Eurika Orolfo Angelica Salcedo Louise San Vicente Edrian Dacian Maria Theresa Zantua

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Extent of Behavioral Influence and Coping Strategies used Towards Online

Gaming by the Selected Students of Camarines Sur National High School in

Naga City

_______________________________________________

A Baby Thesis Presented to the Faculty

Of General Academic Strand

Camarines Sur National High School

City of Naga

__________________________________________

In Partial

Fulfilment of the Requirements

For Inquiries, Investigations, and Immersion

_____________________________________

Eurika Orolfo

Angelica Salcedo

Louise San Vicente

Edrian Dacian

Maria Theresa Zantua

12GA-3

Group 11

April, 2019
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CHAPTER I

THE PROBLEM

Introduction

Internet as a source of information plays an important role in developing

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

today’s society. However, the influence of this useful machine on youth is

undeniably questionable. As to what Rock (2012) said, “all these technologies

are very good at distracting people". In line with this development, online gaming

was created to give entertainment to people.

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

relieve their stress.

It is undeniably questionable that playing online games provide them

something that no one can give. According to some researches it is beneficial. It


enables the mind of the players to be more active especially those puzzle-based

games. Furthermore, 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.

Student’s learning takes place unexpectedly, but the inappropriate usage of

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

health and social life is unknowingly affected.

Several studies in psychology have found out that increased time spent on

the internet can lead to negative impact on a person’s ability to communicate

appropriately face – to – face with friends, peers, family members including

parent.

Developments of electronic and online games are a great threat for youth and

adolescents and can lead to psychological disorders and depression in these

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

emotion and human relationship.

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.

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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.

Statement of the Problem

This study aimed to describe the Extent of Behavioral Influence and Coping

Strategies used Towards Online Gaming by the Selected Students of Camarines

Sur National High School in Naga City.

Specifically, this study sought, answer the following questions:

1. What is the demographic profile of the respondents in terms of :

1.1 Age

1.2 Gender

1.3 Year level

1.4 Number of online game hours

a. Minimum (1-2)

b. Average (3-4)

c. Maximum (5-6)

1.5 Type of online game played

2. What is the behavioral influence of online games of the respondents of the

study?

a. Emotional
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b. Social

c. Financial

d. Physical

3. What are the coping strategies used towards behavioral influences?

4. What is the significant association between the behavioral influence and

the coping strategies of the respondents in online gaming?

5. What are the developmental actions that can be formulated base from the

results of the study?

Scope and Delimitation

This study has the following scope and delimitation:

This research is all about the “Extent of Behavioral Influence and

Coping Strategies used Towards Online Gaming by the Selected Students

of Camarines Sur National High School in Naga City”. In the present

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

study is consists of at 110 participants in every sections in the present school

year 2019-2020 at Camarines Sur National High School.

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Significance of the Study

The result of the study will be of great benefit to the following:

CSNHS Students Parents. They can help their children on how to deal with

their behavior on playing online games.

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

provide some advice about it.

School Administration. For them to be aware on the impacts of online

games to the students behaviour, they can create a programs on how to prevent

the possible negative behavioral impacts of online games to the students.

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

proposed research paper.

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CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

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

guide in developing a study.

Related Literature

According to Gentile & Anderson (2013), playing online games may

increase aggressive behaviors because violent acts are continually repeated

throughout the online game. This method of repetition has long been considered

an effective teaching method in reinforcing learning patterns. Research has also

found that, controlling for prior aggression children who played more violent video

games during the beginning of the school year showed more aggression than

other children later in the school year, according to Pediatrics, (Nov.2013).

According to Ahmadi (2015) an adolescent who plays computer games has

a higher violence and aggression rate than those who does not play computer

games. Fallah et al (2011) in their study investigated the relationship between

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

showed no relationship between playing computer games and self-esteem in

girls, but there was a negative relationship between the two in boy.

Negative Consequences of Online Gaming Addiction

As with any substance or behavioral addiction, excessive online gaming has

been found to be associated with several negative consequences including

considerable time devoted to playing the game , sleep deprivation, and social

and romantic impairment according to Allison et al.., (20016). Additionally,

online gaming addiction is characterized by loss of control over gameplay,

ceasing participation in other activities, and risking the loss of important

educational or career opportunities. Addicted individuals report that gameplay

fulfils needs that are not met in their real lives and has become the focus of their

existence according to Wan & Chiou (2016).

Motivations for Online Gaming

According to Bartle (2013), perhaps because online games offer a wide

variety of experiences, different players have different motivations for playing or

reasons for being attracted to the games. Some researchers have made a

distinction between reasons and motivations for playing according to Yee,

(2012), whereas other researchers have viewed the motivations individuals have

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for playing certain games and the reasons individuals are attracted to certain

games as equivalent constructs.

Bartle (2013) differentiated multiple types of online game players

based on their motivations for playing and identified four different categories of

players: achievers, killers, explores and socializers. Achievers are motivated to

play by acquiring achievements; they prioritize acquiring points, currency, or

items and rising in character level over all other aspects of the game. Killers are

motivated by the opportunity to kill in-game characters or other players; they

prioritize killing, taunting, or causing distress to other players. Explores 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

listening to theirs as more important than the game itself.

Review of Related Studies

Based on the study done by Wan & Chiou (2011), majority of their

respondent that is teenagers in Taiwan showed strong interests in role-playing of

online game, in which they often do thing that they dare not to do in real life. This

is believed due to the fact that in an anonymous environment, online game

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

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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

an anonymous environment with lower public self-awareness, and allows players

to stop concentrating on the self-consciousness in order to prevent becoming

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

an anonymous, relaxing, and secure space, but unconsciously, they might

actually have an unsatisfied need for self-presentation due to their poor self-

image in real life.

In research done to understand the Generations Online in 2009 by Jones &

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

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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

investigate the connection between online game addiction and self-control,

aggression and narcissistic personality traits, which are known as the

psychological characteristics linked to “at-risk” populations for online game

addiction. They find out that aggression and narcissistic personality traits are

positively correlated with online game addiction, whereas self-control is

negatively correlated with online game addiction. In addition, a multiple

regression analysis revealed that the extent of online game addiction could be

predicted based on the person’s narcissistic personality, traits, aggression, self-

control, interpersonal relationship and occupation.

However, only 20% of the variance in behavioral consequences was

explained with the model. Based on their study, they suggest that certain

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psychological characteristics such as aggression, self-control, and narcissistic

personality traits may predispose some individuals to become addicted to online

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

be facilitated through appropriate goals, operators and feedback; social

interaction can be facilitated through appropriate communication places and

tools. This paper ends with the implications of applying the study results to other

domains such as e-commerce and cyber communities.

Some researchers’ claims that teenagers choose online gaming as a way or

method to cope with daily problem and stress. Online gaming can also become a

dysfunctional media focused coping strategy it is reported that this is similar to

how teenagers react towards frustration and stresses according to Wofling,

Thalemann & Grusser (2011). For example, problematic gamers will indeed

show off emotions like anger, depression and frustration. But it’s not all bad,

problematic gamers can show positive emotions depending on the outcome of

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

school, friends and family.

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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,

continue to use escapist and media-focused coping mechanisms.

In United Kingdom, the research done by Rudd (2011) stated that the

addiction in playing online game is believed to drive someone to extreme

circumstances so much so that from some evidence demonstrated parents tend

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

indicate this is a true thus have no findings about the matter.

Other than that, social networking sites like facebook have a good history of

allowing young people to gain information and access to various educational

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.

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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.

Gap-Bridge of the Study

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

addicted to play online games is characterized by loss of control over gameplay,

ceasing participation in other activities, and risking the loss of important

educational or career opportunities. Addicted individuals report that gameplay

fulfils needs that are not met in their real lives and has become the focus of their

existence. The main question on us now is that would be there a coping

strategies used towards online gaming by the students? The research is

continuing looking for a gaps and bridges in different aspects.

Synthesis of the Statement-of-the-Art

Researchers on Related Studies and Literature presents on the extent of

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
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studied and more focus on the impact of online gaming on the behavior of the

students as well as their Academic Performance.

Theoretical Framework

Game Theory

Neuman & Nash


(1979)

Extent of Behavioral
Influence and Coping
Strategies used
towards Online Gaming
by the Selected
Students of Camarines
Sur National High
School

Motivation Theory Behavioral Change


Theory Watsons
Malone (1981) (1913)

Figure 1: Theoretical Framework of the Study

This study guided by three theories: (1) Neumann & Nash Game Theory

(1979), (2) Watsons Behavioral Change Theory (1913), and the last (3) Malone

Intrinsic Motivation Theory.

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According to Neumann & Nash Game Theory (1979), game theory is the

study of human conflict and cooperation within a competitive situation. In some

respects, game theory is the science of strategy, or at least the optimal decision-

making of independent and competing actors in a strategic setting. According to

Watsons Behavioral Change Theory (1913), claimed that personal, behavioral

characteristics and environmental as the main factors in behavioral

determination. The interest of these theories has been increased in the

application in daily life such as in the areas of health, education, criminology,

energy and international development. This theory is important in this research to

prove whether people change their behavior is because of their environment,

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.

Watson (1913) said that behaviors can be measured, trained and

changed. Behaviorism, also known as behavioral psychology, is a theory of

learning based upon the idea that all behaviors are acquired through

conditioning. Conditioning occurs through interaction with the environment.

Behaviorists believe that our responses to environmental stimuli shape our

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

for instructional gaming. Research has provided evidence that instructional

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gaming has the intrinsic ability to develop the learners’ confidence in determining

their own destiny. This theory suggests that intrinsic motivation in an instructional

gaming context is comprised of an optimal relationship between fantasy,

challenge, curiosity, and control according to Malone (1981).

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Conceptual Framework

Extent of Behavioral Influence and Coping Strategies


used towards Online Gaming by the Selected Students of
Camarines Sur National High School in Nga City

INPUT PROCESS OUTPUT

Indepent  Coping Themes


Variable Strategies generated from
the interview
by the
and
respondent
documentation
 Extent of of the
Behavioral study
Influence
of Online
Gaming

Figure 2: Conceptual Framework of the Study

This research’s framework covers about the extent of behavioral influence

and coping strategies used towards online gaming by the selected students of

Camarines Sur National High School in Naga City. By getting responses to

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

the research. It is enclosed in a rectangular box. The arrow next to it is called

flow lines. It indicates the next step to be executed. The Process in the flowchart

is enclosed in rectangular boxes. This is the step – by – step method to collect

information needed for the research. The Output is the last step in the research.

After collecting information from correspondents, data is gathered the extent of

behavioural influence and coping strategies used towards online gaming by the

selected students.

Hypothesis of the Study

Ha = There is a significant association between the behavioral influence and the

coping strategies of the selected at Camarines Sur National High School,

Naga City.

Definition of Terms

For a better understanding of this study, the following are defined

operationally:

 Coping Strategies – Refer to the specific efforts, both behavioral and

psychological that people employ to master, tolerate, reduce or minimize

stressful event.

 Extent of Behavioral Influence – An expansion of variety of factors that

can affect a child’s interactions in a group setting.

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 Online Games – A video games thst id partially or primarily played

through the internet or any other computer network available.

NOTES

 Wan & Chiou (2012). Why Are Adolescents Addicted to Online Gaming?

An interview Study in Taiwan.

 Sydney & Susanah (2011) Generations Online in Pew Internet & American

Life Project.

 Kim., (2011). The Relationship between Online Game Addiction and

Agression, Self-Control and Narcisstic Personality Traits. European

Psychiatry – 2008 (Vol. 23, Issue 3, Pp. 212 – 218)

 Choi & Kim (2004). Why People Continue To Play Online Games: In

Search of Critical Design Factors to Increase Customer Loyalty to Online

Contents. Cyber Psychology & Behavior. Volume 7. Mary Ann Liebert, Inc.

 Kuss & Griffiths, (2012). Online Gaming Addiction In Children And

Adolescents: A Review Of Empirical Research. Journal of Behavioral

Addictions, 1(1), 3-22

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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.

Lastly, it includes the ethical consideration that needs to be regarded.

Research Design

Quantitative, descriptive, correlational research design is used in this

study.

The descriptive research method is the most popular research method in

education. The direction and strength of relationship between variables was

revealed by a quantitative, correlational research design. The quantitative

descriptive research explores the possible relationship among two or more

phenomena. The process of correlational research helps in recognizing and

understanding the best predictors that influence an outcome.

Quantitative method includes use of standardized instruments and

deduction of the hypotheses being tested. Correlational research is an effective

technique that portrays a relationship between variables indicating the co-relation

of the two variables involved in the study an in this study, the chosen strand

satisfaction and the college course preference. Quantitative research is an


empirical process that statistically measures the association of variables. A

relationship between two variables may be indicated through correlational

research through the process of two phenomena or events that vary together.

Respondents of the Study

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

wherein the students will be identified as respondents by the researchers

according to the criteria or standard of the study.

Table 1. Respondents of the Study

Respondents Frequency Percentage


Grade 7 14 12.72%
Grade 8 14 12.72%
Grade 9 14 12.72%
Grade 10 13 11.81%
Grade 11 27 24.54%
Grade 12 28 25.45%
Total 110 100.00%

Instrument of the Study

To determine the Extent of Behavioral Influence and Coping Strategies

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

questionnaire will gather the demographic profile of the respondents in terms of

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

influence of online games of the respondents in terms of emotional, social,

financial and physical. This is measured using a 5-point Likert Scale with 5

interpreted as Strongly Agree and 1 as Strongly Disagree.

Validity and Reliability

Validity is one of the main concerns in research “Any research can be

affected by different kinds of factors which, while extraneous to the concerns of

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

interview. For example, if a participant provides some unclear thoughts or

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

type of research project” (McNabb, 2002). A questionnaire can be used to gather

information in a large number of respondents or from small groups of sample, so

this instrument is reliable for the research.

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Statistical Treatment

To process and convert the numerical values in the survey questionnaires

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

identification of the highest indicator in the result.

To determine if there is a significant association between the behavioral

influence and the coping strategies of the results from the respondents, the

Pearson’s Product Moment Correlation was used. The Pearson’s Product

Moment Correlation (PPMC) is being used to statistically measure the strength of

a linear relationship between paired data. The PPMC states that positive values

denote positive linear correlation, negative values denote negative linear

correlation, a value of zero denotes no linear correlation, and the closer the value

to 1 or 0 – 1, the stronger the linear correlation.

r =n ¿ ¿

where n = no. of data pairs

Ethical Considerations

Before conducting a survey, the participants have been told by the

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.

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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,

the researcher found it appropriate to highlight the anonymity of any information

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.

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CHAPTER IV

ANALYSIS AND INTERPRETATION OF DATA

This chapter pertains to the presentation, analysis and interpretation of the

Extent of Behavioral Influence and Coping Strategies used Towards Online

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

behavioral influence of online game of the respondents of the study in terms of

(a) emotional, (b) social, (c) financial and (d) physical? [3] What are the coping

strategies used towards behavioral influences? [4] What is the significant

association between the behavioral influence and the coping strategies of the

respondents in online gaming? [5] What are the developmental actions that can

be formulated base from the results of the study?

Statement of the Problem Number 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?

Table 2. Demographic Profile of the Respondents in Terms of Age

Age Frequency Percentage

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.

Table 3. Demographic Profile of the Respondents in Terms of Gender

Gender FREQUENCY PERCENTAGE


Female 26 23.6%
Male 84 76.4%
TOTAL: 110 100%
The table shows that there are 26 females, equivalent to 23.6% from the

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

there’s no relationship between playing computer games and self-esteem in girls,

but there was a negative relationship between the two in boy

Table 4: DEMOGRAPHIC PROFILE OF THE RESPONDENTS IN TERMS OF

Year Level

YEAR LEVEL FREQUENCY PERCENTAGE


Grade 7 13 11.8%
Grade 8 14 12.7%

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

8,9,10 students, 27 Grade 11 students, and 28 Grade 12 students that are

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

students, rather than junior high school students.

Table 5: DEMOGRAPHIC PROFILE OF THE RESPONDENTS IN TERMS OF

Number of online game hour

Online game hour FREQUENCY PERCENTAGE


1-2 38 35%
3-4 40 36%
5-6 20 19%
Others 12 10%
TOTAL: 110 100%
The other question asked by the researcher are how many hours the

respondent spent their time on online game and the highest answer are 3-4

hours per day which is 40 respondents equal to 36%. Second highest is 38 or

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

respondents played longer than 6hours.

Table 6: DEMOGRAPHIC PROFILE OF THE RESPONDENTS IN TERMS OF

Type of Online Game Played

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

respondents that is equal to 30%. The third is Dota which is 14 of the

respondents that is equal to 13% followed by pointblank which is 12 of the

respondents that is equal to 11%. While the 4 of the respondents that is

equivalent to 3% is CrossFire.

Statement of the Problem Number 2: What is the behavioral influence of online

game of the respondents of the study in terms of (a) emotional, (b) social, (c)

financial and (d) physical?

LEGEND: Computed R-value

5-Strongly agree (5- 4.55)

4-Agree (4.55 - 3.55)

3-neutral (3.55 - 2.55)

2 Strongly Disagree (2.55 - 1.55)

1-Disagree (1.55 - 1)

Table 7: BEHAVIORAL INFLUENCE OF ONLINE GAMES IN TERMS OF

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

regarding the amount of time spent

playing.
I isolate myself from others in order 2.44 3 Strongly disagree

to spend more time gaming.

Table 7 shows the behavioral influence of online game in terms of emotional

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

average mean with the score of 2.44.

Table 8: BEHAVIORAL INFLUENCE OF ONLINE GAMES IN TERMS OF Social

Aspect

PARAMETERS Mean Rank Interpretation


I play online games instead of 2.65 2 Neutral

other things I “should” be doing

instead.
I find myself having meaningful 2.70 1 Neutral

conversation with other players.


I feel comfortable in engaging with 2.62 3 Neutral

other players through online

30
games chat.

Table 8 shows the behavioral influence of online game in terms of social

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

average mean with the score of 2.62.

Table 9: BEHAVIORAL INFLUENCE OF ONLINE GAMES IN TERMS OF

Financial Aspect

PARAMETERS Mean Rank Interpretation


I prefer to use my money to play 2.6 3 Neutral

online games rather than buying

my food and drink.


I spend my whole allowance just to 2.74 1 Neutral

play online games.


I have my savings for my hobby of 2.69 2 Neutral

playing online games.


TOTAL:

Table 9 shows the behavioral influence of online game in terms of financial

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

average mean with the score of 2.6.

Table 10: BEHAVIORAL INFLUENCE OF ONLINE GAMES IN TERMS OF

Physical Aspect

PARAMETERS Mean Rank Interpretation


I may look pale and stress 2.51 2 Neutral

because of playing online games.


I get pimples and eye bags 2.55 1 Neutral

because of playing online games.


Online games are the reason why I 2.33 3 Neutral

have an improper sleeping routine.

Table 10 shows the behavioral influence of online game in terms of physical

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

average mean with the score of 2.33.

32
Statement of the problem number 3: What are the coping strategies used

towards behavioral influences?

Table 11: COPING STRATEGIES USED TOWARDS BEHAVIORAL

INFLUENCE

PARAMETERS Mean Rank Interpretation


I limit my playing hours. 3.51 1 Agree
I tried to give my attention to 3.27 3 Agree

other things rather to play online

games.
I spend more time to socialize 3.36 2 Agree

with my friends than to play

online.

Table 11 shows the coping strategies used towards behavioral influence of

the respondents. 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 3.51 which

ranked as the first while the statement 2 has the lowest average mean with the

score of 3.27.

Statement of the problem number 4: What is the significant association

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

Coping Strategies in terms of Emotional, Social, Financial and Physical Aspect.

Significant assumption between

the behavioural influence and Computed value Interpretation

the coping strategies used

towards Online Gaming


There is a positive

very weak

Emotional aspects 0.1445 relationship between

emotional aspects

and coping strategies

There is a positive

Social aspects 0.0951 very weak

relationship between

social aspect and

coping strategies
There is a positive

very weak

Financial aspects 0.0404 relationship between

financial aspect and

coping strategies
There is a negative

very weak

Social aspects 0.0439 relationship between

34
social aspect and

coping strategies

Legend: 0.00 – 0.20very weak association

0.21 – 0.40 weak association

0.41 – 0.60 moderate association

0.61 – 0.80 strong association

0.81 – 1.00 very strong association

Since the computed value of Emotional Aspect is 0.445, Social Aspect is

0.0951 and Financial Aspect is 0.0404 which is more than 0.500, therefore there

is a Positive Very Weak significant relationship between the Behavioural

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

save enough money.

Statement of the problem number 5: What are the developmental actions that

can be formulated base from the results of the study?

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

activities mentioned by converging themselves into other people or activities.

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

playing online games that sometimes negatively affect their behaviors.

Moreover, before implementing this program the researcher will conduct

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

determine the effectiveness of the formulated developmental action.

36
37
CHAPTER V

SUMMARY, CONCLUSION AND RECOMMENDATION

This chapter contain the findings, conclusions, and recommendations of

the study.

Problem No. 1

What is the demographic profile of the respondents in terms of Age,

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

the respondents that is equivalent to 3%.

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

online game played is Mobile Legend.

Problem No. 2

What are the behavioural influences of online games for the

respondents of the study in terms of Emotional, Social, Financial, and

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

spend more time in gaming, with a weighted mean of 2.33.

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

themselves having a meaningful conversation with the other players is the

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

chat, with a weighted mean of 2.62.

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

routine is the lowest indicator, with a weighted mean of 2.33.

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

get mad if someone disturbs them while playing.

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.

While in Physical Aspects, researchers can conclude that most of the

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

terms of being irritable.

For Financial Aspects, the researchers recommend students that even though

they spent their allowance just to play online games; they should never forget to

manage their money to buy their needs.

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

What are the coping strategies used towards behavioral influences?

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

rather to play online games.

Conclusion

Therefore, the students have difficulties in terms of limiting their playing

hours that can lead to online game addiction.

Problem No. 4

What is the significant assumption between the behavioural influence and

the coping strategies of the respondents in online gaming?

Findings

Based on the data gathered by the researchers, the computed value of

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

significant relationship between the Behavioural Influence and Coping Strategies

used towards Online Gaming. And there is a significant Negative very weak

relationship between Social Aspects and Coping Strategies

Conclusion

Therefore, the researchers conclude that Online gaming have impact to the

student of Camarines Sur National High School.

Problem No. 5

What are the developmental actions that can be formulated base from the

results of the study?

Findings

The researchers found out that using playing Online Games have advantage

and disadvantage to the students. Therefore, the researchers devised

developmental actions to guide the students.

Conclusion

The results from the data had gathered, had come up to propose a

program that will be called “Convergent program”, it could be in the form of

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

mentioned by converging themselves into other people or activities

Recommendation

The researcher will conduct a seminar that will recognize:

 Awareness to the students about the effects of Playing Online Games

 How students can be responsible for playing online games

 How students can limit their selves on playing online games

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