Effects of Extensive Viewing To Online Games
Effects of Extensive Viewing To Online Games
Effects of Extensive Viewing To Online Games
Chapter 1
Introduction
The term computer game is in sharp competition with video games, console
games, and arcade games. Video games and console games usually mean games
connected to a TV, whereas arcade games means games placed in public spaces.
Computer games on the other hand, are occasionally used to mean games played on a
personal computer. However, since all of these areas have been developed in close
parallel and because all of these games are played on computers, most researchers use the
term computer game to represent all of these areas as a whole. Computer games first
came into existence in the 1960s with the introduction of a shoot-up game. Since the
computer games have become a regular part of life for many people due to its increased
popularity, the computer game has changed from being primarily played at an arcade to
be primarily played in the home. Development in technology brings many things that
people don’t have many years back. One of these things is online gaming that is provided
by the internet.
Online gaming is one of the widely used leisure activities by many people.
Teenagers who are playing these online games said that they are playing these games just
for fun, to keep away from the heat of the sun, without knowing that there are a lot of
effects of playing these games that are more than what they think. Playing online games,
according to some research is beneficial. It enables the mind of the players to be more
active, especially those puzzle-based games. 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. Playing these types of games makes the player experienced different
2
feelings because it is as if the player is really the one taking the challenges. Despite those
benefits, playing these games also bring negative effects. It requires much of the players
The youth of today no longer seem to spend their leisure activities like in the
olden days; outdoor games or playing with toys, instead, they spend their free time in
their homes, internet cafés or computer shops simply to satisfy their hunger; and that
hunger is online gaming. Online gaming has such a profound impact not only the young,
but dynamically every age group as well. So far, virtually anyone is able to go on a
computer and punch through the keys and mouse in order to get a high score, chat with
players, get the rarest items, and level up as fast as possible. Yes, there seems to be no
restriction as to whom, how or what online gaming can extend to. As in any situation
where new technology is introduced, the social impact of the internet is being looked at.
One social problem that has been observed is that the internet café has become mainly
game centers.
3
Studies have also explored the association with psychosocial well-being (e.g., Young
& Abreu, 2011; Caplan et al., 2009, Lemmens et al., 2011 and Van Rooiji, 2011) as
well as the association with various personality traits (e.g., Leung, 2007, Lo et al.,
2005 & Whang et al., 2003), interpersonal skills and intelligence. Early speculation
by Young suggested that internet addiction may occur when the internet use has a
propensity to alleviate dysphoric moods and may therefore be used to cope with or
compensate for real life problems. People were more likely to engage in bouts of
heavy TV watching when they were in dysphoric states. Indeed, in later works
Caplan and High (2011) also suggested that through the exchange of online
messages, users compensate for what they may lack in real life. In the context of
internet addiction, Young and Abreu (2011) discussed whether an individual becomes
addicted to facebook because they are using it to fulfill missing social needs. The
recent discussion to take the idea of compensatory internet use to a more detailed
The researchers want to know the effects of extensive viewing to online games
and how it affects the daily lives of online gamers and the people around. The researchers
wanted to help the parents to look for possible solutions in order to guide their children’s
In the concept of Anderson and Gentile (2003), video games have a strong
effect on aggression because the games are highly engaging and interactive. The game
rewarded violent behavior, and because children repeat these behaviors over and over as
4
they played, the student behavior might be affected in constantly playing the computer
video games.
Anderson and Gentile’s research shows that children are spending increasing
amounts of time playing video games with 13 hours per week for boys on average, and 5
The Online Games has exciting features that convey the attention of games.
The schematic diagram on the next page presents the overview of this study
which includes the variables to be studied. The independent variable shows the senior
high school students as to how they manage their time in playing online games and
studying. The dependent variable presents the effects of extensive viewing to online
games. This will tell the results of this study whether the effect of extensive viewing to
online game has a significant relationship to the respondents’ academic performance. The
intervening variables present the age, sex, and annual family income which are
modifiable that is being involved in the study and it may affect the two variables.
5
Age
Sex
Intervening Variables
This study aimed to inform students about the effects of extensive viewing to
online games. Specifically, the study sought to answer the following questions:
1.1 Age;
Hypothesis
The results of this study would provide the instructors on the necessary feedback
on the performance of the students who played online games extensively and would serve
as a primary tool on how they can prevent their students from playing such kind of online
games.
would conduct their study along this area and would guide them in the profession they
Internet café. The result of this study would help them not to offer internet
games during class hours to prevent students from playing during that time.
Local Government Unit (LGU). They will become more vigilant to organize a
Parents. This study will benefit the parents for they will become aware about the
Reader. The results of this study will open up the minds of these people as to
School Officials. The results of this study would help them monitor strictly the
performance of the students if they are always in school during classes hours.
8
Society. This study will benefit the society for they would be informed on the
Students. This study will benefit the students for they will be aware about the
effects of extensive viewing to online games and how will it affect their academic
Teachers. The result of this study is important to the teachers because they will be
This study was focused on the effects of extensive viewing to online games to the
Senior High School Students of Jose Rizal Memorial State University Dipolog Campus,
Dipolog City. There were 195 senior high school students, who served as the respondents
widespread.
smaller networks. It is also called the global network of networks composed of nearly a
Internet Café. A house where there are internet connected computers which
networking sites.
Online Games. In order to adequately define the term, “online games,” it must
first to be broken down into its basic components: online and game. At its very basic
situation the term online can be referred to any activity that is taking place via use of the
internet. Game on the other hand according to the Oxford dictionaries (2012), is defined
Chapter 2
This chapter presents foreign and local reports, articles, research, journal,
publication, featuring related literature and studies. It discusses relevant issues and
study. This chapter deals with literature and studies related to the present investigation.
These studies include local and foreign researchers. Few studies were conducted with
direct and indirect relation with the specific problems of the study.
Literature
found out that online games can help a student improve his/her grammar, vocabulary, and
11
comprehension because they can have an interactive way to learn English or any other
language.
Carey (2012) found out that the history of online gaming included contributions
by many different companies and entities. Online gaming began as multiplayer gaming
but has evolved to include online gaming servers and massively-multiplayer online game
settings
Violent video games provide a forum for learning and practicing aggressive
solutions to conflict situation. Anderson said that in the short run, playing violent video
are likely to be longer lasting as well as the player learns new aggression situation
practices arise. One major concern is the active nature of the learning environment of the
online video games, according to the authors. This medium is potentially more dangerous
than exposure to violent television and movies which are known to have substantial
The Nintendo group was found to only be using parts of the brain associated with
vision and movement, while the arithmetic group had activity throughout the left and
right hemispheres of the frontal lobe-areas of the brain associated by leaning memory,
emotion, and impulse control. Adding single digits numbers is very mundane task that
does not sound like it would require much of the brain. If online video games use even
less of the brain than the simple task of adding single digit numbers, then imagine how
much less of the brain that they use than more complex activities such as socially
interacting with peers. Frontal development is necessary for leaning to control behavior,
Hassan (2011), stated that 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
found out that online games can help a student improve his/her grammar, vocabulary, and
comprehension because they can have an interactive way to learn English or any other
language.
research has found that gaming addicts show similar neural processes and increased
activity in brain areas associated with substance related addictions and other behavioral
addictions, such as pathological gambling (significant activation in the left occipital lobe,
orbitofrontal cortex, bilateral anterior cingulate, medial frontal cortex, and the caudate
Given the increasing number of research teams in the gambling field being given
direct access to gambling companies' behavioral tracking data (Griffiths & Whitty, 2010),
there is likely to be a higher number of such collaborations in the gaming studies field.
The increased importance of additional research into the structural and situational
gambling, etc.) suggests that research on design features within games and their
psychological impact (including potential addiction) will increase as well. Such research
much this disorder is caused by the gaming activity itself, or whether it is to some extent
an effect of other disorders. Research suggests that excessive online gaming may in
salience, mood modification, craving, and tolerance ( Mehroof and Griffiths, 2010).
Studies
Iowa State University (2011), has found further evidence in which online game
addiction exists globally, and is identified as what the risk factors were for becoming
among youth in many countries. Gaming addiction may not be unique to the disorder and
further research is needed. Research has also shown online gaming addiction to be
depression, social phobia, school phobia, and various psychosomatic symptoms (Griffiths
et al., 2012)
gameplay vary considerably in the literature, with most of the very few published studies
self‐devised psychological interventions (King et al., 2011, 2012). The evidence base on
the treatment of problematic and/or addictive online gaming is limited. Furthermore, the
although the effectiveness of CBT (as with the treatment efficacy of other addictions)
highlighted that most studies fail to employ an objective measurement of game usage to
issue is that many studies do not include a control group for between‐group comparison.
Treatment dose and duration also vary considerably across studies, for both
Longitudinal studies have found that video game exposure is related to greater
subsequent attention problems, even when earlier attention problems are statistically
controlled for (Gentile, Swing, Lim, & Khoo 2012; Swing, Gentile, Anderson, & Walsh
2010).
game players compared with nonviolent video game players (Bailey, West, & Anderson,
2010).
Thomas and Martin (2010) looked at Tasmanian secondary and college students
and split them into groups depending on game play hours. They found out that students
preferred playing over spending time with friends and family and doing homework which
Taha, J. (n.d.) said that online games are seen as good learning tool because many
think that they can teach students in ways that their teachers by failing by sparking their
gaming and gaming addiction from 1994 to 2012. The studies they selected were based
on samples of at least 300 participants and used some kind of screening instrument to
assess problematic gaming (rather than self‐diagnosis). They reported that prevalence
rates of problematic gaming ranged from 1.7% to over 10% among general samples.
Prevalence rates among gamers were, in some cases, much higher (some as high as 17%
to 34%). These studies indicated that, in general, males are significantly more likely than
these associations with online gaming addiction as they may not be unique to the disorder
and further research is needed. Research has also shown online gaming addiction to be
depression, social phobia, school phobia, and various psychosomatic symptoms (Griffiths
et al., 2012).
16
Chapter 3
RESEARCH METHODOLOGY
respondents, research instrument, data gathering procedure and statistical treatment and
tools employed.
Method Used
The descriptive survey method is used by the researchers of the study entitled,
questionnaire to be answered by the respondents of the study who are the Grade 11 of the
senior high school students of Jose Rizal Memorial State University, Dipolog Campus,
Dipolog City. The method aimed to describe the effects of extensive viewing to online
games to students’ academic performances of the said school and the results will be
Research Environment
17
Campus, Dipolog City, specifically to the Senior High School Students that has more
than three hundred students in academic year 2016-2017. The respondents were selected
Jose Rizal Memorial State University was established by virtue of RA 9852 with
December 15, 2009. It was formerly the Jose Rizal Memorial State College by virtue of
del Norte which was approved on June 11, 1996 by the President of The Republic, Fidel
.
18
DIPOLOG CAMPUS
Respondents of Study
The respondents of this study were the Senior High School Students of
Jose Rizal Memorial State University Dipolog Campus, Dipolog City during the school
year 2016-2017. All Senior High School students who often viewed extensively on online
games.
Research Instrument
19
Memorial State University Dipolog Campus, Dipolog City to acquire some information
Before the researchers gathered data from their respondents, they did the
following procedures. First, they sent letters of permission to the office of the Senior
High School Coordinator. Upon the approval of the letters, the researchers asked
permission from the principal of the Senior High School where the study was to be
conducted and from the respective teachers of the respondents. After the approval of the
letters, the researchers personally administered the instrument to the respondents of the
study. After they finished answering the test, the researchers retrieved the questionnaires.
The resulting data were tallied, tabulated, interpreted, and evaluated through the use of
The researchers requested 195 students of Jose Rizal Memorial State University
Dipolog Campus, Dipolog City to answer the questionnaires regarding their behaviors
Statistical Treatment
20
The following statistical tools were used to interpret the data gathered:
online game in terms of academic performance, family relationship, and health. This was
also used to determine the academic performance of the respondents. The formula is:
Total respondents
performance, family relationship, and health were interpreted using the given verbal
description.
Legend:
Correlation between the effects of extensive viewing to online game and the respondents
Where:
X and
rank Y
N = Number of respondents
6 = constant
Chapter 4
This chapter presents the data in tabular form, followed by the corresponding
Age F %
15 – 17 years old 160 82.1 %
18 – 20 years old 21 10.8 %
20 years old and above 14 7.18 %
Total 195 100%
Table 2 presents the respondents profile in terms of age. Results revealed that out
of 195 respondents there were 160 or 82.1% who were 15-17 years old and 14 or 7.18%
This implied that the senior high school students who belonged to ages 15-17
Sex F %
Male 102 52.3 %
Female 93 47.7 %
Total 195 100%
Table 3 presents the respondents profile in terms of sex. Results revealed that
there were 102 or 52.3% were male and 93 or 47.7% were female. There were more male
respondents than the female respondents. This implied that there was greater number of
male students in senior high school who viewed extensively to online games.
Table 4 presents the profile of the respondents in terms of annual family income.
It could be observed that there were 125 or 64.1% respondents who had a family income
of ₱79,000 and below. There were 26 or 13.3% respondents who had a family income of
there were 13 or 6.67% respondents had a family income of ₱80,000 – 99,999. There
were 11or 5.64 %respondents who had a family income of ₱100,000 – 149,999, and there
were 5 or 2.56% respondents who had a family income of ₱200,000 – 499,999. Therefore
This implied that in terms of annual family income, there was a great number of
respondents who had no sufficient money to supply the needs of the family.
Performance
discussed. 3.01
6. Gets low grades because of lack of interest. 2.39 Seldom
7. Fails to attend classes regularly due to oversleeping. 2.16 Seldom
8. Enhances vocabulary because of the terms encounter Sometimes
communication. 3.26
Average Weighted Mean 2.86 Sometimes
sometimes that forgets to do their homework. The 3.13 and 3.32 mean had also an
attendance and participates actively in class activities. The 2.42 mean had an
interpretation of seldom sleeps during class hours which lead to low grades. The 3.01
24
mean had an interpretation of sometimes and it is acquires information about the lesson
discussed. 2.39 and 2.16 mean was interpreted as seldom and it is about, gets low grades
because of lack interest and fails to attend classes regularly due to oversleeping. The 2.80,
2.94, 3.26, and 2.86 mean were interpreted as sometimes and it’s about enhances
vocabulary, finds hard time to study and enriches sentence construction because of
constant communication.
Relationship
online game in terms of family relationship. The respondent who had less personal talk
with the family had a mean of 2.84 and it’s interpreted as sometimes and 2.90 and it was
respondents who considers own happiness rather than the family happiness had a mean of
25
2.56 and it was interpreted as seldom, and losses time bonding with family had mean of
2.69 and was interpreted as sometimes. Mean of 2.75 was interpreted as sometimes and it
was about respondent who quarrels with parents. Exerts extra time with the family had a
mean of 3. 21 and was interpreted as sometimes. The respondent who gets involved in the
problem and solution of the family had a mean of 3.43 and was interpreted as often and
gives quality time with the family had a mean of 3.07 and was interpreted as often. The
respondents’ who develop good communication skills and spend a lot of time talking with
each other had a mean of 3.50 and was interpreted as often. The average mean is 3. 80
and interpreted as sometimes. It implied that there was no sufficient effects of extensive
internet. 2.72
9. Acquires disorder, anxiety, loss of concentration. 3.11 Sometimes
10. Improves a wide variety of general skills that can Sometimes
health. The respondent who skips meals together with family had a mean of 2.82,
manages to have an exercise every day had a mean of 2.70, acquires behavioral problems
such as sleeplessness, insomnia, etc. had a mean of 2.78 and, eats the right kinds of foods
had a mean of 3.34. Performs activities well had a mean of 3.37, possesses aggressive
thought and feelings had a mean of 3.18, decides quickly on difficult situation had a mean
of 3.02, imitates those risky behaviors that are seen in the internet, acquires disorder,
anxiety, loss of concentration had a mean of 3.11 and improves a wide variety of general
skills that can help with everyday activities had a mean of 3.40. All of which were
interpreted as “sometimes”. The average mean is 3.04 and was also interpreted as
sometimes. It implied that there was no sufficient effect of extensive viewing to online
Academic
F M fm
Performance
99 – 95 4 97 388
94 – 90 56 92 5,152
27
89 – 85 79 87 6,873
84 – 80 49 82 4,018
79 – 75 6 77 462
74 – 70 1 72 72
Total
(Good)
respondents had a mean of 77 with an academic performance of 75-759. Four out of 195
respondents had a mean of 97 with an academic performance of 99-95. One out of 195
performance, majority of the respondents got the higher grades of 80-94 in terms of
Critical
Ranks Computed
Variables SD (∝) value Interpretation Action
Mean rs
rs-
Effects of 8 4.36 0.641 Significant Ho was
Extensive 0.456 relationship rejected
Viewing to 0.05
Online
Game
28
Respondents 0.05
Academic 8 4.40
Performance
viewing to online game and the respondents’ academic performance. The table shows the
rank mean of 8 with the standard deviation of 4.36 on the effects of extensive viewing to
online games. On the respondents’ academic performance 4.40 was the standard deviation
with the confidence level of 0.05 and has the computed ratio of 0.641 and critical value of
0.456. Looking at the result, it led to rejection of the null hypothesis. It means that the
academic performance of the respondents has been affected by the effects of extensive
Chapter 5
This chapter gives a brief summary of the study with the findings, conclusions
and recommendations.
SUMMARY
This study aimed to determine the effects of extensive viewing to online games of
the senior high school students in Jose Rizal Memorial State University, Dipolog
Campus.
1.1 Age;
Summary of Findings
1. There were 160 out of 195 respondents who were at the age of 15 – 17. Of the total
2. As to sex, out of 195 respondents, 102 were male and 93 were female.
3. As to annual family income, there were 125 or 64.1% out of 195 respondents had
performance, the average weighted mean was 2.86 which were interpreted
as “Sometimes”.
relationship, the average weighted mean was 3.08 which was interpreted
as “Sometimes”.
30
6. As to the effects of extensive viewing to online game in terms of health, the average
labeled as “good”.
Conclusions
manageable the students can improve their communications skills. Through the use of
internet that cannot affect the health of respondents. The respondents manage their time
when to play online games and to bond with their family. The students never neglect their
study time. The respondents know how to balance their time to play and to study. There is
no significant relationship between the effects of extensive viewing to online games and
Recommendations
playing in the internet. They should ask their children about how they feel and
what they observe in playing video games. This is an opportunity to share their
4. The instructors should take possible steps in motivating their students to be active
ordinance No. 02-163 stating that Elementary pupils and High School students are
not allowed to play online games during the specified time 8:30 AM to 11:30 AM
BIBLIOGRAPHY
Gentile,d. (2010). Pathological Video Game use among youth ages 8-19=8. A
National Study, Psychological Science, 20, 594-602.
Wood, R.T(2010, April). Problems with the concept of video game ‘addiction’:
Some case studyexamples. International Journal of Mental Health and Addiction, 6, 169-
178.pp.
INTERNET SOURCE
http://www.news.iastate.edu/news/2012/may/prosocialgames
http://www.researchgate.net/publication/26883822_A_negative_association_between_vid
eo_game_experience_and_proactive_cognitive_control.
33
Appendix A
Republic of the Philippines
JOSE RIZAL MEMORIAL STATE UNIVERSITY
The Premier University in Zamboanga del Norte
Dipolog Campus, Dipolog City
The Principal
We would like to gather grades as data to the advisers of those students who viewed
online game extensively for their undergraduate thesis entitled “Effects of Extensive
Viewing to Online Game.”
The researchers would like to seek permission from your good office to allow them to
conduct and collect data from the adviser`s class records.
Your cooperation will add validity to the study. Rest assured that everything will be
treated with confidentiality.
JAYMARBIADNES
MARK LESTER CANINIT
PRINCESS GOLD INGOM
PATRICK MAGTUBA
IVY ODATO
ROSELYN PATANGAN
Approved by:
Appendix B
Letter of the Respondents
Dear Respondents,
Greeting!
research study will not be materialize without your full support; hence, we humbly solicit
for your help and cooperation by answering this questionnaire very honestly. Rest assured
Your favorable consideration and valuable help in this regard will be highly
appreciated.
Please refer to the second page for the answering of the questionnaire.
The
Researchers
35
Personal Information
Name (Optional):
Sex:
Track/Strand:
Age:
Family Income:
000-99,999
below
Legend:
5 - Always
4 – Often
3- Sometimes
2 – Seldom
1- Never
Appendix C
Republic of the Philippines
Jose Rizal Memorial State University
The Premier University in Zamboangadel Norte
Dipolog Campus, Dipolog City
Office of the Research and Development
PHILOSOPHY
MISSION
I hereby certify that undergraduate thesis certified
Jose Rizal Memorial
State University pledges to deliver “Effects of Extensive Viewing to Online Game” written by
effective and efficient services
along research, instruction,
Jaymar T. Biadnes, Mark Lester B. Caninit, Princess Gold E.
production and extension.
It commits to provide Ingom, Ivy C.Odato, and Roselyn G. Patangan has undergone
advance professional, technical
and technopreneurial with the aim thorough critiquing and editing.
of producing highly competent,
innovative and self-renewed
individuals.
I further endorse its readiness for final printing,
VISION
reproduction and hard binding.
A dynamic and diverse
internationally recognized
University. Given this day of May 15Th 2018 at Jose Rizal Memorial
DILANIE P. VALERO
English Editor
Appendix D
39
40
41
42
Curriculum Vitae
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
DIPOLOG CITY
JUNIOR HIGH
ELEMENTARY
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
DIPOLOG CITY
JUNIOR HIGH
ELEMENTARY
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
JUNIOR HIGH
ELEMENTARY
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
JUNIOR HIGH
ELEMENTARY
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
DIPOLOG CITY
JUNIOR HIGH
ELEMENTARY
PERSONAL DETAILS
Nationality: FILIPINO
EDUCATION BACKGROUND
SENIOR HIGH
DIPOLOG CITY
JUNIOR HIGH
ELEMENTARY