CSS 12
CSS 12
CSS 12
Introduction
In this world, many matters evolve, such as this era where the use of
technology is prevailing. Technology made humans lives easier. One of the features
of technology is the use of social media and online games, where billions of people
communicate and interact across the planet. There are a lot of social media and
online game platforms that can affect the behavior of one of the users.
shown no signs of slowing down based on the Digital 2020 Global Overview Report
Hootsuite, a Canadian social media firm. In the latest report, the Philippines has kept
its title “Social Media Capital of the World” – for five years in a row now. On average,
Filipino internet users spend about four hours a day on social media sites,
particularly Facebook. That’s around two months in a year spent online socializing. It
may seem that Filipinos are too fond of endlessly chatting with friends and families or
aimlessly scrolling their feeds for memes, photos, videos, and links, but that’s not the
entire picture.
gaming is one of the widely used leisure activities by many people. For some people
it is said that playing video games has several reasons to be played, for it can be a
and even mentally escaping from the real world. According to some research it is
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beneficial. It enables the mind of the players to be more active, especially those
tight situations, especially those adventure games that keep the players to be alert,
This research will be conducted in the Nieves Villarica National High School
TVL Department. This study would allow them to be wary of what they use and what
they do in social media and online gaming as it affects your behavioral style. The
researchers believe that finding out the causes of change in behavioral style as they
use social media and online gaming will improve one’s performance and improves
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Statement of the Problem
This research aims to understand what the effects are and causes of
change in behavior using social media platforms and online gaming. This research
also aims to answer the questions as to how change of behavior and engaging in
social media platforms and online gaming affect one person. This research aims to
Research Questions:
behavior?
studies?
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Review of Related Literature
Social media are interactive technologies that facilitate the creation and
sharing of information, ideas, interests, and other forms of expression through virtual
communities and networks. Users usually access social media services through
functionality to their mobile devices (e.g., smartphones and tablets). Social media is
As users engage with these electronic services, they create highly interactive
online. Additionally, social media are used to document memories; learn about and
explore things; advertise oneself; and form friendships along with the growth of ideas
from the creation of blogs, podcasts, videos, and gaming sites. This changing
relationship between humans and technology is the focus of the emerging field of
technological self-studies.
previous research has suggested there are also drawbacks (e.g., stalking,
with our lives. Facebook users were neither more satisfied with their lives
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compared to non-Facebook users, nor were Facebook users with more online
friends more satisfied compared to those with fewer online friends. On the
satisfaction, even after controlling for age and sex differences. Although in
general positive effects would have been expected because Facebook should
also allows users to respond to other users' messages and interact with bots.
Voice and video calling are also supported by the service.Online gaming is
interacting with other people using games. A messenger app is any app that
enables a private messaging function between two or more people. With more
and more messenger apps popping up every day, this type of technology is
2021). Messenger allows you to communicate with the people that matter
most to you. It's your shared area to customize and express what's on your
mind, as well as share content and experiences with others in real time, on
videos simple. You can even make your own videos and post them to enjoy
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with others. YouTube is currently one of the most popular websites on the
Internet, with over 6 billion hours of video watched each month. YouTube is
100 hours of video per minute on average, so there's always something fresh
to view! YouTube also has a wide variety of videos, including gorgeous pets,
odd food demos, amusing science courses, quick fashion advice, and much
people and allow people to share their thoughts with a big audience. Twitter
allows users to discover stories regarding today's biggest news and events,
follow people or companies that post content they enjoy consuming, or simply
Gaming is a way to kill time, stress reliever, etc. but there are some problems,
children who play online games will have to play with anyone and these games may
have chat, they may encounter offensive languages and bullying. Some online
games encourage you to buy something to improve your gameplay and people may
be tempted and sometimes these may be fraud which leads to stealing information
about your credit card or etc. Online gaming can refer to any type of game that
someone can play through the Internet or over a computer network (K. Schurman,
2018).
Playing too much online games can get you addicted to it. Emotional
responses associated with in-game rewards and completion of the video game
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encourage players to then seek out and begin playing new games, thus initiating a
Depending on what you play, online gaming can either have a good effect to your or
bad, it sometimes improves your thinking speed, problem solving skills and your
observational skills and sometimes it will cause you anxiety, depression, and stress.
Playing online games can offer you a sense of escape from reality of the
world and make people feel they are a part in the community but without proper
guidance on what games to play and are they good for your mental health or not
unofficial status, there is little question that some individuals (whether they are kids,
teenagers, or adults) play video games excessively and that video game addiction
can create problems in other important areas of their lives (Dean, 2021).
Call of Duty is one of the popular online games and now it is in mobile
players battle against each other it can be in first person or third person. It
features characters, weapons, and maps from across the history of Call of
Duty. Multiplayer is at the core of COD Mobile, and you'll be able to join up
style Battle Royale mode, which can be unlocked after a small amount of play
(J. Law, 2020). Call of Duty Mobile is a violent game, it can affect people’s
mental thinking and mental health. If people play too much of the game,
people will get addicted and at some point, may do it in real life. This game
can encourage addictive behaviors because the more a player plays the
game, the more characters, weapons, outfits, and pieces of gear they unlock
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(J. Ochs, 2019). They may steal or lie just to buy cool skins or outfits to make
(K. Chua, 2019). It can be played in mobile phones; you can team up with
your friends or play against your friends depending on the game mode you
Many people are short tempered and can use violent language, many children
are playing this so if they can read or hear it children will also copy what they
heard or what they read. Due to the network fluctuations, some players may
have encountered server issues in game. We are currently trying our best to
the main objective being to destroy the opponent’s base. At the start of the
game, each player gets to select a hero. Each hero has a unique set of
attributes and skills. There are currently 92 heroes in the game, grouped into
6 different roles: tank, fighter, assassin, marksman, support, and mage. These
Support heroes, for instance, can buff or heal their teammates. That’s why
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they should stick with their allies to keep them alive or strong in battle. Players
game money, which they can spend on items that boost the stats of their
League of Legends or LoL, has been the most played game in the
world since 2012. Riot Games has held control over the online gaming scene
for over half a decade. If you identify as a gamer, then you have heard of LoL.
but with knowledge comes power (C. Robinson, 2020). League of Legends is
MOBA in which two teams of five players compete against one another to
reactions.
with random players or with friends. League of Legends is one of the most in-
depth games out there to play and isn’t known for its shallow learning curve. It
is a frustrating and unforgiving game but can be very rewarding at the same
time. Organizing strategies and becoming familiar with each champion are all
daunting tasks. Over time players will be pulling off new strategies and falling
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into the norm, while the skill gap continues to excel. LoL is an ever-changing
game and that is one of the main reasons it remains at the top (C. Robinson,
2020).
Battle Royale is the new craze. Just recently, Ubisoft have released a
new game of this genre and currently, the world is dominated by games
titles. PUBG has been around for over three years now. In that time, it has
captured a massive audience of shooter fans, drawing them into tense and
coordination, it can be played with your friends or with random players. When
the game was first released, millions of players instantly flocked to PUBG. It
became an esport and one of the most played games of all time. Only Fortnite
To play this game, you must get resources and start looting. Get strong
with your team and kill all enemies until you win. Battle royale basically means
all against all, a bit like The Hunger Games where you start with nothing and
must scavenge and collect weapons and equipment. The game is ultimately a
although there are smaller maps and different game modes. There are three
main modes of play: solo, duo and squad, with the latter letting you team up
with three other players for a team of four. Each is a little different with various
pros and cons, the big pros of team play being that have people to support
you, revive you and bring an element of co-operative tactics to the game. The
game starts with you parachuting onto the game island. On landing your
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mission is to gather everything you can to help you win, from medical supplies
active behaviors can be used to form ties with others and develop a social
hierarchy. Behavior, the potential and expressed capacity for physical, mental,
and social activity during the phases of human life (M. Bornstein, 2018).
persons are only interested in you as a means of gaining control over you and
lack understanding into how they interact with others and create specific
scenarios, or they sincerely feel that their way of dealing with a situation is the
only way because it ensures that their demands are met, and that's all that
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Spiteful is someone who purposely does harm to another. At some
attempting to harm someone, even if there is nothing to gain and even though
such activities may cause you to suffer as well. Being aggressive and lacking
empathy may play a role, but spite isn't just an abnormal emotion that causes
us to act with malice: It may also be a tool we utilize to our advantage (N.
Patel, 2018). But, while its advantages may not be immediately apparent,
spite isn't just an abnormal emotion that drives us to act maliciously: it can
acts, which is made explicit through behavior (J. Cabra, 2013). People who
engage in creative conduct are at ease and free to identify themselves based
on their own preferences rather than the opinions of others. The ability to
come up with new ideas and find new perspectives on a subject. Deferring
judgment, taking responsibility for innovation, taking risks, and being open to
new experiences are all examples of creative conduct. The creative act, or a
group of acts, has been defined as conduct that makes the creative act
and thought, but rather to the realm of action, which produces creative and
useful product.
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dopamine, which is responsible for reward and pleasure, affects one's
being lazy if he can carry out some activity that he ought to carry out but is
lack of concern about certain aspects of the world and society (J. Friedman,
are errors that occur in a field in which students have received training; they
are errors that a student makes in a field with which he or she is meant to be
familiar.
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relationship breakdowns. It can be outwardly visible or covert. In the correct
circumstances, hostile outbursts are typical and even normal. However, if you
your doctor. Aggressive behavior may range from verbal abuse to physical
abuse. It can also involve harming personal property (T. Legg, 2019). You
may become impatient and restless if you indulge in aggressive behavior. It's
possible that you'll feel impulsive. It may be difficult for you to maintain control
over your actions. You may not be aware of which activities are socially
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Theoretical/Conceptual Framework
Playing video games has shown many challenges in the players’ behaviors to
be changed for better or worse. This may create new opportunities to learn new
(M. Quwaider, et al., 2019). Online gaming changes one’s behavior specially towards
adolescents whose personalities have not yet been developed and it affects their
personality based on what the players are playing. There has been a growing
concern on how social media is affecting the behavior of the users over the past
individual behaves and develop the user’s relationship in the school environment or
anywhere the user found their selves because of the use of mobile phones, iPad,
tablets, laptops, and other internet services (T.I. Umar and M. Idris, 2018). Overall
social media and Online Gaming affects the users/players behavior depending on
what kind of platform users/players are using, such as playing violent games will
develop the players behavior on violent actions and inspiring posts or videos in
social media will influence the user’s behavior to help others. It begins by noting that
maintain a currently existing one (Ossorio, 2006). Social media and online gaming
towards behavioral style study aimed to identify the “Behavior among Online Gamers
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INPUT PROCESS OUTPUT
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Research Questions
platforms?
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Scope and Limitations
The study focuses on the social media and online gaming toward behavior
style. The study will not cover the other topics that are not considered as social
media and online gaming towards behavioral style, the data collection will be
conducted to 7% of the total students in Nieves Villarica National High School TVL
department school year 2021-2022, who will represent the population the utilization
researchers. By this strategy the researchers will be able to know the social media
and online gaming towards behavior style. The result of this study will show how
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Significance of the Study
A. Students
This will open the eyes of the students at the causes and effects towards their
change of behavior.
media usage and change of behavioral style will be eradicated. Students would
B. Teachers
Teachers will now be equipped in the form of research thus, they would know
how to control the student’s behavior and usage of online gaming and social
media platforms.
C. Parents
Parents would be able to know the reason of their child’s poor behavior and
will guide them to improve their child’s performance in school and improve their
poor behavior.
D. School administrations
The poor behavior of the students would decrease, and the teacher’s energy
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CHAPTER 2
Research Methodology
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Research Design
In this study, the descriptive analysis method will be applied. The descriptive
analytic method will be used in this study to collect relevant data using a
as the primary data collection method to get relevant data of the effects of social
The proposed study would use basic random sampling to ensure that
For the study's in-depth data collection, focus group discussions will be used.
The identified respondents, namely students, teachers, parents, and selected school
a subject without influencing it in any way (Shuttleworth, 2008). This is the most ideal
strategy for research in which there is a need to find out more of the effect of social
media and online gaming towards behavioral style of SHS. The proposed study will
The Statistical finding of this study will be expected to provide more information
about investigating the effects of the social media and online gaming towards
behavioral style.
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Research Participants
School composing 150 students (89%) from grade 11 – grade 12; 15 teachers (5%);
20 parents (5%); and 3 school administrators (1%). A total of 188 participants was
Purposive sampling design will also be used for the selected participants for
Students 50 80%
Teachers 15 8%
Parents 20 11%
Admin 3 1%
Total 88 100%
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Research Instruments
media and online gaming towards behavioral style of SHS. The questionnaires
generate the following indicators: student behavior, social media activeness, effects
Means Equivalent
substantial.
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effects.
is noticeable.
in a minor way.
is minimal or non-existent.
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Permission Letter
The researchers will provide letter of consent from PTA office, NVNHS
Phase I
number. The students will fill out the questionnaires provided by the researchers with
Phase II
Phase III
School administrators of Nieves Villarica National High School will answer the
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Data Analysis
The findings will be analyzed, and conclusions drawn to achieve the study's
goals.
investigating the effect of social media and online gaming towards behavioral
Mode. This will be used to confirm the respondents' most common responses.
Ranking. This will be applied to establish the list showing results from highest
to lowest.
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Ethical Issues
research. On conducting this research, the researchers will follow these ethics
principle:
Legality
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Plan for Data Analysis
Presented in Table 2 is the plan for data analysis of social media and online
When
What is From How will the
Research Outcome of collected
collected and whom/data data be
Question Interest and by
how? sources? analyzed?
whom?
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What is the Prevention Effects of social Selected The The
social behavioral online gaming teachers, will conduct will use the
SHS? correlation,
and ranking.
References
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socialmediatoday.com
linkedin.Com
https://understandingteenagers.com.au/8-reasons-why-teens-are-
increasingly-addicted-to-online-gaming/
childrensociety.org.uk
kidshelpline.com
https://www.teensandtech.org/for-educators
www.pewinternet.org/fact-sheet/social-media
https://onlinelibrary.wiley.com/doi/full/10.1002/9781118767771.wbiedcs044
https://www.internetmatters.org/resources/online-gaming-advice/online-
gaming-the-risks/
https://blog.hubspot.com/marketing/what-is-twitter
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lifewire.com
callofduty.fandom.com
coins.ph
https://edu.gcfglobal.org/en/youtube/what-is-youtube/1/
https://en.m.wikipedia.org/wiki/Messenger_(software)
https://link.springer.com/
https://www.healthline.com/health/aggressive-behavior#:~:text=Aggressive
%20behavior%20can%20cause%20physical,Aggressive%20behavior
%20violates%20social%20boundaries
https://www.legit.ng/1130027-major-indiscipline-schools.html
https://en.m.wikipedia.org/wiki/Carelessness#
https://en.m.wikipedia.org/wiki/Laziness
https://link.springer.com/
https://www.mentalfloss.com/
https://www.psychologytoday.com/intl
https://www.britannica.com/
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