0% found this document useful (0 votes)
453 views18 pages

Chapter 1 Online Games

Uploaded by

kim564415
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
0% found this document useful (0 votes)
453 views18 pages

Chapter 1 Online Games

Uploaded by

kim564415
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
You are on page 1/ 18

The Influence of Online Games to the Student Behavior Among Senior

High School student at VANHS S.Y 2023-2024.

Kimberly Jane S. Valencia


Korina Mariano
AJ P. Yuzon
Jeffrey Landingin
Delzon Dilag
Jerome Orcino

In Partial Fulfillment of the Requirements for the Subject


PRACTICAL RESEARCH 1

Villa Agipay National High School

Jeric Tuquero
Research Paper Adviser
1

Chapter 1

The Problem and its background


Introduction

The fact that people live in on informative lifestyle where everything is updated,

internet became one of the necessities of human beings regardless of age or sex in today’s

society. However, the influence of this useful machine on youth is undeniably questionable.

As to what Rock said, all these technologies are very good at distracting people. In line

with this development, online gaming was created to give entertainment to people.

Online games can be played on any number of devices from dedicated video

games consoles such as PlayStations, Xboxes, and Nintendo Switches, to PCs, laptops

and mobile phones. Nowadays, online gaming is one of the widely used leisure activities

by many people. For some people it is said that playing video games has a number of

reasons to be played, for it can be a stress reliever, challenge and competition, relaxation,

enjoyment, social interaction, and even mentally escaping from the real world. Online

gaming is simply the playing of a video game over the internet, usually with friends.

Online gaming is one of the fast-developing sectors of this generation of computer

technology. Online games offer their patrons with a new dimension of virtual

entertainment. Online game is not much different from video games which become one of

leisure activities which is most preferred, particularly among adolescents. This activity

can spend most time probably will compete traditional leisure activity such as sport.

(Griffith and Pontes).

According to Kaustar (2019), Online Gaming can be interpreted as a games program

that is connected via the internet that can be played anytime, anywhere and can be played
2

in groups in the world and the games itself displays interesting images as desired, which

is supported by the device for these games itself. Online Gaming can be played by

connecting internet networks remotely, players can interact with each other players, for

examples of games that are often played are Mobile Legends, Free fire, Clash of Clans,

which are popular nowadays, which are most played by the teenagers so that is certainly

has influence the learning process at school and social interaction to the peers..

Online Games receive a generally influence reception from people especially

parents. Because for them, it just a wastes of time in terms that their children chose to

play inside their house instead of going outside and interact with other people.

Additionally, critics and researches have linked computer gaming to video game

addiction, violence, anti-social behavior, and attention problems, among others. These

researches are supported by their analysis on the usually violent content and the addictive

implications of these games on the brain. Such as constant state of hyperarousal.

Hyperarousal looks different for each person. It can include difficulties with paying

attention, managing emotions, controlling impulses, following directions and tolerating

frustrations.

For most people, online gaming is one of the best past time that they acquire

specially for teenagers, youngsters and students. According to Kuss&Griffiths (2019),

teens who play online games are just having fun. They do not just actually play because

of some sort of seriousness, but also because they just want to feel relief .During school

hours, students tend to feel stressed due to loads of school works and through playing it

will relive their stress.


3

According to Agmilbal et. Al., (2022), show that gaming habits are influence them

to perceived stress, subsequently influencing achievement motivation, social support, and

personal achievements. Factors such as time spent gaming during weekdays, gender,

attendance, number of close friends, and career preferences significantly predict

academic performance among Filipino online gamer students. Therefore, monitoring

gaming time, attending classes regularly, and engaging in group discussions are

recommended strategies to improve academic performance amidst online gaming habits.

Online gaming has been found to have an impact on time management. The

addictive nature of online games can lead to individuals neglecting their daily activities

and spending excessive amounts of time playing. Research has shown that behavior,

motivation, and self-control are factors that influence addiction to online gaming.

Additionally, the study suggests that emotional warmth from parents can promote time

management skills, which serve as a protective factor against internet gaming disorder. It

is important for individuals to practice self-regulation and manage their gaming habits to

avoid negative outcomes and maintain a healthy balance between online gaming and

other responsibilities (Esposito et.al..,2020;Kesici,2020).

Student shift to online learning during the pandemic has highlighted challenges

for students, including difficulty in managing independent learning time and completing

assignments due to increased gaming habits, impacting their English achievement.

Therefore, while online games can have both positive and negative effects on students'

academic frustration, moderation and balance are crucial for academic success.

It is undeniably questionable that playing online games provide them something that

no one can give. According to some researches it is beneficial. (Zhang et.al., 2019) It
4

enables the mind of the players to be more active, especially those puzzle-based games.

Furthermore, it helps the player to come up with decisions in tight situations, especially

those adventure games that keep the players to be alert, active and strategic.

Students' learning takes place unexpectedly, but the inappropriate usage of

playing online games also leads in some problems such as being distracted in school.

Further, it is where the attention of the child were divided that even their health and

social life is unknowingly affected.

Several studies in psychology have found out that increased time spent on the

Internet can lead to negative impact on a person's ability to communicate appropriately

face-to-face with friends, peers, family members including parents.

Studies revealed that the human brain is easy to destruct and one of the reasons is

using technology. The education system tends to go with the flow with this constant change

in the society in order to get things relevant with the generations today.

The studies reveal that the students are influenced of Online Games in terms of

social interaction. The students can also make a friend while playing online through

communicating with their peers (Aida Rahmi et.al 2022).

According to Aviso et.al (2022) one of the influence of playing online games is

their occurring addiction with the platform they are onto. Furthermore, this dependence to

playing games has led students into risks such as time for the family, as well as their

mental status. Most students do agree they have certain instances of aggression when

playing games; reaching to a status where they become depressed and anxious about their

environment, etc. On the contrary, there are positive impacts where playing games

improve the status of the learners. Different factors such as their cognitive ability, the
5

sense of motivation, emotional significances, social benefits, and their disassociation with

real life problem has become evident to students as they play games. Making the

researchers assesses that through games, the desire for them to connect, to socialize, and

to build self-enthusiasm is viable to attain.

Students nowadays are very prone to the gigantic influence of technology. They

have most the major portion on the online gaming rather than on how they communicate

and social interactions.

This research addresses a pressing need to understand the influence of online

games on the behavior of senior high school students. By exploring this topic, we aim to

contribute to existing knowledge on adolescent development, inform evidence-based

interventions, and promote holistic approaches to supporting the well-being of youth in

the digital age.

Statement of the Problem

This study will discuss The influence of online games to the students behavior of

Senior High School of Villa Aglipay National High School.

1. How do online Games influence the students in terms of:

a) Social interactions

b) Time management skills.

2) What is the implication of the study to Villa Aglipay National High School?

Scope and Delimitation

This study explores the Influence of Online Games to Senior High School student

at Villa Aglipay National High School. The research will examine the influence of online
6

games on various aspects of these students' lives, including their social interactions,

mental well-being, and time management skills. Additionally, it will explore the

frequency and duration of gaming sessions, and the reasons behind excessive gaming

behavior among the selected group of students. This study also has certain limitations.

Firstly, it will be delimited to Senior High student gamers only. Additionally, the research

will focus exclusively on the influence of online gaming and may not explore other

factors contributing to students' behaviors. This refined focus ensures a detailed

examination of key aspects, providing valuable insights to the influence of online games

to Senior High Students.

Significance of the study

The importance of this study will help the student to improve their skills and for

their awareness the cause and effect to their social behavior of excessively using gadget.

The study will determine if the Online games have great influence to the students. It can

help them to come up with the ideas that will improve the behavior status of the students.

The result of the study will be beneficial of the following:

For the Teachers. Understanding the influence of online gaming on Senior High

School students is crucial for educators as it provides insights into potential challenges

students may face in balancing their academic responsibilities with recreational activities.

By recognizing the impact of excessive gaming on student performance and behavior,

teachers can implement tailored interventions and strategies to support students in

managing their gaming habits effectively while maintaining academic success.


7

For the Student. This study holds significance for student gamers as it sheds

light on the potential consequences of online games on various aspects of their lives,

including academic performance, social interactions, and mental well-being. By gaining

awareness of the effects of their gaming habits, students can make informed decisions

about their gaming behavior, adopt healthier gaming practices, and strive for a better

balance between gaming and other aspects of their lives.

For the Parents. Parents play a crucial role in monitoring and guiding their

children's gaming habits. Understanding the influence of online games to the Senior High

students can help parents recognize signs of problematic gaming behavior, initiate

conversations with their children about responsible gaming practices, and establish

appropriate boundaries and restrictions. Additionally, parents can use the findings of this

study to seek support and resources to help their children develop healthy gaming habits.

For the Future Researchers. This study contributes to the existing body of

knowledge on the effects of excessive gaming, particularly among Senior High School

students. Future researchers can build upon this study by exploring additional factors

influencing gaming behavior, investigating long-term effects of excessive gaming, and

developing effective interventions to address problematic gaming habits. By expanding

upon the findings of this study, future research can provide further insights into the

complex relationship between gaming and various aspects of students' lives.

For the Community. The community can implement preventive measures and

support systems to mitigate the negative effects of excessive gaming on students' well-

being. Additionally the community can promote the importance of responsible gaming

habits among students. By raising awareness about the potential consequences of


8

excessive gaming. Lastly, understanding the influence of online games on students'

behavior can guide the development of support systems within schools, communities, and

mental health services. By providing resources and assistance tailored to the needs of

students struggling with gaming-related issues, the community can foster a supportive

environment for their holistic development.

For the Local Governance. Understanding the gaming habits and behavioral

patterns of Senior High School Student at Villa Aglipay National High School, local

governance bodies can tailor youth development initiatives to address the specific

challenges and opportunities presented by digital technologies. This includes integrating

digital literacy programs into community centers and youth organizations to equip

students with the skills to navigate online spaces responsibly.

Definition of Terms

1) Online Games

a) . It is an interactive software applications that accessed via computers, cellphone,

Xbox , PCs and other digital devices.

b) It allows the player to engage in virtual world and experience through internet

connectivity

2) Students Behavior

a) It refers to the action, reaction and attitudes exhibited by the student in a learning

environment.
9

b) It encompasses the behavior of the students such as social interactions, emotional

responses, and following the norms and rules. And it can observe through records,

participants level, and disciplinary incidents

3) Influence

a) It refers to the ability to affect or shape the thoughts, actions, or behaviors of

others through various means, such as persuasion, leadership or examples.

b) It can be understood as tangible actions, strategies, or tactics employed by

individual or entities to exert control or sway over others.


10

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDY

Review of Related Literature

This chapter reviews the relevant literature on the influence of playing online

games to the Student Behavior of Senior High School Student from a definitional

perspective and review of pertinent documents that will contribute to a better

understanding of the study.

Local Study

According to Dennis O. Dumrique and Jennifer G. Castillo Polytechnic University

of the Philippines, as the respondents assessed, it can be inferred that Playing Online

Games results that the student can still have their friends personally and they are still able

to socialize. Anderson and Rainie prove that the teenagers do not suffer notable cognitive

as they multi-task and cycle quickly, through personal and work related tasks. Rather,

they are learning more and they are more adept at findings more answers in deep

questions. Improve concentration ability; each game has a different level of

difficulty/level. Online games will train the gamer to be able to win fast, efficient games

and earn more points. The concentration of online game players will increase because

they have to complete several tasks, look for gaps that might be passed and monitor the

progress of the game. The more difficult a game is, the more it requires a high level of

concentration. Improve students' motor skills, hand and eye coordination, people who

play games can improve coordination or cooperation between eyes and hands. (NK

Hanafie 2022).
11

Social behavior is the way that people interact with one another and their

environment. It encompasses how people interact with one another, communicate, and

make decisions. Researchers disagree on whether internet and video game addiction

should be considered an addiction ora mental illness, according to the Cleveland Clinic

website (2022). Many experts believe that playing online games might lead to behavioral

addictions comparable to gambling disorders, where the thrill of winning becomes one of

the primary motivations.

Foreign

Improve concentration ability, each game has a different level of difficulty/level.

Online games will train the game to be able to win fast, efficient games and earn more

points. The concentration of online game players will increase because they have to

complete several tasks, look for gaps that might be passed and monitor the progress of the

game. The more difficult a game is, the more it requires a high level of concentration.

Improve students' motor skills, hand and eye coordination, people who play games can

improve coordination or cooperation between eyes and hands. (NK Hanafie 2022).

Vina Lusiana (2023), said that Online games can significantly impact students'

social interactions. Research conducted on high school and college students showed that

online gaming preferences varied, with shooting games being the most popular.

Additionally, studies on children revealed that online games can lead to addiction,

affecting social attitudes negatively. Furthermore, a study on FTI UAJY students found

that online gaming had a negative influence on social interactions, emphasizing the need

for control measures and promoting more positive activities (Pradipta et.al., 2019). These

findings collectively suggest that online games can alter students' social behaviors,
12

potentially leading to addiction, decreased social interactions, and the necessity for

intervention strategies to mitigate adverse influence on social interactions.

Hua Chen et.al (2020) International Journal of Environment Research and Public

Health said that Parenting style, particularly emotional warmth, influences adolescents'

time management skills, mediating the impact of online gaming on Internet Gaming

Disorder by promoting self-efficacy, self-control, and autonomy.

Online games can has a great influence to the students' time management skills as

they may prioritize gaming over academic tasks, leading to difficulties in managing

independent learning time and completing assignments (Mursidin et.al 2022; Fanny et.al,.

2020)

CHAPTER 3

METHODOLOGY

This study aims to know the Influence of Online Games to the Students Behavior;

hence this chapter will elaborate the methods and techniques that are used in this study.

This study focuses primarily on Senior High School Students at Villa Aglipay National

High School.

Research Design
13

This research used a qualitative design through phenomenological design to

analyze in detail. Phenomenological design emphasizes subjective measurement and

discusses the meaning of the perceived experience or the interpretation of the said data,

uses unstructured or semi-structured data collection such as interviews and

questionnaires, the process is transparent and uses the first-person perspective therefore

utilizing the data collection and interpretation of the research.

This research design is appropriate in this study as the data collection involves

subjective data and also involves experiences which were analyzed and interpreted.

Research Locale

This study will be held and conducted at Villa Aglipay National High School (VANHS) is

engage in public High Schools located in Purok Maligaya, Barangay Villa Aglipay, San Jose,

Tarlac. Particularly to the Senior High School Student. The Senior High School has the total

number of 225 students and for Junior High School it has the total number of 624 students, in

sum of 849 students.

Respondents of the Study

The respondents of this study will be gathered to the Senor High School Studnets

of Villa Aglipay National High School. The researcher will use purposive sampling

technique to select the respondents of the study. The process of selecting the respondents
14

is non-probability sampling in which not all the students has an equal chance of being

selected. The

Instruments of the Study

The study used a questionnaire as the primary source of data or instrument.

Questionnaire is the commonly use in normative survey and in the measurement of

attitudes and opinions (Good,1991). Also, this study mainly focuses on the behavior of

the respondents thus the questionnaire is the best instrument for this study as it will

gather data effectively and completely and is commonly used for behavioral and social

research based from Calderon and Gonzales, 2005.

The questionnaire is written subjectively for the purpose of getting the opinion

and experiences of the respondents. In the questionnaire it is included there; the name of

the student (optional), age, their section and strand that is needed specifically. The

questionarpr ovi de d 5 que s t i ons t ha t s ugge s t s t he r e s ponde nt s t he ga me t he y a r e

playing, the time span, and the cause and effects of their gaming that is needed to be

answer specifically for data gathering.

Data Gathering Procedure

Every researcher was task to ask the total number of the Online Gamers in each classroom

at Senior High School building in Villa Aglipay National High School.The researchers

approached those selected students to answer the researchers questions. Within a day, the
15

researchers attained there goals to survey the Senior High School online gamers of Villa Aglipay

National High School.

BIBLIOGRAPHY

REFERENCES
16

Front. Psychol., 13 July 2023, Sec. Addictive Behavio, Volume 14 - 2023 | Risky

Behaviors Faced by Youth in an Internet-Based Learning Environment

https://doi.org/10.3389/fpsyg.2023.1185353

AndreAviso2021_Impact_on_the_Behavior_of_Students_due_to_Online_technology_Ga

ming_and_Its_Effect_on_their_Academic_PerformanceAhttps://www.researchgate.net/

publication/349781820

Christian Jay D.Gregorio et. Al.,, 2021Correlation between Online Game Engagement

and Attitude towards Online Classes among College Students of Davao del Norte State

College https://www.researchgate.net/publication/349882870

Roger Ibañez and DR. EMILIO B. ESPINOSA SR. MEMORIAL, 2023. Impact of

Online Gaming on the Academic Performance of DEBESMSCAT-Cawayan Campus

Students. https://www.researchgate.net/publication/375723437

Tsai, Shu-Min; Wang et. Al.,, 2020 Study on Digital Games Internet Addiction, Peer

Relationships and Learning Attitude of Senior Grade of Children in Elementary School of

Chiayi County Journal of Education and Learning, v9 n3 p13-26

https://eric.ed.gov/?ti=Computer+Games

Melafae Bayan THE-EFFECTS-OF-ONLINE-GAMES-TO-THE-ACADEMIC-

PERFORMANCE-OF-GRADE-12-HUMSS-STUDENTS-OF-SAINT-FERDINAND-

COLLEGE-pshttps://www.scribd.com/document/479989098/
17

You might also like