RESEARCH Updated
RESEARCH Updated
Submitted by:
Jambaro, Abigail O.
Roman, Mecaela M.
Matos, Raymar M.
CHAPTER I
Introduction
The 21st generation of our time rise in the use of internet that leads us to a new
way of living in our daily life. In particular, this rise has also led to the rise of online
gaming and violent movie productions. Although video games emerged in the 1970s,
it wasn't until the 1990s that extremely violent games came of age. A few researchers
began exploring potential harmful effects in the 1980s, but it was the rash of school
shootings that began in the late 1990s that attracted the attention of the general public.
In this kind of case we can also think about the latest school shooting. A 15-year-old
student opened fire at a private school in the northern Mexican city of Monterrey on
Wednesday January 17 2017, shooting a teacher and two other students in the head
before killing himself. Online gaming can refer to any type of game that someone can
play through the internet or over a computer network. Most of the time, online
gaming refers to the video games played over the internet, where multiple players are
in different locations around the world. In most cases, online games are freeware
programs that can be used for an unlimited time and are available for free.
gaming console, such as Xbox or Play station that’s connected to the internet. Some
game controller, but these days, gaming technology has progressed to an amazing
extent. Things like streaming 3-D animation graphics with superb surround sound
stereo now have the ability to make all addicted to gaming. In terms of video games,
online gaming is growing in popularity for variety of reasons. Gamers can easily find
opponents of a similar skill level when playing a head-to-head game over the internet.
Today, one can see the impact of computer and video games in politics, television,
popular music and Hollywood. A lot of research is conducted to study its effect on
lifestyle and behaviour of the wow power leveling gamer especially kids.
Violent video games recent research has shown that connections between
children playing violent video games can cause later aggressive behavioral problems.
In retrospect studies have also shown a twelve percent increase in aggressive behavior
after watching violent television as well. Some parents and psychologists have said
that there are children who benefit from the proficiency and coordination of playing
video games while others disagree. Critics of video games claim that watching
violent television is less detrimental due to the children not physically playing out the
violence. Research has also shown heavy viewers, which is four or more hours a day,
put in less effort at school, have poorer reading skills, play less friendly with friends,
have fewer hobbies and activities, and are more likely to be overweight.
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Students involving in playing video games are everywhere. The addiction to the
rivalry and excitements of the games make them the most common recreational
programs for today's youth, so that they do anything to reach a higher level of the
game, they are too engage in the game that tends them to be completely separate from
their surroundings. Doing challenges with the obstacles and reaching a higher level in
the game make the players excited and losing the game make them anxious.
Video games are widely spread in the society because of the numbers of
thrilling and exciting games. There are lots of improvements with its graphics and
quality. Playing video games is somehow the same to watching television that can be
used for learning visually. By the fact that these games are more active compared to
watching television, they are considered more effective. Since these games are known
as the second entertainment after television, the possibility that the gamers will adopt
the negative effects is high because of the content. Opponents of these games
showing their negative effects such as stimulating anger and violence which are much
Playing video games can sometimes be useful, but long-term playing leads to
some negative effects. By consistently watching the violent actions of the characters
in the video games, students might adopt it or worst, do it against others. Students
spend most of their time on video games as soon as they understand and familiarize
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with them, while these games cannot create any emotional and human relationship.
These games can affect them mentally, physically, and socially. Sometimes, it leads
to different problems. It can cause mental damages, social isolation, and even
committing violence.
The popularity of video games among students has made the researchers to
conduct a study. Considering the increasing rate of students committing violence, this
study was conducted to investigate the effects of violent video games to the behavior
Theoretical Framework
Cultivation Theory
us a distorted perception of the world we live in, making it seem more like television
portrays it, than it is in real life’” (quoted in Ivy & Backlund, 2008, p. 99). Telivision
has been found so universally appealing and influential because of “[i]ts drama,
television has become the primary source of socialization and everyday information
With the prevalence of media today, research has sought to discover if the
violence depicted in media affects violence in reality. While previous research has
young viewers will imitate aggression on the screen” (Griffin, 2009, p. 349), the onset
of video games and their widespread depiction of violence has also brought about
games (and in general) is the wide variety of content and the generalizability of
research findings (Williams, 2006). Williams’ (2006) study states, “The online
different game machines plus computers. To collapse this wide variety of content and
context into a variable labeled ‘game play’ is the equivalent of assuming that all
television, radio, or motion picture use is the same” (p. 70). One particular difference
between television viewing and video gaming is the level of involvement and activity;
video games are sites of social interaction both face to face and online, and game
content is often driven as much by the game design as by player interaction (whether
the play is interacting within the game world, or with other players in and out of the
Incidental Social
TV
Information Reality
Viewing (Learning) (Construction)
strategies, other
attention, experiences
involvement
The study was mainly concerned and limited only with the behavioral impact of
violent video games among Grade 5 Students of San Agustin Elementary School from
Sections 1 to 5 with an extimated population of 250 respondents for the School Year
2017-2018.
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Demographic
Profile of the Determine the
Grade 5 Students impacts of video
A survey among
the Grade 5 games and conduct
FEEDBACK
The Research Paradigm of the Study is a structure that interprets the overview
of this study.
Input. This stage shows the essential bases used by the researchers to
accomplish their objective. The study revolves around the Grade 5 Students of San
Agustin Elementary School. The researchers have to know what are the possible
were given to those people who were the main component of this research. This
games to the Grade 5 Students in San Agustin Elementary School. Considering the
possibility that violent video games are the reasons of the students committing
violence, the researchers recommend the students as well as their parents to attend a
1.1 section;
1.2 age;
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1.3 gender;
4. What solutions may be proposed by the respondents in order to limit the effects
School?
This study will be valuable and significant to students, parents, teachers, school
Students. The benefit of this study to students is they will know the pros and
cons of violent video games and how it affects their behaviour. The study will bring
awareness to them and will encourage them to avoid playing violent games.
Parents. The result of the study can help parents to be more aware in order to
limit their children in playing video games that may cause them to commit violence.
The study will give parents more information about how violent video games may
Teachers. The findings can help teachers to know about the effects of violent
video games to the behaviour of students so they can make a solution and warning to
School Administration. The result of the study can provide a new knowledge
to administration to know the effects of violent video games to the students so that
they can provide an effective technique or solution to the students to get rid or avoid
Future Researchers. The result of this study will help them to conduct more
information about the impacts of violent video games and movies to the behaviour of
Grade 5 students.
Definition of Terms
For clearer understanding of the study, the following terms were defined:
stimulation.
network (now usually the Internet); (later) especially one enabling two or more