Eurika Orolfo Angelica Salcedo Louise San Vicente Edrian Dacian Maria Theresa Zantua
Eurika Orolfo Angelica Salcedo Louise San Vicente Edrian Dacian Maria Theresa Zantua
Eurika Orolfo Angelica Salcedo Louise San Vicente Edrian Dacian Maria Theresa Zantua
Naga City
_______________________________________________
City of Naga
__________________________________________
In Partial
_____________________________________
Eurika Orolfo
Angelica Salcedo
Edrian Dacian
12GA-3
Group 11
April, 2019
i
CHAPTER I
THE PROBLEM
Introduction
one’s mind and life experiences by creating productive works in schools, offices,
and even at home. Nowadays this can be a person’s most efficient strategies tool
for enabling himself to take charge and cope with the fast growing technology.
The fact that people live on informative lifestyle where everything is updated,
internet became one of the necessities of human beings regardless of age or sex
are very good at distracting people". In line with this development, online gaming
For most people, on-line gaming is one of the best past time that they
acquire specially for teenagers, youngsters and students. According to Kuss and
Griffiths (2012), teens that play online games are just having fun. They do not
just actually play because they just want to feel relief. During school hours,
students tend to feel stressed due to loads of school works through playing it will
situations, especially those adventure games that keep the players to be alert,
playing online games also leads in some problems such as being distracted in
school further, it is where the attention of the child were divided that even their
Several studies in psychology have found out that increased time spent on
parent.
Developments of electronic and online games are a great threat for youth and
groups. In previous time, kids were involved playing with other children, but
children of today spends most of their time on online games as soon as they
understand and acquainted with them, while these games cannot create any
Studies revealed that the human brain is easy to be distracted and one of
the reasons is using technology. The education system tends to go with the flow
with this constant change in the society in order to get things relevant with the
generations today.
3
The researchers felt that there is a need to determine the impact of online
gaming to the behavior of senior high school students. The purpose of this study
is to find out the implications of online gaming to the social behavior of the
students.
This study aimed to describe the Extent of Behavioral Influence and Coping
1.1 Age
1.2 Gender
a. Minimum (1-2)
b. Average (3-4)
c. Maximum (5-6)
study?
a. Emotional
4
b. Social
c. Financial
d. Physical
5. What are the developmental actions that can be formulated base from the
generation, there are many students that are playing online games which will
affect their behavior. This study limits its coverage on the Camarines Sur
National High School Students from Junior to Senior High School Students who
are under 12-25 years of age only. Its main purpose is to know the extent of
behavioral influence and coping strategies used towards online gaming. The
5
Significance of the Study
CSNHS Students Parents. They can help their children on how to deal with
Teachers. They will understand how online games affect the behavior of their
students at school.
Guidance. They will be more aware about the behavioral influence and
coping strategies used towards online gaming of their students, so that they can
games to the students behaviour, they can create a programs on how to prevent
Future Researcher. They can benefit from this study, because they can use
this research and might serve as a basis to support and help them build their
6
CHAPTER II
This chapter presents a review of the related literature and studies that
provides support to the present study. The information includes here were taken
from journals, articles, books, and published studies help to cultivate the study
and tackle the different concept understanding and ideas which serves as a
Related Literature
throughout the online game. This method of repetition has long been considered
found that, controlling for prior aggression children who played more violent video
games during the beginning of the school year showed more aggression than
a higher violence and aggression rate than those who does not play computer
games and social skills of 258 male students of first grade of high school. The
results showed a significant relationship between the game-type and presence of
others in the game location. In addition, Payne et al (2011) studied the role of
computer games on social isolation, low self-esteem and violence. The results
girls, but there was a negative relationship between the two in boy.
considerable time devoted to playing the game , sleep deprivation, and social
fulfils needs that are not met in their real lives and has become the focus of their
reasons for being attracted to the games. Some researchers have made a
(2012), whereas other researchers have viewed the motivations individuals have
8
for playing certain games and the reasons individuals are attracted to certain
based on their motivations for playing and identified four different categories of
items and rising in character level over all other aspects of the game. Killers are
motivated by the chance to explore the virtual world of the game and prioritize
discovering the external and internal characteristics of the game. Socializing with
other players during the game motivates socializers. They prioritize interaction
with other players and view providing sympathy or empathy and entertaining or
Based on the study done by Wan & Chiou (2011), majority of their
online game, in which they often do thing that they dare not to do in real life. This
players tend to use their nickname rather than their real. In their paper, they also
include that those who are addicted to the internet might attempt to escape from
9
the limitations brought by real life in order to obtain the space for survival and
security.
In addition to that , their research also indicates that online gaming brings
overly- worried about what other people would judge the way they act in front of
others. At the conscious level addicted players might seek self- presentation in
actually have an unsatisfied need for self-presentation due to their poor self-
Fox (2011), they explained that generation Y is a young adult generally 18-22
years old who grew up in the Information Age and they also be dubbed as the
‘Net Generation’. But, while these “digital” natives may be savvier with their
gadgets and more keen on new uses of technology, their elders in Generation X,
the Baby Boomers and older generations tend to dominate internet use in other
areas.
In their research they claimed that the most groups of age to use the internet
for entertainment and for communicating with friends and family is the teens and
generation Y. They are more likely to seek entertainment through online videos,
online games and many more. These groups of age are also more likely than the
older users to read other people’s blogs and to write their own, as they like to use
10
social networking sites and to create profiles on those sites. Younger internet
users are often to use personal blogs to update friends on their lives, and they
use social networking sites to keep track of and communicate with friends.
From the survey they make, they conclude that teen internet users’ favourite
online activity is game playing which is 78% of 12-17 year old internet users play
games online , compared with 73% of online teens who email, the second most
popular activity for this age group. Online teens are also significantly more likely
to play games than any other generation, including Generation Y, only half (50%)
of whom play online games. This research shows that most of the internet user
nowadays spends their time online with playing online video game.
In other study done by Kim & Namkoong & Kim (2011), they want to
addiction. They find out that aggression and narcissistic personality traits are
regression analysis revealed that the extent of online game addiction could be
explained with the model. Based on their study, they suggest that certain
11
psychological characteristics such as aggression, self-control, and narcissistic
games. This result will deepen our understanding of the “at-risk” population for
online game addiction and provide basic information that can contribute to
developing a prevention program for people who are addicted to online games.
Choi & Kim in 2011 propose that theoretical model using the concepts of
customer loyalty, flow, personal interaction with the system or pleasant social
interactions with other people connected to the internet. Personal interaction can
tools. This paper ends with the implications of applying the study results to other
method to cope with daily problem and stress. Online gaming can also become a
Thalemann & Grusser (2011). For example, problematic gamers will indeed
show off emotions like anger, depression and frustration. But it’s not all bad,
the game. This seems particularly problematic because those teenagers who
play online games excessively are likely to develop a healthy lifestyle because
they are constantly playing online games instead of occupying themselves with
12
Therefore, their psychosocial development may be significantly impaired.
The consistent blocking out of and passive coping with stressful experiences is a
strategy that may be successful in the short term. However, from a long term
perspective, it may not work quite as well and could have deadly consequences.
In this case, it appears more likely that once new stressors appear, teenager,
In United Kingdom, the research done by Rudd (2011) stated that the
to believe that their child is in a position where their health and future is a worry.
While the health could be an issue due to lack of exercise but failing to adhere to
education and lack of future job prospects has no strong solid evidence to
Other than that, social networking sites like facebook have a good history of
idea’s and games that have some underlying educational traits that may or may
not be meant to be viewed like that but me personally to use a game like
Farmville to give any sort of educational foothold for a young person would not
be of importance as could we honestly say that what you could give to a young
person in that time would not be better spent giving them a proper foundation for
understanding.
13
Based on the literature review that has been done, this paper will find out
what is the behavior of General Academic Students had towards online games
and to investigate the reason why they play online game. It is hypothesized that
those who are spend more time playing online game will be addicted and affect
their lifestyle.
In all the provided and stated review of literature the researcher find out
that playing online game may increase aggressive behaviors because violent
acts are continually repeated throughout the online game. Students who are
fulfils needs that are not met in their real lives and has become the focus of their
behavioral influence and coping strategies used towards online gaming by the
selected students. From the related materials found out that some of the study
has the same topics but different experiences and explanation. Many have
14
studied and more focus on the impact of online gaming on the behavior of the
Theoretical Framework
Game Theory
Extent of Behavioral
Influence and Coping
Strategies used
towards Online Gaming
by the Selected
Students of Camarines
Sur National High
School
This study guided by three theories: (1) Neumann & Nash Game Theory
(1979), (2) Watsons Behavioral Change Theory (1913), and the last (3) Malone
15
According to Neumann & Nash Game Theory (1979), game theory is the
respects, game theory is the science of strategy, or at least the optimal decision-
their education level or other factor? This theory is also expected to explain the
effect of online games had towards the life of the General Academic students.
learning based upon the idea that all behaviors are acquired through
behaviors. The researcher can relate this phenomenon with the respondent
background such as from where they come from whether from rural area or
urban area. This is important in this research because the researcher want to find
out whether respondents environment will affect their behavioral toward online
game. The theory of intrinsic motivation is by far the dominant source of support
16
gaming has the intrinsic ability to develop the learners’ confidence in determining
their own destiny. This theory suggests that intrinsic motivation in an instructional
17
Conceptual Framework
and coping strategies used towards online gaming by the selected students of
Junior and Senior high school, data is gathered. The research is illustrated using
18
flowchart and explained using IPO method. The input is the first step to conduct
flow lines. It indicates the next step to be executed. The Process in the flowchart
information needed for the research. The Output is the last step in the research.
behavioural influence and coping strategies used towards online gaming by the
selected students.
Naga City.
Definition of Terms
operationally:
stressful event.
19
Online Games – A video games thst id partially or primarily played
NOTES
Wan & Chiou (2012). Why Are Adolescents Addicted to Online Gaming?
Sydney & Susanah (2011) Generations Online in Pew Internet & American
Life Project.
Choi & Kim (2004). Why People Continue To Play Online Games: In
Contents. Cyber Psychology & Behavior. Volume 7. Mary Ann Liebert, Inc.
20
CHAPTER III
RESEARCH METHODOLOGY
This chapter consists of the outline of the methods used in conducting this
study. It gives information about who are the participants and their description. It
also contains how the participants are sampled. The researcher included the
research design of the study and the instruments used in conducting the study.
Research Design
study.
of the two variables involved in the study an in this study, the chosen strand
research through the process of two phenomena or events that vary together.
The respondents of this study were the Junior and Senior high School
students in CSNHS, A/Y 2019-2020. There will be one hundred (110) Junior and
Senior high school student dividing it equally that will result to 55 junior high
school and 55 Senior high school respondents sample that the researchers will
focus on. The researchers will use the non-probability purposive sampling
used Towards Online Gaming, this study used survey questionnaire that serves
22
to answer the statement of the problem. Survey questionnaire is a research
instrument consisting of series of questions and other prompts for the purpose of
gathering data or information from the respondents. The first part of the survey
age, gender, year level, number of online game hours and type of online game
played. The second part of the survey questionnaire include the behavioral
financial and physical. This is measured using a 5-point Likert Scale with 5
the research, can invalidate the findings”. The validity is affected by weakness in
the study itself as not control some key variables (design problems) or a problem
with the instrument (the problem of data collection). This instrument has been
chosen because accurate answers can be received from the participants through
opinion, they can be asked to clarify their answers again. This will ensure that the
data collected is not being misinterpreted. The reason why the questionnaire is
chosen is because “it can be custom design to meet the objectives of almost any
23
Statistical Treatment
into analyses, frequency and weighted mean has been employed. Weighted
mean is being used to identify the indicator with the highest numerical value thus
enabling the researchers to answer the statement of the problem requiring the
influence and the coping strategies of the results from the respondents, the
a linear relationship between paired data. The PPMC states that positive values
correlation, a value of zero denotes no linear correlation, and the closer the value
r =n ¿ ¿
Ethical Considerations
researchers the main purpose of the study. The motives are explained clearly.
The participants were told that they can back out or withdraw during the survey
and was further justified that their personal information will remain confidential.
24
Each one of the content would only be discussed with the researchers and the
research teacher. The research teacher will not know the participants and vice
versa. The individuals will remain anonymous. As a result of the personal data,
and to build trust with the participants by the beginning of the survey. After the
data gathering in the survey questionnaires, the researchers will investigate the
output of the participants and its effect on them. The aim of asking was to ensure
that the participants were not left emotionally harmed or traumatized from the
survey questionnaires.
25
CHAPTER IV
Gaming by the Selected Students of Camarines Sur National High School, Naga
City it answer to the following questions: [1] What is the demographic profile of
the respondents in terms of (a) age, (b) gender, (c) year level (d) number of
online game hours and (e) type of online game played? [2] What is the
(a) emotional, (b) social, (c) financial and (d) physical? [3] What are the coping
association between the behavioral influence and the coping strategies of the
respondents in online gaming? [5] What are the developmental actions that can
respondents in terms of (a) age, (b) gender, (c) year level (d) number of online
12 -14 35 31.8%
15-17 51 46.4%
18-19 24 21.8%
TOTAL: 110 100%
The table shows that there are 35 respondents who are at the age of 12-14
years old while there are 51 respondents who are at the age of 15-17 years old.
Moreover there are also 24 respondents who are at the age of 18-19 years old.
The table shows that all of our respondents are still in their adolescent stage.
In research done by Jones & Fox (2011), they conclude that teen internet
users’ favourite online activity is game playing which is 78% of 12-17 year old
internet users play games online. Online teens are also significantly more likely
to play games than any other generation. This research shows that most of the
internet user nowadays spends their time online with playing online video game.
sample size and 84 males, equivalent to 76.4% from the sample size out of the
110 respondents. This means that the majority of the respondents are male,
equivalent to 76.4% from the sample size. According to Payne et al (2011) that
Year Level
27
Grade 9 14 12.7%
Grade 10 14 12.7%
Grade 11 27 24.5
Grade 12 28 25.6
TOTAL: 110 100%
Based from the table above it shows that the researcher purposely choose
110 sample sizes from the population. There are 13 Grade 7 students, 14 Grade
equivalent to 110 students over all. There are majority of senior high school
students as the researchers sample size because the researcher found out that
the majority of the online gamer students are from the senior high school
respondent spent their time on online game and the highest answer are 3-4
35% of respondents that are playing online game for 1-2 hours per day followed
by 20 or 19% playing within 5-6 hours per day while the other 12 or 10% of
28
Online Game Played FREQUENCY PERCENTAGE
Dota 14 13%
Lol 33 30%
PointBlank 12 11%
Mobile Legends 47 43%
CrossFire 4 3%
TOTAL: 110 100%
The other question asked by the researcher is what type of online game that
the respondents played and the highest answer is Mobile Legend which is 47 of
the respondents that equal to 43%. Second highest is LOL which is 33 of the
equivalent to 3% is CrossFire.
game of the respondents of the study in terms of (a) emotional, (b) social, (c)
1-Disagree (1.55 - 1)
Emotional Aspect
29
PARAMETERS Mean Rank Interpretation
I feel restless and/or irritable when I 4.8 1 Strongly agree
am unable to play.
I lie to my friends or family members 2.62 2 Neutral
playing.
I isolate myself from others in order 2.44 3 Strongly disagree
aspect of the respondents of the study. The researchers computed the mean of
the answers from the respondents, rank it and interpret the data’s and
information gathered as researchers based from the given legend and computed
value. It is revealed that the statement 1 has the highest average mean with the
score of 4.8 which ranked as the first while the statement 3 has the lowest
Aspect
instead.
I find myself having meaningful 2.70 1 Neutral
30
games chat.
aspect of the respondents of the study. The researchers computed the mean of
the answers from the respondents, rank it and interpret the data’s and
information gathered as researchers based from the given legend and computed
value. It is revealed that the statement 2 has the highest average mean with the
score of 2.70 which ranked as the first while the statement 3 has the lowest
Financial Aspect
aspect of the respondents of the study. The researchers computed the mean of
the answers from the respondents, rank it and interpret the data’s and
information gathered as researchers based from the given legend and computed
value. It is revealed that the statement 2 has the highest average mean with the
31
score of 2.74 which ranked as the first while the statement 1 has the lowest
Physical Aspect
aspect of the respondents of the study. The researchers computed the mean of
the answers from the respondents, rank it and interpret the data’s and
information gathered as researchers based from the given legend and computed
value. It is revealed that the statement 2 has the highest average mean with the
score of 2.55 which ranked as the first while the statement 3 has the lowest
32
Statement of the problem number 3: What are the coping strategies used
INFLUENCE
games.
I spend more time to socialize 3.36 2 Agree
online.
the respondents. The researchers computed the mean of the answers from the
researchers based from the given legend and computed value. It is revealed that
the statement 1 has the highest average mean with the score of 3.51 which
ranked as the first while the statement 2 has the lowest average mean with the
score of 3.27.
between the behavioral influence and the coping strategies of the respondents in
online gaming?
33
Table 12. Significant association between the Behavioral Influence and the
very weak
emotional aspects
There is a positive
relationship between
coping strategies
There is a positive
very weak
coping strategies
There is a negative
very weak
34
social aspect and
coping strategies
0.0951 and Financial Aspect is 0.0404 which is more than 0.500, therefore there
Influence and Coping Strategies used towards Online Gaming. And there is a
significant Negative very weak relationship between Social Aspects and Coping
Strategies. Therefore we conclude that Online gaming have impact to the student
of Camarines Sur National High School. Students spend their whole allowance
just to play online games. The students must limit their playing hours for them to
Statement of the problem number 5: What are the developmental actions that
Based on the results of the study, the researcher will formulate a program
that would help the student divert their attention from playing online games. This
35
program will be called Convergent program, it could be in the form of a
workshops, seminars, or any other activities that would help players (students
who play online games) divert their attention from playing online games to those
The researcher saw that a high percentage of the sample size agreed
that they tend to cope up with their issue by giving their attention to other things
instead of playing online games and also by limiting their playing hours. That is
why the researcher formulated the convergent program, this program would help
the players converge themselves into other activities or people and make them
realize that there are other things more worthwhile of their time rather than
another survey in order to determine what other interest’ players might have, so
that the researcher will be able to plan ahead of time about the events or
activities that will be included in the program. After conducting the said survey
and the program itself, the researcher will then conduct another survey to
36
37
CHAPTER V
the study.
Problem No. 1
Gender, Year level, Number of online game hours and type of online game
played?
Findings
The demographic profile of the respondents includes their age, gender, year
level, number of online game hours and type of online game played. For the age
of the respondents, out of 110, among 12 to 19 years old, 15 to 17 years old has
the highest number which is the senior high school student 18 to 19 have the
lowest number of respondents among the students. For the gender of the
respondents, out of 110, the male respondent has the high number who often
play online games than the number of female respondents. For the year level of
the respondents, the junior high school and the senior high school students are
equally divided into 50%. For the number of online game hours the highest
answer is 3-4 hours per day which is 40 respondents equal to 36% while the
lowest which is 20 or 19% playing within 5-6 hours per day. And for the type of
online game played, the highest answer is Mobile Legend which is 47 of the
respondents that equal to 43% while the lowest answer is Crossfire which is 4 of
Conclusion
The data a fore mentioned above therefore, for the age, researchers can
conclude that most of the senior high school students who are among 15 to 17
years of age and it also implies for the gender of respondents which means that
the most of the respondents are male. For the year level, the junior and senior
high school is equally divided into 50%. The majority of the respondent number
of online game hours is 3-4 hours, while the majority of the respondent type of
Problem No. 2
Physical?
Findings
Based from the data that was gathered, the highest indicator for the
Emotional Aspect is, majority of the respondent felt restless and irritable when
they are unable to play online games, with a weighted mean of 4.6 while the
39
lowest indicator is, students isolates themselves from the others in order to
For the Financial Aspects the highest indicator is the respondents spent their
whole allowance just to play online games, with a weighted mean of 2.74. While
they prefer to use their money to play online games rather than buying their
foods and drinks is the lowest indicator with a weighted mean of 2.6.
In terms of Social Aspect the highest indicator was, students might found
highest indicator, with a weighted mean of 2.70, while the lowest indicator is,
students feel comfortable in engaging with the other players through online game
For the Physical Aspects the highest indicator was the students got pimples
and eyebags because of playing online games, with a weighted mean of 2.55,
while online games are the reason why the students have an improper sleeping
Conclusion
Therefore, the researchers can conclude that the most of the students feel
restless and irritable when they are unable to play Online Games in terms of
Emotional Aspects. It implies that it is the reason why most of the students easily
40
For the Financial Aspects the researchers can conclude that the majority of
the students spend their whole allowance just to play online games. That is why
some student gamers do not have money to buy their foods, and pay for the
classroom fees.
In terms on Social Aspects, it can conclude that the most of the students feel
comfortable in engaging with other players through online chat. It also implies
that they can have a good communication and social response in each other.
students might get pimples and eyebags in playing online games. And it also
implies that they get things because of too much exposure into radiation and lack
of sleep.
Recommendation
The researchers recommend the students that even though they are not
unable to play online games; still they should control their emotion to others in
For Financial Aspects, the researchers recommend students that even though
they spent their allowance just to play online games; they should never forget to
For Social Aspects, the researchers recommend the students that even
though they found themselves having a meaningful conversation with the other
player, still they should not forget to limit themselves on playing online games.
41
Lastly for the Physical Aspects the researchers recommend students that they
should limit themselves on playing online games to avoid getting pimples and
eyebags.
Problem No. 3
Findings
In the data that was gathered, the highest indicator was the limitation of
playing hours which was the most frequently used as coping strategy by the
respondents while the lowest rank is trying to give the attention to other things
Conclusion
Problem No. 4
Findings
Emotional Aspect which is 0.445, Social Aspect is 0.0951 and Financial Aspect is
42
0.0404 which is more than 0.500, therefore there is a Positive Very Weak
used towards Online Gaming. And there is a significant Negative very weak
Conclusion
Therefore, the researchers conclude that Online gaming have impact to the
Problem No. 5
What are the developmental actions that can be formulated base from the
Findings
The researchers found out that using playing Online Games have advantage
Conclusion
The results from the data had gathered, had come up to propose a
workshops, seminars or any other activities that would help the students who
43
play games divert their attention from playing online games to those activities
Recommendation
44