows that the majority of thirty-three (33) respondents say that they
never skip homework in order to play video games and has the percentage of forty-two point
34
nine (42.9%). Meanwhile, five (5) of our respondents says that they always skip homework
Table 18 Perception of the Students to the Effect of Violent Games during a Class.
I always think of games such as GTA, Call of Duty, Fortnite, etc, when the teacher is
teaching.
Always 0 0%
Occasionally 2 2.6%
Rarely 13 16.9%
Never 49 63.6%
35
Based on the researchers’ findings, majority of the respondents which is forty-
nine (49) or equivalent to sixty-three point six (63.6%) responded that they never think of
games when the teacher is teaching. Meanwhile, two (2) respondents always think of video
I have done poorly in a school assignment/ test because I have spent so much time
Agree 16 20.8%
Disagree 28 36.4%
36
The result indicates that they strongly disagree with a frequency of thirty-one (31)
done poorly in a school assignment/test they spent so much playing video games and has the
percentage of forty point three (40.3%). Meanwhile, two (2) of our respondents says that they
Playing violent games has negatively affected a person’s school performance and
focus.
Agree 44 57.1%
Disagree 17 22.1%
37
The majority of the responses from the statement “Playing violent games has
negatively affected a person’s school performance and focus” answered that the involvement
of violent video games negatively affected a person’s school performance and focus and has
the percentage of fifty-seven point one (57.1%) and the average of respondents answered
disagree with a percentage of twenty-two point (22.1%). Meanwhile, strongly agree and
strongly disagree has a equal percentage which is eleven point seven (11.7%)
Teenagers who play aggressive games are more likely to cheat in an exam.
Agree 19 24.7%
Disagree 37 48.1%
38
It is shown on the table that the majority thirty-seven (37) respondents or forty-
eight-point one percent (48.1%) of the respondents disagrees that teenagers who play
aggressive games are more likely to cheat in an exam. While twelve (12) respondents which
are equal to 24.7% answered “agree”. 14 respondents or 18.2% answered they “strongly
Playing games for a shorter duration of time can help minimize the negative effects of
violent games.
Agree 47 59.7%
Disagree 14 18.2%
39
Strongly Disagree 0 0%
Base on the table shown above, forty-seven (47) responded out of seventy-seven
(77) responders agree that playing games for a shorter duration of time can help minimize the
negative effects of violent games and has the average of fifty-nine point seven (59.7%).
Meanwhile, strongly agree and disagree has the same percentage with eighteen point two
It would be a great idea if teachers tried to use video game rewards to help improve
Agree 29 37.7%
Disagree 31 40.3%
40
Strongly Disagree 0 0%
It is shown from the table above that the majority thirty-one (31) respondents or
forty-point three percent (40.3%) of the respondents disagrees that it would be a great idea if
teachers tried to use video game rewards to help improve your school performance. While
twenty-nine (29) respondents which are equal to 37.7% answered “agree”. 5 respondents or
6.5% answered they “strongly disagree” while 12 respondents or 15.6% of the respondents
Parents should monitor and supervise your game-play from time to time.
Agree 42 54.5%
41
Disagree 9 11.7%
Strongly Disagree 0 0%
(42) or equivalent to fifty-four point five percent (54.5%) responded that they agree that
parents should monitor and supervise children’s game-play from time to time. Nine (9) of our
respondents disagree and has the equivalent to eleven point seven percent (11.7%).
42
Agree 38 49.4%
Disagree 0 0
Strongly Disagree 0 0
It is shown from the table above that the majority thirty-eight (38) respondents or
forty-nine-point four percent (49.9%) of the respondents agrees that socializing physically
(person to person) is better than socializing online. While eight (8) respondents which are
Practicing household chores can help change the negative behavior and level of
43
Strongly Agree 31 40.3%
Agree 41 53.2%
Disagree 0 0
Strongly Disagree 0 0
It is shown from the table above that the majority forty-one (41) respondents or
fifty-three-point two percent (53.2%) of the respondents agrees that practicing household
chores can help change the negative behavior and level of concentration at home and
school.While five (5) respondents which are equal to 6.5% answered “disagree”. 31
respondents or 40.3% answered they “strongly agree” while none of the respondents
In order to find there is any correlation between two subjects, the research will
use the data to shown in table 4 and table 10. For this questionnaire, likert scale will be used
to measure how much the respondents agree or disagree to avert statement wherein the value
44
for “Strongly Agree” is 1, the value for “Agree” is 2, the value for “Disagree” is 3, and the
value for “Strongly disagree” is 4. The values for the statement “social media can affect my
opinions and perspective” will be placed at the x column and the value for the statement
“Negative online like mean message and posts about looks and self-worthy can affect me”
1 1 3 3 1 9
2 1 3 3 1 9
3 2 3 6 4 9
4 3 2 6 9 4
5 3 2 6 9 4
6 3 3 9 9 9
7 2 3 6 4 9
8 1 3 3 1 9
9 2 2 4 4 4
10 3 2 6 9 4
11 2 1 2 4 1
12 2 2 4 4 4
13 2 2 4 4 4
14 2 2 4 4 4
15 3 2 6 9 4
16 4 4 16 16 16
17 4 4 16 16 16
45
18 3 2 6 9 4
19 4 2 8 16 4
20 1 2 2 1 4
21 3 2 6 9 4
22 2 4 8 4 16
23 3 4 12 9 16
24 4 3 12 16 9
25 3 2 6 9 4
26 2 4 8 4 16
27 2 1 2 4 1
28 4 2 8 16 4
29 2 1 2 4 1
30 4 4 16 16 16
31 4 2 8 16 4
32 2 4 8 4 16
33 2 4 8 4 16
34 4 2 8 16 4
35 1 3 3 1 9
36 2 3 6 4 9
37 2 2 4 4 4
38 3 4 12 9 16
39 3 1 3 9 1
40 2 2 4 4 4
41 3 2 6 9 4
46
42 2 1 2 4 1
43 3 3 9 9 9
44 2 2 4 4 4
45 3 2 6 9 4
46 1 3 3 1 9
47 2 2 4 4 4
48 2 2 4 4 4
49 4 2 8 16 4
50 1 2 2 1 4
51 2 3 6 4 9
52 2 2 4 4 4
53 3 2 6 9 4
54 4 2 8 16 4
55 2 2 4 4 4
56 3 2 6 9 4
57 4 2 8 16 4
58 3 3 9 9 9
59 2 3 6 4 9
60 4 2 8 16 4
61 3 2 6 9 4
62 2 3 6 4 9
63 2 2 4 4 4
64 3 2 6 9 4
65 2 3 6 4 9
47
66 2 2 4 4 4
67 3 4 12 9 16
68 2 2 4 4 4
69 3 2 6 9 4
70 2 1 2 4 1
71 2 2 4 4 4
72 2 2 4 4 4
73 2 2 4 4 4
74 3 3 9 9 9
75 2 2 4 4 4
76 1 2 2 1 4
77 3 1 3 9 1
r = 0.03242592911
r ~ 0.03
48
With this information, the researchers can say that there is a correlation between
CHAPTER 5
49
Summary
This thesis is conducted to determine the effects of violent video games to the
students of grade 7 and 8 of the Philippine Emirates Private School. Violent Video Games
have become an every-increasing part of many adolescents’ day to day lives. The increase of
satisfaction and interest towards violent games has affected the way students act and behave.
Thus showing that, the exposure of aggressive games affects the students’ school
performance and focus. The effects of the violence portrayed within these video games
determine to what extent the impacts could have on teenagers. This research designed has
different chapters containing with different important information needed for the study.
In Chapter 1, the researchers introduce the background of the study, the reason
why they choose to conduct the study. The researchers identified the effects of violent video
games towards the students. This chapter shows that the researchers focused their study to
the students from grades 9 and 10. It also stated that in this chapter the significance of the
In the second chapter, it shows the related literature and studies the researchers
used for their study. In this chapter, the researchers will furthermore explain the effects of
violent video games that have been mentioned in the previous chapter with the use of related
literature and studies that they have found. These studies and literature will furthermore
prove their study. Theories were also mentioned in this chapter to further explain, predict and
data gathering procedure and statistical treatment used for their study. This chapter will
50
further explain about the method used to gather the data needed; the random selected
respondents and which type of medium is used for accumulating the data. It also stated the
In chapter 4, the objectives and problems of the research will be fulfilled and
answered respectively through the analysis and interpretation of the data gathered from the
conducted survey. Each of them will be individually presented and interpreted by the
researchers using tables for a better and easier understanding of the data.
Conclusion
Although we, the researchers, hypothesized that violent video games has no effect
to the school performances and negative behavior of the grade seven (7) and eight (8)
students of the Philippine Emirates Private School. The data we have gathered says
otherwise.
1. The research data given by the surveys reveals that majority of the respondents
2. Majority of the respondents concluded that playing violent games has made major
impacts with the way people act and behave like the negative effect towards their
sleeping habits, losing temper when playing; and making someone anti-social.
3. The respondents also agreed that aggressive games have made a negative effect to
the students’ focus and school performances as they have an increased risk of
4. Majority of the respondents also concluded that there can be many necessary
courses of action to be taken to minimize the effects of violent video games like
playing for a shorter duration of time. Letting parents to monitor their child’s
51
game-play from time to time, socializing physically rather than online and
practicing chores to help change the negative behavior and level of concentration
Recommendations
After analyzing the gathered findings, the researchers came up with the following
recommendations:
1. Teachers should encourage students to take part and focus during classes with
the help of video games as it makes it seem much more appealing and they
would learn faster and be more focused to improve their school performance.
2. Parents should also be more aware and should start monitoring their children’s
game-play content as young as they are and the amount of time they play. Too
much exposure to violent games can lead children to show their aggression
3. Instead of playing games all day, children should try practicing their
4. The respondents’ knowledge and focus are not well-practiced therefore they
52
BIBLIOGRAPHY
Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and
adolescent self-concept. Journal of Communication, 46(2), 19-32.
http://dx.doi.org/10.1111/j.1460-2466.1996.tb01472.x
The Bronfenbrenner Center for Translational Research (2018).Do Violent Video Games
Make Kids More Violent?https://www.psychologytoday.com/intl/blog/evidence-
based-living/201807/do-violent-video-games-make-kids-more-violent
Elias Aboujaoude and VladanStarcevic (2015). Mental Health in the Digital Age: Grave
Dangers, Great Promise. Jun; 41(3): 183.doi: 10.1192/pb.bp.116.054650
In C. A. Anderson (Chair), Violence in video games. Symposium conducted at
Funk, J. B. (2002b, July). What young children experience playing violent video games.
The meeting of the International Society for Research on Aggression, Montreal, CA.
Cummings HM and Vandewater EA. (2007). Relation of Adolescent Video Game Play to
Time Spent in Other Activities. Arch PediatrAdolesc Med. 161(7):684-689.
Weis R and Cerankosky BC. (2010). Effects of video-game ownership on young boys'
academic and behavioral functioning: a randomized, controlled study. Psychol Sci.
21(4):463-70.
Hastings EC, Karas TL, Winsler A, Way E, Madigan A, Tyler S. 2009. Young children’s
video game/computer game use: Relations with school performance and behavior.
Issues Ment Health Nurs. 30(10):638-49.
Hollingdale J, Greitemeyer T (2014) The Effect of Online Violent Video Games on Levels of
Aggression. PLoS ONE 9(11): e111790.
https://doi.org/10.1371/journal.pone.0111790
Carnagey NL, Anderson CA (2005) The effects of reward and punishment in violent
video games on aggressive affect, cognition, and behavior. American Psychological
Science 16: 882–889.
53
Anderson CA, Carnagey NL, Flanagan M, Benjamin AJ, Eubanks J, et al. (2004) Violent
video games: Specific effects of violent content on aggressive thoughts and behavior.
Loton, D. et al. (2016). Video game addiction, engagement and symptoms of stress,
depression and anxiety: The mediating role of coping. International Journal of
Mental Health and Addiction, 14, 565-578.
Ferguson, M. C., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming
prevalence and comorbidity with mental health, academic, and social
problems. Journal of Psychiatric Research, 45, 1573-1578
54
55
56
57
58
59
60
61
62
SURVEY QUESTIONNAIRE
PART I
1. Name:
2. Age:
3. Gender: F or M
4. Grade and Section:
o 7 – Fortitude
o 7 – Humility
o 8 – Compassion
o 8 – Prudence
5. Average Grade:
o 90 and Above.
o 80 to 89
o 70 to79
o 60 and Below
PART II
63
6. I enjoy playing video games such as…
o PUBG
o Fortnite
o Mortal Kombat
o God of War
o Apex Legends
o Grand Theft Auto
o Call of Duty
o The Last of Us
o All of the Above
o None of the Above
7. I spend most of my spare time in school and home playing violent video games.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
o Very Frequently
o Occasionally
o Rarely
o Very Rarely
o Never
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
64
PART III
11. Playing violent video games affects the way people act and behave.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
13. Being concentrated with playing video games interferes with my time with my
family.
o Often
o Occasionally
o Rarely
o Very Rarely
o Never
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
15. I tend to lose my temper when I play PUBG, Grand Theft Auto, Fortnite, The Last
of Us, Call of Duty, Apex Legends, God of War and Mortal Kombat.
o Always
o Occasionally
o Rarely
o Very Rarely
65
o Never
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
PART IV
17. Students who regularly play violent video games are at an increased risk of
developing attention problems at school.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
o Often
o Occasionally
o Rarely
o Very Rarely
o Never
19. I always think of games such as GTA, Call of Duty, Fortnite, etc, when the teacher is
teaching.
o Always
o Very Often
o Rarely
o Very Rarely
o Never
20. I have done poorly in a school assignment/ test because I have spent so much time
playing video games.
o Strongly Agree
o Agree
66
o Disagree
o Strongly Disagree
21. Playing violent games has negatively affected a person’s school performance and
focus.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
22. Teenagers who play violent video games are more likely to cheat in an exam.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
PART V
23. Playing games for a shorter duration of time can help minimize the negative effects
of violent games.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
24. It would be a great idea if teachers tried to use video game rewards to help improve
your school performance.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
25. Parents should monitor and supervise your game-play from time to time.
o Strongly Agree
o Agree
o Disagree
67
o Strongly Disagree
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
27. Practicing household chores can help change the negative behavior and level of
concentration at home and school.
o Strongly Agree
o Agree
o Disagree
o Strongly Disagree
68