Effects of Online Games To The Academic Performances
Effects of Online Games To The Academic Performances
Effects of Online Games To The Academic Performances
CHAPTER I
This chapter presents the background of the study, the statement of the problem, the
delimitations of the study including the definition of terms regarding the “Effects of Online
Computer games have existed as a major recreational activity since the introduction of
Pong in the 1970’s. Since the introduction of the personal computer the availability of
electronic entertainment has increased drastically, becoming available in locations where it was
previously inaccessible. The sheer number of personal computers in the workplace and
presence of games on the World Wide Web have made computer games easily accessible to
employee's in the workplace. Like most entertainment, the use of computer games in the
workplace is frowned upon by many employers, although there is mounting evidence that
games can help stimulate thinking and foster social relationships. However, the effects of
computer games on productivity have not been as thoroughly explored. This IQP investigated
the effects of skill-based computer games, particularly casual online games, on productivity,
especially when the games are played during a short work breaks. With computer games on the
rise as a recreational activity, casual games can provide relaxation while keeping a person’s
mind engaged and focused. This could be especially critical in fields such as customer service
or technical support where workers must be ready to assist callers even while waiting long
periods for someone to call. This is also important for people working jobs that involve long
working efficiently. Learning how to best configure and adjust the work environment is
critical. The total work environment incorporates many diverse factors that range from the
ergonomics of an employee’s work space to the length of the lunch break. One factor that has
become increasingly relevant is monitoring and controlling Internet access from an employee’s
computers.
Internet access is critical to many jobs today, but it also presents potential risk to a
company. Employees can waste a large amount of time on the Internet if they are not
responsible. Each company must decide for itself how closely to regulate access to the Internet.
Some companies choose to allow unfettered access; some choose to deny access to certain Web
sites. Most often, Web sites with offensive content are filtered out, but other kinds of Web sites
are filtered out by some companies. Fearing that their workers will become less productive,
some companies have restricted access to web sites that host computer games.
Video game players and video game makers do not want to be cut off from one another
based on bad reputation alone. While there have been many publicized negative studies
regarding computer games, research increasingly shows that video game play actually fosters
cognitive health and improves problem solving skills. While it is not acceptable to play
computer games when one is supposed to be doing productive work, it may be acceptable for
an employee to be allowed to play games during breaks from work. Game companies have a
strong incentives to demonstrate tangible benefits, or at least lack of harm to productivity with
scientific data. The goal of this is to study what, if any, impact video game play during breaks
Much of the controversy about video games centre’s around their impact on academic
performance. Matched groups of community college students, differing in the amount of their
Frequent game‐players were not more likely to absent themselves from psychology classes than
infrequent players. There was no significant difference between frequent and infrequent players
significantly higher scores on psychology exams. The discrepancy between GPA results and
results on psychology exams was discussed and recommendations were made for future
research.
This research was made to know the effects of online games to the academic performances
of students. To know more about the research, the researcher conducted a survey where in the
a. Gender
b. Age
c. Section
d. General Average
6. Despite of your addiction to online games, do you still eat together with your family?
7. Can you balance your time with studies and games? If yes how? If no why?
10. Do you think online games are important? Why or Why not?
11. Do online games help you in your future? Why or why not?
Theoretical Frameworks
teaches the importance of matching time management with our other needs as human
As long as the efficient use of time helps us meet higher goals of fulfilment,
efficiency if we sacrifice bigger things like purpose, meaning and satisfaction with our lives,
setting time limits on getting each done so that you do not encroach on other essential areas
of your life.
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Conceptual Framework
This study explains on the succeeding topics. The concept of this study is concretized
in the INPUT-PROCESS- OUTPUT scheme. Based on Fig.1, the following blocks are:
Block 1 is the Input, which contains the variables to determine the respondent’s profile, the
effects of online games on academic performance of students in studying, and their attitude
Block 2 is the Process, which explains the researchers’ methods on answering and
understanding more about the topic through the help of some references such as articles,
books, and some online sources, and by conducting and analysing surveys in the form of
questionnaires.
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INPUT PROCESS
games
FIGURE 1
students in studying
OUTPUT
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2. The students will be able to study if they have reward if he get the average grade.
3. Reduce the playing hours and convert to study time or reading books.
Significance and benefits of the research this research study will have
The students would be the primary beneficiary of this research because they will
know the effects of online games to their academic performance.Also, it will help them
The parents might be able to be more aware of the effects of online to academic
The teachers would know that could be the strategies they will use in teaching
because this research will reveal the effects of online games to the academic
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performances of students.
The school administrator could use this research to know the plans they will
make for their teachers as effective as effective educators and their school as an
The future researchers could rely on this research to make their future
The main objective of this research is to distinguish the effects of Online Games to
Definition of Terms
To fully understand this research, the following terms are defined conceptually
outcome of education.
Online games •is a video game that is either partially or primarily played through the Internet or
GPA or grade point average •is a number representing the average value of the accumulated
World Wide Web •an information system on the Internet that allows documents to be connected
to other documents by hypertext links, enabling the user to search for information by moving from
Computer games can be beautiful, they can be entertaining, they can be social,
and they can be worrying. It is the latter aspect – the worry – that is the axis around
which this report moves. Games, after all, are regularly accused of being immature pop
cultural products that inspire sexism, aggression, and addiction. Such accusations are
often (or at least sometimes) based on research, but are also hotly contested. This leads
What, if anything, can we in fact say for certain about the effects of computer games?
That is the question which will be addressed in the following. The report is a revised
and updated version of a literature review commissioned by the Danish Media Council
for Children and Young People on behalf of The Danish Ministry of Culture. The
Smith, 2003) is available at www.medieraadet.dk. It is our hope that the report will
inspire more discussion – and communication of results – across research fields than
The volume of research into computer games has increased steadily in recent
years. Within a short period of time, there have emerged at least one academic journal
stylishly dub ‘mainstream game research’ deals with potential negative effects only to a
very limited extent. It concentrates instead on aesthetic questions, larger cultural issues,
analyses of games and studies of the special characteristics of the medium. The
question of negative effects is mainly dealt with by researchers who are not actually
part of the computer game research community, but who often have a background in
regular question posed about the effect of games has been that of whether violent
games lead to aggressive/violent behaviour. This question has been discussed since the
1976 game Death Race, in which the player knocks down human-like figures to win
points. Researchers have been trying to provide a scientific answer since the early
1980s. In the US, the discussion culminated around 1994, when a number of
particularly violent games (such as Mortal Kombat) led to a debate at the 2 There is
also a number of studies documenting positive effects (e.g., Bavelier & Green, 2003;
K. Durkin & B. Barber, 2002; S. Jones, 2003) 5 highest political levels and to the
passing of the so-called Video Game Rating Act. In response, American computer
Board). In Europe, a new labelling standard called PEGI was recently introduced,
administered by the European Interactive Games Industry (ISFE). Since the mid-1990s,
particular attention has been paid to so-called ‘3D-shooters’ (such as Quake and
Counter-Strike), which have been accused of glorifying violence. Most recently, this
accusation has been directed at the game Grand Theft Auto III (see Fig. 1). This has
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industry has singled out Grand Theft Auto III as visionary and well designed (see, for
example, Ó hAnluain, 2003). Fig. 1 – Grand Theft Auto III (Rockstar Games, 2001) A
number of people involved in the debate base their arguments on articles in popular
science publications, or publications that are part of public debate (rather than
scientific). This is not always apparent from the way theories are presented by the news
media, however. For example, in the spring of 2003, the Danish daily newspaper
shows that they adopt a far more strategic way of thinking.” (Carstensen & Vestergård,
2003; our translation) This is an example of those parts of the public debate about the
subject that are based on assertions and studies that it would take a large amount of
identified grounds for concern in specific contexts, but even using the same methods,
other researchers have not always been able to replicate their results. At the same time,
researchers of a more cultural bent, not least in Scandinavia and Great Britain, have
experimental methods can provide useful results. For 6 outsiders, the picture may
appear somewhat diffuse because, as mentioned above, the research traditions involved
differ considerably and pay little heed to each other’s results. In 2000, the Danish
Media Council for Children and Young People summarized the research, as part of an
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evaluation of the importance of interactivity to the appeal and potential adverse effects
of computer games (Sørensen & Jessen, 2000a). In brief, the study indicated that the
interactive element did not contribute significantly to any potential negative effects.
According to the study, contemporary computer games were in fact likely to be less
damaging than violent films and TV programmes. Negative effects of computer games
have become the centre of renewed attention, however, primarily because of tragic
Erfurt, Germany (2002), in which school pupils shot and killed a large number of their
fellow pupils. Violent computer games of the time were explicitly accused, both in the
media coverage and in subsequent legal proceedings. During the Littleton case, the
perpetrators’ fascination with the 3D shooting game Doom (see Fig. 2) was regularly
subsequent studies have cited the episode as motivation for studying the potential
negative effects of computer games (e.g., C. A. Anderson & Bushman, 2001). In one
Danish TV news broadcast (Søndagsmagasinet, DR, 5/5-2002), the Erfurt case was
linked to the perpetrator’s fascination with the game Counter-Strike and a theory was
advanced about the possible psychosis-inducing effect of computer games. Since this
case, computer games have been the subject of a certain amount of media debate in
Denmark (Borg & Krogh Jørgensen, 2002; Carstensen & Vestergård, 2003; Kentorp).
Swedish media recently picked up the discussion in the wake of the television
documentary Dödligt Spel (‘Lethal Play’) (aired on TV4 on March 3 2004). In addition
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to this, a series of meta-studies (studies that draw conclusions on the basis of previous
studies) has attracted the attention of news media and policy makers.
Call of Duty, Madden NFL, Battlefield, World of War Craft, what do all these titles
have in common? They are all video games that have a top selling product in the
consumer market. They are popular not only in the United States but throughout the
whole world, such as South Korea, Australia, China and even France. They consist of
a video game console or computer. You can play them at home; at a friend’s house or
even while you are walking down the street with a portable gaming device. Now, you
cannot find a house with children or teens living there without seeing some type of
video game hardware inside their home. With its high popularity and mass usage, what
happens when these video games become addictive? Do any negative or positive
First, in order to understand video game addiction, you have to know how it all
started. When video games first came out back in the 1970’s, not that many people
were into them because, they were expensive and there were not many things you
could play on them other than Ping-Pong and hockey. Then, in the 1990’s Nintendo
came out with a whole new console which delivered a game and storyline people
became instant fans of. The storyline of the game was about two Italian brothers, one
red and one green, who were trying to save the princess from the evil Koopa King.
This game of course was called Super Mario Bros. This was the turning point for the
From here on out, games started getting more specific, detailed and expanding with
levels. It used to take a few days to complete a game, but with more memory and
better consoles the levels are much deeper and longer to beat. Graphics have been
modified to look like real life events and people. Video game makers have established
a gaming experience where it feels as though the users are really inside the game.
Another gaming advancement has been online play. Online playing makes it possible
for a person from the United States to play with a person from China via Internet as
long as they have the same game. With headsets and texts, people can communicate
with the people they are playing with. The better the game the more a person will
play. All these developments made a few people become addicted to playing video
games, playing over 15 hours a day, losing sleep, missing school and work. There are
some people who believe playing video games can be a good thing and that it is just a
What do researchers say can cause a child, teen or adult to become addicted to video
games in the first place? According to my research, most kids ranging from 8 to 17
years old play video games for large amounts of time because, they do not have
anything to do when they get off of school. With online video games, teens can chat
with friends or meet new people. Some children and teens do not have friends at
school so they can use video games as a replacement to have fun and interact with
people. Another part of my research shows most adults who are addicted to playing
video games started when they were in their teens and they never let go of playing. In
some cases these people chose video games over their actual lives and either get a
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small job or do not even have a job and still live with their parents even after high
school. This gives the person more playing time without having to worry about paying
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
achieve in completing a certain level, getting a high score or beating the whole game in
There have been various amounts of effects for video addicts. According to this
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.
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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.
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
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
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 speed reactions to novel situations.” (Shu-Hsun 2011). This means that video
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games can contribute mental skills because some video games require critical thinking
and that can enhance people’s reaction. Also since most video games require a remote
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 person’s
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
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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/she’s been missing since
being focused on video games. Another example can be outdoor programs such as
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
In conclusion, video game addictiveness can have various effects. As studies show
video games usage increase during middle school age but slowly decrease throughout
high school. The effects though can be more severe to some people and can go on past
high school. There are helpful websites that can instruct parents on how to control
their child’s playing habits. Since this starts at an early age, the websites target
parents to be focused on what their children are playing and how long they are
playing it.
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Local Literature
Good news and bad news for video gamers: new research shows game play boosts
visual and cognitive skills, but that too much of the activity is linked to behavioral
problems.
In one of two studies published this week, Brown University researchers found
gaming not only improves visual skills but also may improve learning ability for those
skills.
"It may be possible that the vast amount of visual training frequent gamers receive
over the years could help contribute to honing consolidation mechanisms in the brain,
especially for visually developed skills," the researchers wrote in the study published
Tuesday in PLoS One, a scientific journal published by the Public Library of Science.
"A lot of people still view video games as a time-wasting activity even though research
is beginning to show their beneficial aspects," said Aaron Berard, a graduate student
"If we can demonstrate that video games may actually improve some cognitive
functioning, perhaps we, as a society, can embrace newer technology and media with
positive application."
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The researchers said the study doesn't necessarily prove whether playing video games
improves learning ability or whether people with an innate ability become gamers
The researchers concluded that children who play video games for more than three
hours a day are more likely to be hyperactive, get involved in fights and not be
interested in school.
But the Oxford team found that the problems were linked to the amount of time spent
gaming rather than the types of games played and found no link between playing
They also found playing games for less than one hour a day might be positive for
children's behavior.
"These results highlight that playing video games may just be another style of play
that children engage with in the digital age, with the benefits felt from the act of
playing rather than the medium itself being the significant factor," said researcher
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Allison Mishkin of the study published in the journal Psychology of Popular Media
While children who play violent computer games are more aggressive, there's
no evidence to support claims that the games themselves cause kids' aggressive
The findings come following a review of more than 100 articles about violent
computer games and aggression which have been published in international scientific
According to the Council's review, there is a clear, statistically significant link between
However, many of the studies use different methods to measure aggression, many of
In addition, a great deal of the research exploring causal links between violent
The few studies that have attempted to examine other causes of aggression found that
factors such as poor physical health or family problems can explain both violent
There is also too little research into the hypothesis that violent video games may cause
As a result, the Council concludes, “there is no evidence that violent computer games
“If research can't provide any simple answers about how games make children
aggressive, perhaps we adults should stop judging the games children play based on
whether they are violent or not,” Media Council researcher Ulf Dalquist said in a
statement.
Speaking with the Aftonbladet newspaper Dalquist said that a number of longitudinal
studies included in the review showed “beyond a reasonable doubt” that family
conflicts and poor health among children can make children more drawn to computer
And while the games themselves may not cause aggressive behaviour among children,
“As parents, we can stand and freeze on the sidelines of a football pitch or listen to out
of tune recorder concerts – but we can't engage in their computer gaming. It may not
be about how much violence a game contains, but rather what sort of values the game
Synthesis
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Recent literatures and studies have shown that videogames does not exactly give any
negativity at start but it actually has many benefits to the user such as increase in a
person’s cognitive thinking, reflexes and also relieves stress. Videogames only gets
unhealthy is when the user gets too serious on what they play as well as the time
themselves from reality. This leads gamers into having aggressions whenever they
have a hard time finishing a level but this doesn’t mean that videogames leads to
violence. In the end studies shown earlier says that videogames is only gets harmful
CHAPTER III
RESEARCH METHODOLOGY
This chapter presents the method and procedures of research applied to gather the
Instruments used with its Construction, Validation, Administration and Retrieval, and
Research Design
The study used the descriptive survey design in its attempt to determine, to describe
and to analyze the effects of heterogeneous sectioning on the learning process. It tries to find
out whether the independent variables strongly influence the dependent variable.
According to Good (3:1987), the Descriptive Method Survey may include present
facts or current condition concerning the nature of a group of persons, a number of objects, or
classes of events and may involve the procedure of induction, analysis, classification,
remuneration, or measurement.
Best (1:2000), for this part, referred this as concerned with the condition or relation
that exists, practices that prevail, beliefs, point of view, attitude that are held, processes that
are going on, effects that are felt or current trends that are developing.
This study used 25 high school students of Springfield School in Novaliches, Quezon
Sampling Techniques
The researchers used the random sampling technique, as applied by the principles in
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Instruments Used
complete the study. In gathering the data for this study, the researchers used the following
instruments:
1. Questionnaire. This was the primary source of the needed data. The researchers
used it because it is the most effective and widely accepted way of collecting information to
To formulate the concept and framework of the study, and to determine the variables
and indicators to be used, the researchers read literatures, thesis and studies related to the
The researcher prepared the initial draft of the questionnaire based on the readings
and they showed it to their adviser for their comment and suggestions.
The instruments were validated to 5 selected students, where the researchers serve as
student teachers, as trial respondents who are not part of the study. The purpose is to find out
The researchers were responsible for the administration and retrieval. After
considering the results of try-out, the researchers prepared the final draft of questionnaire for
the final retrieval. The researchers personally went to the respective area covered by the
study which is Springfield School in Novaliches, Quezon City the selected 25 respondents
were given a single copy of questionnaire. 100% of questionnaires were retrieved. The
group conducted interviews after the respondents answering the questionnaire. The purpose
of this is to gather some comments or any information just to support this study.
The researchers used the following statistics to find out the Effects of Heterogeneous
Formula:
P=F/N x 100
Where:
P= Percentage
F= Frequency
the bases of categories establish in the study base on the arithmetical percentage of the
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B. Ranking
This was used to determine the ranking position of scores to determine the specific
rank of the variables. Rank 1 as the highest and rank 4 as the lowest.
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CHAPTER IV
This chapter presents the analysis and interpretation of the gathered data.
The obtained data were statistically analyzed and the results were presented in tabular
Table 1
Male 28 93.3% 1
Female 2 6.7% 2
Total 30 100%
Table 1 shows the frequency and percentage distribution of the gender of the
respondents.
The data reveals that there are more male than female respondents. They constitute
93.3% as rank one while the female respondents are 6.7% as rank 2.
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female in number.
Table 2
17 13 40% 1
16 17 60% 2
Total 30 100%
Table 2 presents the frequency and percentage distribution of the age of the respondents.
The data portrays that 60% or 17 respondents of grade 10 students are mostly aged
16 which ranks first, then it is followed by students ages 17 with the percentage of 40% or
Table 3
12 7 23.3% 3
11 9 30% 2
10 14 46.7% 1
Total 30 100%
Illustrated in the table above is the number of student grade level. About 46.7% or 14
of the student are in grade 10. Follow by student are in grade 11 which has frequency of
9 or 30% and last one which has frequency of 7 or 23.3% of student are in grade 12.
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Table 3
79 16 53.3% 1
30 100%
This table shows that the gen ave of students who played video games are 80 and
above the frequency of students have gen ave of 80 and above is 14 equivalent of 46.7%
and follow by the students gave 79 gen ave which the frequency is 16 equivalent to
53.3%.
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Table 4
Entertainment 10 33.3% 2
Stress reliever 12 40 1
reality
30 100%
This table shows that the highest number frequencies are the people who plays video
games for stress relieves then follow by people who play the game for entertainment, and
third are the people who play video games for escaping the reality, and the last one are the
Table 5
Friends 15 50% 1
Classmate 10 33.3% 2
Family 5 16.7% 3
Other people 0 0% 4
The table illustrates that most video gamers influenced them to play by their friends which
33.3% that their classmates influence them to play video games, and the last one are the people
influence them to play video games is their family which has the frequency of 5 or 16.7%.
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Table 6
30 100%
This table shows that most of the students play for 1-2 hours which has frequency of
14 or percentage of 46.7%, follow by the people who play for 3-4 hours which has
frequency of 11 or percentage of 36.7%, follow by the people plays for 5-6 hours which
has frequency of 4 or percentage of 13.3%, and the last one is player who play about 7
Table 7
Yes 18 60% 1
No 12 40% 2
30 100%
The table illustrate that most of players eat in proper time which has frequency of 18
or percentage of 60%, and follow by the players who not eat in proper time because they
are distracted by playing video games which has frequency of 12 or percentage of 40%.
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5 Despite of your addiction to online games, do you still eat together with your
family? And if not , why?
Table 8
Yes 22 73.3% 1
No 8 26.7% 2
30 100%
The table shows most of the players they can eat together despite of their addiction
which has frequency of 22 or 73.3%, follow by players who not eat together with their
family because their mom or dad are at work, so they eat first than to play video games
6 Can you balance your time with your studies and games? If yes how? If no, why
not?
Table 9
Yes 28 93.3% 1
No 2 6.7% 2
30 100%
This table illustrates that most of the player can manage their time with their studies
and video games by alarming their phone or posting a note in their laptop which has
frequency of 28 or 93.3%, follow by players who cannot manage their time with studies
and games because they are too distracted to study which has frequency of 2 or 6.7%
SPRINGFIELD SCHOOL OF NOVALICHES
Table 10
Yes 28 93.3 1
No 2 6.7% 2
30 100%
This table shows that video games help the players in their studies because it
encourages them to finish their home works so that they can play games right after, which
has a frequency of 28 or 93.3%, follow by players who said that video games can’t help
them in their studies because of their addiction who has frequency of 2 or 6.7%.
SPRINGFIELD SCHOOL OF NOVALICHES
Table 11
Yes 18 60% 1
No 12 40% 2
30 100%
This table illustrate that video games change them positively by knowing team work,
self-discipline, patience, and overcome the pressure. This has frequency of 18 or 60%,
followed by players that says video games can’t change them positively because once they
play the game they can’t stop their selves which has frequency of 12 or 40%.
SPRINGFIELD SCHOOL OF NOVALICHES
Table 12
Yes 30 100% 1
No 0 0% 2
30 100%
This table shows that the video games are important because this is their stress
reliever or entertainment, which has frequency 30 or 100%, oddly no one said that isn’t
Table 13
Yes 25 83.3 1
No 5 16.7 2
30 100%
This table shows that online games help them in their future because they can sell
their account once if they would ever need the money. It has a frequency of 25 or 83.3%,
follow by players that says online games cannot help them in their future because once
they’re addicted to a game they have a hard to time stopping that highly affects their
CHAPTER V
the study, “The Effects of Video Games to the Academic Performance of Grade 9-10
Summary of Findings
From the data gathered, the researchers came up with the following summary of
findings.
a.) Almost 40% or 12 respondents reasoned that video games are their stress reliever.
a.) 15 or 50% said that their friends influenced them to play video games.
6. On the respondents despite of their addiction they can still eat together with their family
a.) 22 or 73.3% of the respondents says that they eat together with their family
a.) 28 or 93.3% can manage their time between studies and video games
a.) 28 or 93.3% of respondents saying that video games help them in their studies
a.) Most of the respondents says that video game help them change positively
a.) 25 or 83.3% of respondents says that video games help them in their future
Conclusion
3. Students can manage their time between playing video games and studies.
5. Despite of their addiction they still eat together with their family.
Recommended
3. Parents should support the program of school administrator for their child.
BIBLIOGRAPHY
Books
performance,
Newspaper
Electronic Services
1. www.google.com
2. www.wikipedia.org