An Action Research On The Effects of Online Game Addiction Among LCC-N Grade 11 Male Students
An Action Research On The Effects of Online Game Addiction Among LCC-N Grade 11 Male Students
An Action Research On The Effects of Online Game Addiction Among LCC-N Grade 11 Male Students
Male Students
Leader:
Delos Santos,NerieInee
Secretary:
Ayaso, Abegiel
Members:
DelaCruz,Elicia
Gloriana, Danica
Soliva,Nicole Joy
Gacias,Ramil
Gutierrez,John Mark
1 . INTRODUCTION
The technological era offers new innovation in terms of technological advancement. One of
the 20th century innovations provides us the use of computers that helps an individual to ease
up daily activity. However, this advancement also provides negative impacts towards the
individuals. One of the evident impacts of this advancement is the excessive use of
computers as a gaming tool. These activitiesfor male students are very rampant today.
Excessive playing on these different online games can cause addiction. As the online games
rise up and become a hit, most of the online game users are become addicted to it,which can
lead them t
o different unusual habit that may affect their physical and mental health..Addiction is
considered as one of the negative impacts ofin using computers. Addiction is a complex
disease, often chronic in nature, which affects the functioning of the brain and body. It also
The most common symptoms of addiction are severe loss of control, continued use despite
serious consequences, preoccupation with using something, failed attempts to quit, tolerance
and withdrawal. Addiction can be effectively prevented, treated and managed by healthcare
One of the most popular issues related to addiction is the extreme fondness of youth, among
This study gave awareness on gamers of LCC-N grade 11 male students to prevent the
possible effects of the addiction in them by gathering data from the respondents to gain
Problem related to online game addiction is needed to be solved due to the possible outcome
of addiction that can lead them to different unusual habit that may affect their physical and
mental health.
The importance of this research is to contribute solutions on the problem of online addiction
and its possible effects among LCC-N grade 11 male student gamers.
1.1 STATEMENT OF THE PROBLEM
An action research on the effects of online game addiction among LCC-N grade 11
male students:
Foreign Literature
Development in the technology has a great impact on the lives of people especially that it
entertains a various things and one of these things is online gaming that is provided by the
internet. Online games is one of the most exciting and rapidly evolving media of our time
(Carr, et al., 2006) and it can be seen from the Internet where online games are one of the
fastest growing areas it where allows people to play the same game in a session that makes so
appealing to the users. It is one of the widely used leisure activities by many people.
Teenagers play online games for fun without knowing that there are a lot of effects of playing
these games that are more than what they think. Online games become popular and the
reason that makes it popular among students especially to male is because these games are
sophisticatedly designed to amaze and evoke the player’s curiosity. Online game usually
presents attractive game plays, realistic images and sounds. Virtual worlds in video games
are created by inspiration of real life location. This is intended to provide sensation as if the
player is visiting a real site location so they are not easy to get bored. Also, their storyline are
based on actual events and for the company to hit the games. Creators make their players
enable to imagine becoming the main character or feel that they have a central role in an
1991). In the game, players become a new individual with new behavior. Stone and Turkle
call this phenomenon multiple selves (Turkle 2011; Stone 1991). A person’s identity in the
real world is formed by his or her interaction with other people and the identity is highly
fluid, allowing player to rewrite their identity beyond traditional boundaries in the virtual
world. Also, they used online games as a means for them to be accepted by their peers. Peer
Erikson point that in adolescence phase, person is required to seek self-identity and
independence (Erikson 1968). When they try to get free from all adult influence they become
closer and more dependent on peer acceptance. Peer acceptance brings out pressure that in
turn can make the adolescence vulnerable to youth behavioral problem (Allen et al. 2006;
Van Rooij et al. 2011; Porter et al. 2010). A new study by an international research team
including an Iowa State University psychologist found further evidence that video game
"addiction" exists globally and that greater amounts of gaming, lower social competence and
greater impulsivity were risk factors for becoming pathological gamers. Gaming addiction is
peculiarly modern phenomena and most of the gamers making them seriously ill and have
mental health issue problem like malnutrition or dehydration because of non-stop playing in
online games.
reward, motivation, memory, and related circuitry. Basically, any activity that starts to trigger
your brain’s reward centers then the bits that release hormones that make us feel good in a
way that makes you pathologically pursue relief is addicting. Online gaming addiction is not
that far from drug addiction. They both search for a way to make they feel better. The lure of
a fantasy world is especially pertinent to online role-playing games in which a player
assumes the role of a fictional character and interacts with other players in a virtual world.
The virtual life becomes more appealing than real life. Too much gaming may seem
relatively harmless compared with the dangers of a drug overdose but experts say video game
addiction can ruin lives. Children who play four to five hours per day have no time for
socializing, doing their homework or playing sports leaving little time for normal social
development. According to Lan Ying Huang (2003), by playing the online game features
online gamer participants may view the games as source of providing diversion and filling
time.
Lowa State University conducted a study where at the age of eight to eighteen show sign of
addiction in online games if gaming addiction is to be taken seriously then it needs to pay
attention. We don’t just need to focus on the problem, but we need to find ways on how to
prevent and treat it. Dr. Jerald Block outlined four symptoms of incorrigible addiction which
included forgetting to eat and sleep, craving more advanced technology, leaving a computer
results in genuine withdrawal and becoming argumentative, fatigued or isolated from society
this is just one of the symptoms of addiction made by Dr. Jerald Block.
The addict suffers from a psychological component to the addiction. Online gaming allows a
person to escape the real world and change the perception of self-worth (Rooij, Online video
Internet addiction gives the gamer to the unique psychological properties which is the users
increase their use of these internet services, the utility they gain from each usage does not
diminish, leading not only to self-destructive addiction but also to social ills. Playing video
games can interfere with real-life obligations such as work, and players can end up lying
about playing video games. The study found that “problematic” video game use can have
similar effects as other addictive activities (Inwon Kang, 2011).It shows the bad effect
Addiction to the internet shares some of negative aspects of substance addiction and has been
shown to lead to consequences such as failing school, family and relationship problem
Academic Performance”, individuals who spend two or more hours playing games got a
lower score in every subject. By spending high percentage of time on online games there is
In contrast, playing online games can give some positive benefits, such as improved hand-
eye coordination and the potential for improved academic skills (Charles, 2011) Keith
Bakker hypothesized gaming compulsion is not a psychological problem, but a social one
and he believe those who classify as addict to online games need the guide and give an
enough attention of their parents and school teachers. 80% of the patient have been bullied at
school and feel isolated or socially excluded that’s why they find online games as accompany
to feel their self-worth. Too much gaming can be a genuine and serious problem. Social
anxieties see gamers turning to games to escape the real world, placing the onus to individual
Local Literature
published under Philippine Star on January 07, 2018, “Gaming disorder” will be recognized
as a disease later this year following expert consensus over the addictive risks associated with
The disorder will be listed in the 11th edition of the International Classification of Diseases
Anecdotal evidence suggests that the condition disproportionately affects younger people
more connected to the ever-expanding online gaming world. World Health Organization give
mental health disorder” published under Inquirer last January 04 2018, (WHO) will already
WHO Department of Mental Health and Substance Abuse Member Vladimir Ponzyak said
that most people who play games do not have a disorder, but in certain circumstances
overuse can lead to adverse effects. Mental health disorder may trigger after being addicted
to online games.
According to the study on the effects of playing online video games to the academic
performance of the first year college students conducted in Manila Tytana College last
academic year 2013-2014, academic performance of freshman students are affected when
among students. This means that excessive use of online games may have a negative
The scope of this research will include the effects of online game addiction. The study will
be conducted on a particular time of January 2019 - February 2019. The target respondents of
this research are students from La Consolacion College of Novaliches grade 11 male
students.
The respondents of this research are specifically students who play online games, are the
subject in this investigation. This action research focused mainly on the effects of online
games on students. These online games can be a serious impediment to the students which
Games - a form of play or sport, especially a competitive one played according to rules and
Sophisticated - having, revealing, or proceeding from a great deal of worldly experience and
Virtual - almost or nearly as described, but not completely or according to strict definition.
Phenomenon - a fact or situation that is observed to exist or happen, especially one whose
Malnutrition - lack of proper nutrition, caused by not having enough to eat, not eating enough
of the right things, or being unable to use the food that one does eat.
and physical problem mostly to youth students. This action research will help LCC-N grade
11 male student to have a proper knowledge to the various health issue regarding on
To determine whether LCC-N grade 11 male students is addicted to online games and
2. To identify the factors that caused LCC-N grade 11 male students to become addict to
online games;
3. To assess the symptoms that relate to online games addiction among LCC-N grade 11
4. To recommend solutions on the problem of online game addiction among LCC-N grade 11
2Methodology
As this research purpose is to understand the attitude of LCC-N grade11 male student, the
researchers have decided to use qualitative research method to gather and analyze the data
qualitative research is designed to reveal the respondent's range of behavior and the
perceptions that drive it with reference to specific topics or issues. Thus by using qualitative
research method, the researchers wanted to perceive the behavior of the students who are
addicted to online games. The researchers did not use a quantitative research method because
this action research is not to find out how many but focus on what, why, and how the
phenomena occur.
2.1Methodology
As this research purpose is to understand the attitude of LCCN grade11 male student, the
researchers have decided to use qualitative research method to gather and analyze the data
qualitative research is designed to reveal the respondent's range of behavior and the
perceptions that drive it with reference to specific topics or issues.Thus by using qualitative
research method, the researchers wanted to perceive the behavior of the students who are
addicted to online game. The researcher did not use a quantitative research method because
this action research is not to find out how many but focus on what, why, and how the
phenomena occur.
2.1 Participants
The respondents of this action research are the grade 11 male students of La Consolacion
playing online games and several other features are being asked in order to achieve the goals
ofthis research. The data gathered will be primarily for those LCC-N grade 11 male students
who are playing online games only as this research is to find out the effect of online games in
The instrument that will be used by the researchers is surveypaper or questionnaire and also
observation. Due to the fact that students may be more likely to fill in paper surveys
2.3Procedures
questionnaire to get the needed data information for this study. The researchers arbitrarily
decided that the scopes of participants are only LCC-N grade 11 male students who play
online games. Due to the reason that male students have a higher possibility to become
addicted in playing online games, it considered that some of them can be representative on
the research and observed to be addicted in playing online games. They will answer the
questions that the researchers provided for them to determine the respondents who are
addicted to online games and the effects of this to them. The questionnaire was constructed
based on the interview to student players own perspective regarding on the effects of online
games.
After gathering the data, the researchers will assess the factors, symptoms, and effect of
online game addiction among LCC-N grade 11 male students. As a result, solutions and
recommendations together with the action plan will be form to address this growing problem
to students, especially to men to demote their addiction to online games and to at least help
2.4 Analysis
Given the fact that the researcher's endeavor is to seek information from the respondents,
qualitative evaluation and research methods were selected. Instead of utilize "logical
inductively and holistically understand human experience in context specific settings" Patton
The researchers will conduct a survey which can give them information on the possible
effects of online game addiction among LCC-N grade 11 male students. The researchers will
observe, analyze and interpret or evaluate the information from the result of the survey. The
data that is been observed, analyzed, and interpreted, will lead the researchers to the different
The possible that researchers found are either negative or positive. The possible effects of
online game addiction are physical and psychological illness which can be a huge problem on
every student.