Final Thesis Research
Final Thesis Research
Final Thesis Research
BALUYOT, EDELYN
CASPE, MARILOU
LAUREN, ANGELIE
PANARAAG, JASMINE
MARCH 2017
CHAPTER 1
INTRODUCTION
Being a technology-dependent country, the rise of the internet use has led to
many changes in our daily lives. And this rise has not been made up only through
the social networking sites such as Facebook, Twitter, Instagram, YouTube or any
other but mostly, of Online games. Online game refers to any game that a person
plays through the use of internet over a computer network; this is played by
multiple players in different scopes around the world. Particularly, online games are
computer software programs that can be used without the limit of time and is free.
And these games were often written in Java languages because they play up simpler
than games that require downloading.
The popularity of online gaming has spread at an increasing rate since its
introduction. However, given the increasing number of studies on the phenomenon
of problematic gaming, there have been growing concerns about negative
consequences for a small minority. These gamers spend more time with gaming
than planned while ignoring other important activities causing negative effects on
their performance, social relationships, and withdrawal symptoms. There are
different names present regarding this phenomenon in scientific literature. The
phenomenon is referred to as addiction, problematic use, excessive game use or
engagement. However, all these authors irrespective of the name agree in that
there exists an excessive form of online gaming that shows a problematic pattern
and that is related to behavioural addictions. The present authors propose to use
the name problematic gaming. This term describes both the epitome of the
phenomenon (i.e., that the behavior is not only excessive but gaming-related
problems are also expected to be present), while avoiding the notion of dependency
(as the exact definition and diagnostic criteria have not yet been clarified or
agreed).
The aim of our study was therefore twofold. Firstly, to explore what
components span problematic online gaming and how it affects the interest of a
child towards Academic countenance. Secondly, to make these dimensions
measurable, to develop such a scale on which the identified extent can be
assessed. The objective here was to create a questionnaire suitable for students
playing Online Games. A further intention was to carry out an empirical based
analysis to ensure that all components of problematic gaming as a factor to loss of
Academic interest remain in focus.
Nowadays, people see online games having a good impact for students and
kids considering it as an effective mind exercise. This also shapes a students ability
to think and react faster as they do in gaming. A research shows that a child playing
online games becomes more active and can change your brain to be smarter (C.
Shawn Green, University of Wisconsin). Online gaming plays a major role for a
teens involvement to modernization and preparation for the 21 st century. However,
we should not lose sight of the negative impacts it may bring to us. Online gaming
is one of the most blamed issues by the media why teenagers today becomes
violent and commit extreme anti-social behaviour which they probably adapt from
the things happening on the virtual world.
In recent years, research about Internet gaming addiction has increased both
in quantity as well as in quality. Research on gaming addiction dates back to 1983,
when the first report emerged suggesting that video gaming addiction is a problem
for students. Shortly thereafter, the first empirical study on gaming addiction was
published by Shotton, based on self-reports of young male players who claimed they
were hooked on their games. The early studies suffered from a lack of
standardized psychometric instruments used for assessing gaming
addiction. However, research indicates that self-reports correlate with standardized
measures.
Age
Gender
Section
2. What is the level of influence of Online Gaming among the Senior High School
students?
3. What is the level of academic interest of the Senior High School students?
4. Is there a significant relationship between Online Gaming and the Senior High
School students academic interests?
This study expects to have the effects of online gaming among the Senior
High School students of CMC be identified and to help the parents be informed
about online gaming affecting their childs performances and interest in schooling.
This study is mainly concerned and limited only with the effects of online
gaming among the Senior High School students of Central Mindanao Colleges (CMC)
Grade 11- Cluster A.
Definition of Terms
Online games- are games played or run online that requires Internet
connection.
CHAPTER II
As the world become more and more advance people also start to find
themselves an entertainments that suits with the world development. One of the
entertainment is online games. According to Edward Castronova (2008) in his book
of Synthetic Worlds: The Business and Culture of Online Games, online game is also
known as Massively-Multiplayer-Online Games (MMOG). To better understand
MMOGs, first of all, video game is usually defined as an electronic game that is
played by a controller and provides user interactions by generating visual feedback.
A multiplayer game is a game played by several players. Players can be simply
independent opponents or they can play in teams. They can play against each other
or can play against the game, that is, opponents that are controlled using Artificial
Intelligence (AI) (Yahyavi&Kemme, 2013, p. 9).
An MMOG is a game capable of supporting hundreds or thousands of players
and is mostly played using the Internet. Online games are fun and also entertaining
not to mention with the popular games such as Final Fantasy XIV online (FFXIV,
2014), Defence Of The Ancient 2 (DOTA2), Counter-Strike: Global Offensive, Team
Fortress 2 and Football Manager 2014 those games get the most highest rate of
online games in 2014 (Steam,2014). With this kind of games that being brought up
to this era, how can students and also the adult themselves can resist and lost
themselves in virtual world. The illustrious developments in modern computing and
communication technology have allowed millions of people to dive into these games
and enjoy their so-called second-life inside a fantastical world. The most alluring
aspect of MMOGs is that one can escape the dull, stressful reality and roam freely
while fulfilling their fantasies of an alternate identity.
The second objective is that, the researcher want to know how can these
games balancing their fantasy and reality world. Like Jeremy case study, he cannot
balanced his real life and online games. He mostly prefer to be in fantasy world
rather than mingle with other people outside, that is why he lost he job, he lost his
family most importantly he lost his self consciousness.
The researcher also wants so study about how is their social behavior when
they are just too addicted with online games. According to Kraut and Seay (2007)
Participation in online communities allows them to stay in touch with old friends,
meet new people, learn, and share information. It also enables self-exploration and
discovery as users extend and idealize their existing personalities or try out new
ways of relating to one another that can positively affect real life relationships. On
the other hand, some fear that virtual communities detract from social activity and
involvement in the real world, replacing real social relationships with less robust
online substitutes and causing users to turn away from more traditional media
(Mohamed, Jan, &Daud, 2010).
The trend toward increased video game and other interactive digital media
usage does not appear to be going away. The upcoming college students are even
more likely to be tightly tied to their technology than students are today. The
current generation is exceedingly comfortable with technology and electronic
entertainment. One study noted that the average American youngster now spends
one-third of each day with some form of electronic media (Escobar-Chaves &
Anderson, 2008).
There is a large body of evidence which suggests that violent video games
lead to increased aggression and even violence. There is some mixed evidence on
the psychological effects of video game violence, but Craig Anderson (2003) offers
overall implications that can be reached by looking at all studies that relate video
games to risk factors:
Some studies have yielded nonsignificant [sic] video game effects, just as
some smoking studies failed to find a significant link to lung cancer. But when one
combines all relevant empirical studies using meta-analytic techniques, five
separate effects emerge with considerable consistency. Violent video games are
significantly associated with: increased aggressive behavior, thoughts, and affect;
increased physiological arousal; and decreased prosocial (helping) behavior.
(Anderson, 2003, Myths and Facts, para. 1)
In another study which considers available research on media violence,
several relevant conclusions were reached (Anderson, et al., 2003). It was found
that there are sufficient studies with sufficient consistency to back up several
important findings (Anderson, et al., 2003, p. 93). Video game violence is linked to
aggression in the short term. Cross-sectional studies have been able to show a
correlation between long term exposure to video game violence and real world
violence. A few longitudinal studies are also able to suggest that video game
exposure has long term effects on aggression. It should be noted that Craig
Anderson, one of the authors of this study has been criticized for overstating the
data on video games and its link to aggression and violent behavior (Block & Crain,
2007).
The study found that, in general, there is at least a modest link between
electronic media consumption and obesity, smoking, drinking, and violence. The
study focused largely on TV and movies as the basis for the first three, but
specifically mentioned the effect of videogame violence as increasing the risks of
violence in teens. The research in this study concluded that brief exposure to
violent video games increases aggressive thoughts, feelings, and behavior
(Escobar-Chaves & Anderson, 2008).
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone accounted
for a 4% variance in GPA, yet the findings are significant. However, several older
studies contend that the results of research have been mixed. A 1997 study
suggests that there is no clear causal relationship between video game playing and
academic performance (Emes, 1997, p. 413). It goes on to say that the research is
sparse and contradictory (Emes, 1997, p. 413).
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but much
of the information that gets transmitted through it may be. As was noted in a 2008
study on media attention and cognitive abilities, content appears to be crucial
(Schmidt &Vanderwater, 2008, p. 63). If the content being consumed is positive,
then positive results can be expected. If the content is negative, then negative
results can be expected. The study examined research from many sources in
arriving at this conclusion.
A 2005 paper suggests that videogames are changing education and that
games are more than a simple form of entertainment (Shaffer, Squire, Halverson, &
Gee, 2005). It explains that student learning can be enhanced by experiences in
vast virtual worlds. These worlds can allow students to interact as a community.
Virtual worlds are useful because they make it possible to develop situated
understanding (Shaffer, Squire, Halverson, & Gee, 2005, p. 106). This means that
students are able to actually experience and experiment with the things that they
are learning rather than simply being told them as facts or equations.
Payne et al (2000) studied the role of computer games on social isolation, low
self-esteem and violence. The results showed no relationship between playing
computer games and self-esteem in girls, but there was a negative relationship
between the two in boys. Also, the scores of violence had a positive correlation with
amount of exposure to computer games. Other results showed that in spite of
children's attraction to games, there was no evidence that computer games cause
social isolation.17 Since in computer games, players conform to the characters in
the game, in creating the new situations that occur in the game, the theory of
participatory modeling and active conditioning can be used in explaining data on
violent behaviors and possible rewards they get in response.
Nie & Erbring (2000) & Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real word ,
replaced real social relationships with less robust online substituted and caused
users to turn away from more traditional media.
Gentile et al (2004) said that the majority of these studies have shown that
the online games can be addictive and that some online games have been
associated with aggressive behavior. However these studies have been relatively
controversial as they examine these factors using self-report methods and artificial
scenarios. The type of research is fraught with problems and criticism.
Some video games have been associated with aggressive behavior. In that
case, children imitate online character. Some children are at the period of modeling
(Anderson & Bushman, 2001).
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours
and cut off the interaction with rest of the world.]
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000).
Both Orzack (2004) and French (2002) found out that in internet search
gaming addiction yields list of physical and psychological symptoms from dry eyes
and carpal tunnel syndrome to problems with school or work offered as indicative
of problem usage behavior.
Turkle (1995) found out that online games enabled self-exploration and
discovery that user extended and idealized their existing personalities or try out
new ways of relating to one another that can positively affect real life relationships.
The study of Carrasco (2001) stated that computers have become a part of
mans life. Almost all the things around us were made by computers with the aid of
modern machines. Associated with the computer is the internet where we can find
online games. Online game has a big impact to children especially to teenagers.
They tend to be hock by the computer.
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance
learning, offer solace, to drive away boredom, and/or to persuade players to adopt
certain actions and opinions. The game play improve various thinking skills but it
can also boost cognitive speed for those who play action games and can also
improve cognitive accuracy for players who solve puzzle, and strategy games
(Klabber, 2001).
Taha, J. (n.d) said that online games are seen as good learning tool because
many think that they can teach children in ways that their teachers are failing by
sparking their minds, stimulating their thinking, and inspiring their imagination.
Research on the social effects of video games is also mixed (Allison, Wahlde,
Shockley, & Gabbard, 2006). Some studies have found that video games are similar
to addiction such as gambling which create negative social effects.
Video games can deprive a person from the real world. According to this
database, Users may play compulsively, isolating themselves from other forms of
social contact, and focus almost entirely on in-game achievements rather than
broader life events. (Weinstein 2010). This means video game addicts focus all of
their attention on the video game and they do not try to interact with life outside
the game. Symptoms a person can have are isolation from the outside world; the
person stays quarantined in their home, having no connection with the outside
world. They spend all day playing video games rather than being with friends and
family. They also make goals for themselves, but not life goals such as striving for
good grades, being in clubs or trying to get a boyfriend/girlfriend. Instead they
make video game goals as in trying to achieve in completing a certain level, getting
a high score or beating the whole game in one day. All these are symptoms of a
video game addict.
There have been various amounts of effects for video addicts. According to
this database, a study Found that self-reported sleep problems, depression, suicidal
ideation, anxiety, obsessions, and compulsions as well as alcohol and substance
abuse were positively related to the frequency of video game playing. (Mentzoni
2011). This means the syndromes that a video game addict can obtain range from
a minor problem (sleep problems) to major problems (suicide). When a person does
not have at least eight hours of sleep a day, he or she can develop stress and
become moody. This not only affects the video game addict themselves but also
family or friends that are close to the individual. The way suicides occur is some
people try to reenact what they play in the game. Violent video games are believed
to contribute in this factor. According to this article, One of the primary concerns
with violence in video games is that gaming is not passive. In order to play and win,
the player has to be the aggressor. Rather than watching violence, as he might do
on television, he's committing the violent acts. (Violence and Video Games). Video
games are rated to show the age appropriateness. Video games have ratings to
show the appropriateness of the video game. The ratings start at C, which means
children and range up to A which means adults only. The most common rating is E,
which stands for everyone. Most shooting and violent games are M for mature
which says they are only meant for people over the age of 17, meaning, only people
over the age of 17 can purchase these types of games. However, children and
teens are still able to get their hands on these games because parents or older
siblings buy them without noticing the ratings.
Video game companies have made it easier for people to get more games at
a time by making them available for rent. People can now play a game for a week,
send it back and get another one. Another spike in video game addiction has been
remote controllers usage. Meaning when used for a long time, remote controllers
ran out of battery and people had to keep buying batteries but now people can buy
a rechargeable pack so that the player can never stop playing.
Video game addiction normally affects males more than females. As you can
see in the graph above, males play any type of video games more than females.
The graph consists of different console categories and shows how many males and
females play the console. In all the categories, males played more than females.
There could be trends though that children and teens can go through.
According to this database, Given trends for television usage, one might expect
videogame usage to increase across elementary school, peak at about middle
school, and drop off across high school The frequency of video-game play
appeared to be relatively steady from ages 8 to 13, and to decrease thereafter
(Gentile 2009). This means video addiction can be just a phase a person goes
through. Kids in elementary start using video games because everyone has them,
in middle school they have nothing else to do, but by high school, kids turn into
teens and start going to parties and joining sports teams which diminishes video
game use. These statistics are different for video game addicts though, because
according to the pie graph below, video game addiction affects 18-49 year old
people more than 18 and under people. The average age of a video game addict is
35 years old.
Video games do not just have negative effects on people; they can also have
positive effects. According to this database, Players play video games due to
various motivations and purposes. Some believe video games help them boost
mental skills and improve physical coordination reading ability, attention, hand-
eye coordination, and speed reactions to novel situations. (Shu-Hsun 2011). This
means that video games can contribute mental skills because some video games
require critical thinking and that can enhance peoples reaction. Also since most
video games require a remote control, hand-eye coordination increases a persons
movement. Some video games can also help people lose weight while exercising.
This method uses a kinetic sensor device, which is a motion sensor that does not
require a remote control. All you have to do is put the sensor device near your
television where it can scan the persons playing, and any kind of movement the
person does, the player on the television will do the same thing. This establishes an
exercise activity in which people who play will not be sitting on a couch. All kinetic
games promote the act for cardio activity. For instance; pumping your feet and
arms to make it seem like you are running. Other activities include jumping up and
down, dancing and even martial arts movements.
The video games industries are also a big market for the economy. According
to a Forbes research, citizens in the United States spend roughly between 16.3 to
16.6 billion dollars on video games a year. This also included online and mobile
games as well. The U.S. is not the only country that uses video games to boost the
economy; other countries as well succeed in selling video games. According to this
database, With the popularity of online games in South Korea, the total revenue of
the online gaming industry reached about 1.8 billion U.S. dollars in 2006, 24 percent
of which was comprised of revenue from the South Korean gaming industry. (Bong-
Won 2010). This means not only are people in the United States buying video
games, but also other countries purchase these games to increase currency in their
economy as well. The popularity and addictiveness to these games make people of
all age buy them.
Treatments for video game addicts include putting the person in a rehab
facility where the person has no access to a video game console or computer. A
family and friends intervention can also be useful to show the person what he/shes
been missing since being focused on video games. Another example can be
outdoor programs such as wilderness camps. According to this article, "Wilderness
camps" or "outdoor education," are highly effective in treating teens struggling with
behavioral problems like video game addiction or obsessive Internet use. (Why
Wilderness Works). These programs are designed to get people outside and interact
with nature. All the person has to do is call to get more information.
CHAPTER III
METHODOLOGY
This chapter contains the Research Design, Subjects of the Study, the
Research Instruments, Research Locale, Data Gathering Procedures, and the
Statistical Treatment Applied.
Research Design
Research Locale
Table 1
Research Instruments
The questionnaire has three parts. Part I contains the profile of the
respondents in terms of age, gender, section, online game/s they play, and the
length of time they usually spend in gaming. Part II focused on the effects they
experience from playing online games to their academics on the positive and
negative sides. Part III focused on the impacts of online gaming to them in the
aspects of Mental, Behavioral and Social.
The researchers first looked for possible and necessary resources that could
help them in their study. After an intensive reading and browsing to related
literatures, they constructed ideas and a survey questionnaire containing questions
in concern with the effects of online gaming to their academic interests.
A letter of transmittal was then prepared and was submitted to their adviser,
and to the CMC-SHS head teacher for the approval in producing and distributing of
the questionnaires.
Retrieval of the questionnaires was done right after the fill-up. The responses
were tailed, analyzed and interpreted in accordance to the items found in the
instruments.
Formula: Wherein:
%= percentage
%= f x 100
N f= number of respondents
that answered the question.
N= total number of
respondents.
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Survey Questionnaire