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Practical Research

This document discusses a study on the impact of online gaming on the social interactions of students at Namillangan National High School. It provides background on the rise of online gaming and its popularity among teenagers. While online games can provide benefits like stress relief and socialization, excessive gaming is linked to negative effects on mental health and academic performance. The study aims to determine how gaming habits affect students' social development and relationships by examining factors like internet addiction, gaming-related friendships, and emotional sensitivity. It seeks to understand if long gaming hours correlate with weaker social skills.

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0% found this document useful (0 votes)
67 views16 pages

Practical Research

This document discusses a study on the impact of online gaming on the social interactions of students at Namillangan National High School. It provides background on the rise of online gaming and its popularity among teenagers. While online games can provide benefits like stress relief and socialization, excessive gaming is linked to negative effects on mental health and academic performance. The study aims to determine how gaming habits affect students' social development and relationships by examining factors like internet addiction, gaming-related friendships, and emotional sensitivity. It seeks to understand if long gaming hours correlate with weaker social skills.

Uploaded by

davidabigail054
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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The Impact of Online Gaming on the Social Interactions of Namillangan

National High School Students

INTRODUCTION

Background of the Study

Living in the modern era, the information or computer age or the digital age

(Tucci, 2023). Technological development is no longer deniable. Modernization in all

walks of life has become a usual phenomenon, especially for the young generation.

Today, the human relationship has been affected by the manipulation of mobile

phones, laptops, and the like (Aquino, 2019).

Online games, ranging from simple text-based games to complex 3D graphics

and virtual worlds, have become increasingly popular in the last decade (Cagiltay,

2015). The rate of online games that are being developed increases each day; the

online gaming industry shows no sign of slowing down (Morikawa, 2023). Electronic

gaming has created immense wealth, with millions of players worldwide engaging in

combat, crafting, buying, and selling within diverse online environments (Ray, 2023).

The global smartphone game gaming market expanded faster than any other gaming

type. Mobile phones and tablets have changed how multiple businesses work, from

retail to hospitality, and gaming technology is no exception. 50% of gaming would be

done on smartphone and tablet computers (Srivastava, 2021). Online gaming has

quickly gone from a hobby into one of the biggest markets in the entertainment

industry. There are approximately 3.09 billion active online video game players
(Howarth, 2023). Video games and online gameplay are ubiquitous in the lives of

most American teenagers.

Video games are significant for boys as they provide a primary avenue for

creating and maintaining friendships. According to Lenhart (2015), 72% of all teens

play video games on computers and portable devices such as cell phones. According

to a survey conducted by Rakuten Insight in the Philippines, most respondents played

online games daily as of April 2022. Across all ages, the share of online gamers

among 16-24-year-olds is 52% of the respondents, where most Senior High students

belong (Statista, 2022). According to Thesuccesstalks (2023), the top online games in

the world are PUBG, Minecraft, Apex Legends, and Forth Battle Royal. The Mobile

Legends: Bang Bang from Moonton, Garena Free Fire, and Roblox are part of the

most installed online games in Southeast Asia (Tan, 2022). According to Similar Web

(2023), the top app online game ranking in The Philippines is Mobile Legends,

followed by Call of Duty Mobile and Roblox.

Online games have become a significant part of adolescent’s lifestyle now.

Playing online games helps adolescents create, have fun, release stress, and

experience various psychological benefits (Sahi & Bhagat, 2019). Also, online video

games provide young people a way to read, improve their self-confidence and reading

skills, and support positive communication with family and friends (Michelle, 2021).

Different literature claims that playing online games has different positive impacts.

The study of Li, Zhang, Wu, et al. (2023) reported that online games have

three positive effects, namely satisfying the need for personal growth, meeting the

requirements of social life, and promoting academic performance. In the Philippines,

the study of Dumrique and Castillio (2017) revealed that boys are more of a player
than girls, who often play games requiring three or more players. Even though the

students of Polytechnic University of The Philippines Laboratory High School play

online games, they know how to socialize well and can perform very well in academic

performance. Online games are considered to be teamwork and cooperation with

others. Many multiplayer games, such as Team Fortress 2, involve cooperation with

other online players in order to win. The online game encourages players to make the

most of their skills to contribute to a team (Lobo, 2020).

The annual social media and digital trends report uncovered that the

Philippines ranked first in terms of the average time allotted for watching and playing

video games. Specifically, 95.8% of internet users in the country engage in video

gaming on any device, and this group is observed to dedicate an average of 1 hour and

29 minutes to gaming daily. This is a few minutes more than the global average of 1

hour and 14 minutes (Marciano, 2023). The Statistical Research Department (SRD

2022), stated that Filipino online game players are spending between one (1) to two

(2) hours on one gaming session as of April 2022.

Online games can be a welcome form of entertainment for many, and the

internet can even make social activity. However, excessive video game playing to the

point of isolation, addiction, or changes in mood or behavior are growing concerns

now (Neuro Science, 2023). Furthermore, Robinson (2016) states that many people

utilize online gaming as one of their primary leisure activities. Teenagers who play

these online games claim that they do it for amusement and to escape the sun's heat,

but they are unaware of the numerous negative repercussions that playing these games

might have. Several studies show that playing online games has advantages,

particularly puzzle games. In addition, according to Adair in "The Social Effects of

Video Games," constantly playing video games to the detriment of other interests and
activities is a slippery slope. You will start to neglect your friends and family, leaving

you isolated and unable to re-establish or strike new relationships. Moreover, the toxic

nature can cause social problems for people who play excessively.

Moreover, according to Lina Dewi Anggraeni Hany Wihardja (2020), Online

game difficulties are a global concern due to the possibility of having a negative

impact on students. The implications of this research reveal that online gaming issues

are not the only element that might affect senior high school student's academic

achievement.

The blog by Cam Adair entitled "The Negative Effects of Video Games-12

Symptoms" states that, although not all gamers experience negative effects from

gaming, and those effects vary from person to person, many do. Video Game

Statistics find that roughly 2-3% of gamers can become clinically disordered. Some of

the adverse effects include aggression, depression, and social anxiety.

According to Pitakola (2013), there are three reasons why students are

interested in online games: firstly, due to the early socialization of digital games.

Since childhood, they have known the type of game similar to PlayStation. She found

that almost all respondents stated they knew the PlayStation since childhood. It means

that digital games such as caline games and play stations are not new things in a

child's life. Secondly is the availability of technology-based facilities. Since

childhood, they have been introduced to computers, gadgets, and other technologies.

The World Health Organization (WHO) acknowledges online game addiction

as a mental health condition. The rise of excessive online games is emerging in the

Philippines, with 29.9 million gamers recorded nationwide. The incidence of

depression also increases in the country (Labana et al. et al., 202). The study of Umar
and Idris (2018), stated that the online platforms affect the psychological behavior of

high school students; they recommended that parents, teachers, and educational

psychologists pay more attention to the student's behavior.

The government introduced the DO (DepEd Order) no. 86, s.2010- prohibiting

students in Public and Private Elementary and Secondary schools from going to

computer shops during class hours, as addiction to media and digital online games

negatively impacted students' lives. Almost the world was at a standstill because of

COVID-19; almost half of the population had become addicted to games as the

gaming industry continued with a busy streak (Gilbert, 2023). In the Philippines,

online gaming is widely used by people, especially students. Playing online games

can help individuals exercise their minds and become more active. Online games are

also a form of relaxation after a long day and bonding with friends or relatives

(Fastejo, 2019). Despite the positive effects of online games, many negative aspects

are associated with playing them.

Based on the abovementioned problems and setting, the researchers would like

to evaluate the impact of online gaming on social interactions around the locality

using the Namillangan National High School (NNHS) SY students. 2023-2024 as

respondents.
STATEMENT OF PROBLEM

Adolescents have flocked to online gaming as one of their popular pastimes,

which has aroused scholars' interest in investigating its possible influences in different

areas of their lives. Online gaming presents favorable opportunities for socialization

and friendship formation; however, such benefits come with detrimental

consequences like addiction, diminished educational zeal, and mental agony. This

research aims to examine the impact of online gaming on students’ social interaction

at Namillangan National High School. This study aims to establish the connection

between internet addiction and online gaming. More so, the research paper will

investigate the link between gaming-related friends, emotional sensitivity, and

shyness since understanding how online gaming impacts the social development of

adolescents is vital [2]. Finally, it will be assessed whether the hypothesis of the

growth.

Moreover, this sought to answer the following questions:

1. What is the profile of the respondents?

1.1 Age

1.2 Gender

1.3 Grade Level

2. How long do the students play online games?

3. Is there a significant relationship between the frequency of online games and the

students' social interactions?


Conceptual Framework

IMPACT OF ONLINE
SOCIAL INTERACTION
GAMING ON STUDENTS

Figure 1, Conceptual Framework

In this research, the researchers used the conceptual framework of the study. It

consists of two variables: the impact of online gaming on students as an independent

variable and social interaction as the dependent variable.

In Figure 1, “Impact of Online Gaming among Students" as an independent

variable takes on the function of the variable inside the parameters of our research that

we want to examine and change.

By examining these relationships, you can gain a better understanding of the

impact of online gaming on the social interactions of students. This knowledge can be

used to develop interventions and programs to help students use online gaming in a

healthy and positive way. The impact of online gaming on student social interactions

is a multi faceted phenomenon influenced by various factors. Factors such as the

amount of time spent playing online games and the specific types of games played are

important in understanding how online gaming affects social interactions.

Additionally, age and gender also play a role in moderating the strength of the

relationship between online gaming and social interactions.

In order to accurately assess the impact of online gaming on social

interactions, certain factors need to be taken into consideration as control variables.

These include academic performance and mental health. For instance, researchers
could examine the amount of time students spend on online gaming and the types of

games they play to understand how these factors influence social interactions.

Additionally, it would be valuable to investigate how age and gender moderate the

relationship between online gaming and social interactions.

To gain insight into how online gaming affects the social interactions of

students, it is important to examine these relationships. This understanding can then

be utilized to create interventions and programs that promote healthy and positive

usage of online gaming among students.


SIGNIFICANCE OF THE STUDY

This study will be conducted on purpose, which can benefit significantly the

people who are the target of this study. The study can give awareness, information,

and knowledge to beneficiaries.

School Head

This study helps teachers modify their instructional tactics to consider the

changing dynamics of student socialization. They may create a supportive learning

environment by promptly offering support, direction, and interventions by being

aware of the effects of online gaming. The need for a balanced approach to

technology use is emphasized through preventive measures and awareness programs

conducted in the classroom to encourage healthy online gaming behaviors.

Teachers

This study helps teachers modify their instructional tactics to consider the

changing dynamics of student socialization. They may create a supportive learning

environment by promptly offering support, direction, and interventions by being

aware of the effects of online gaming. The need for a balanced approach to

technology use is emphasized through preventive measures and awareness programs

conducted in the classroom to encourage healthy online gaming behaviors.

Students

The importance of the study is heavily reliant on the students. They become

more conscious of their online gaming habits' possible effects on their social
connections. With this information, they are more equipped to decide what to do

online and may do it responsibly and in moderation. Students are motivated to balance

gaming and academics when they know the effect on performance, improving

educational achievements. Additionally, awareness of possible adverse effects on

mental health encourages students to get the support they need when they do,

improving their general well-being.

Future Researchers

This study serves as a foundation for future research on the topic. These

findings can be expanded upon by researchers who want to explore the subtleties of

how internet gaming affects social relationships and look into potential remedies.

They can utilize the findings of this study to aid in creating policies that address the

impact of online gaming on social interactions in educational settings.

This study is significant for school administrators, teachers, students, and

upcoming researchers. It helps to provide a supportive and balanced learning

environment, gives students the information they need to make wise decisions about

their online behavior, and opens the door to future investigation of this important

subject within the context of education.


SCOPE AND DELIMITATION

This study will cover the impact of online gaming on students ' social

interaction. The primary subject of this research study will consist of the students

enrolled in the academic year 2023-2024. This study is focused and limited to a

specific group level of students in Namillangan National High School to know the

advantages and disadvantages of the impact of online gaming on social interaction

among students.

The researchers conducted and limited this study to the current students at

Namillangan National High School.


METHODOLOGY

The main goal of this research plan is to examine how online gaming affects

students' social interactions at Namillangan National High School. We will use a

quantitative research method to collect data from a group of students through surveys

designed to assess their online gaming habits and social interaction patterns. These

surveys will measure the frequency and nature of students' online gaming activities

and any potential impact on their social interactions. The data we collect will be

analyzed using statistical techniques, including descriptive statistics to summarize the

data and inferential statistics to identify any potential connections between online

gaming and social interactions among high school students.

Additionally, we will thoroughly review relevant literature to establish the foundation

for our study. The results of this research will contribute to the existing knowledge

about how online gaming affects the social interactions of high school students. These

findings will be helpful for educators, parents, and policymakers who want to

understand and address the relationship between online gaming and student social

behavior. Throughout our research, we will prioritize ethical considerations. We will

ensure the anonymity and confidentiality of all participants and address any potential

risks or biases associated with data collection. While our research primarily focuses

on quantitative methods, we acknowledge the potential value of incorporating

qualitative approaches in future studies to understand better the complex dynamics

between online gaming and social interactions among high school students.
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