Ict11 03 GR.3 Research Paper
Ict11 03 GR.3 Research Paper
Submitted by:
Eusoya, Caryl Ann O.
Dini-ay, Kenneth
Ducut, Rian Miguel
Gano ,Christian
Garcia, Elvis
ICT11-03
Submitted to:
Mr. Emmanuel P. Paulino, MBA, CESO
March 2019
APPROVAL SHEET
“Online Games,The Most Popular Drug: A Phenomenological Study on the Effects of Online
Gaming Among the Students of University of Perpetual Help-Molino”
Prepared and submitted by Caryl Ann O. Eusoya, Kenneth Dini-ay, Rian Miguel Ducut,
Christian Gano ,Elvis Garcia, in partial fulfillment of the requirements in Practical Research
1: Qualitative
___________________________________________
Mr. Emmanuel P. Paulino, MBA, CESO
RESEARCH ADVISER
Approved by the committee on Final Defense with a grade of ______ on ______, 2019
___________________________
CHAIR
___________________________ ___________________________
MEMBER MEMBER
___________________________________________
Mr. Holden Kenneth G. Alcazaren
Research Coordinator, Basic Education Department
ACKNOWLEDGEMENT
The researchers would like to extend their deepest appreciation and gratitude to all of the people
who gave their support, words of encouragement, and assistance in more than one way to aid in
completing this research. The group would like to thank the following:
To The Almighty God for giving us countless blessings and fed us every day, kept us strong and
healthy as we go on each day of our lives, and establishing the researchers to complete this
research.
To Mr. Emmanuel P. Paulino, our instructor on Practical Research 1, the researchers extremely
grateful and indebted to him for his expert, sincere and valuable guidance and encouragement,
the ideas, recommendations and his overall help that was more than enough to help in the
completion of this research paper.
To the Senior High School students of Univesity of Perpetual Help System Dalta-Molino ,
our respondents who played a major part in this study shared their experience towards online
gaming and sharing us their information that used in the study, as they offered us their spare time
to be interviewed. Thank you for lending us your opinions and knowledge.
To our Parents, for their encouragement, moral support, personal attention and care to the
researchers to be able to finish this research.
To the ICT11-03 Research Group Leaders, who support the researchers and guide each other
to finish the paper for helping each other morally, intellectually and spiritually supporting each
other not as just a classmate but as a team and friends.
The researchers also place on record, their sense of gratitude to one and all, who directly or
indirectly, have lent their helping hand in this venture.
ABSTRACT
TABLE OF CONTENTS
TITLE PAGE............................................................................................................................ i
APPROVAL SHEET ...............................................................................................................ii
ACKNOWLEDGEMENT ......................................................................................................iii
ABSTRACT ............................................................................................................................iv
TABLE OF CONTENTS .........................................................................................................v
LIST OF FIGURES.................................................................................................................vii
DISCLAIMER .......................................................................................................................viii
ETHICAL CONSIDERATIONS .............................................................................................ix
3.1 Problem 1 37
3.2 Problem 2 39
3.3 Problem 3 42
4.1 Summary 53
4.2 Conclusions 54
4.3 Recommendations 54
BIBLIOGRAPHY 62
APPENDICES
A: Interview Protocol 70
B: Transcript 71
C: Coding 72
D: Researchers’ CV 7
LIST OF FIGURES
DISCLAIMER
This study is accepted by the research panel and the research faculty. The University of
Perpetual Help- Molino does not have any responsibilities with the researchers’ findings
that oppose your point of view. Any part of this paper should be used with proper citation
and legal consent from the author/s.
ETHICAL CONSIDERATIONS
CHAPTER 1: THE PROBLEM AND THE REVIEW OF RELATED LITERATURE
AND STUDIES
1.1 Introduction
Online gaming, is an electronic game playing over a computer network, particularly over
the Internet.
An online game is a video game played over some form of computer network. This network is
usually the internet or equivalent technology, but games have always used whatever technology
was current. The expansion of online gaming has reflected the overall expansion of computer
networks from small local networks to the internet and the growth of internet access itself.
The design of online games can range from simple text-based environments to the
incorporation of complex graphics and virtual worlds. The existence of online components
within a game can range from being minor features, such as an online leaderboard, to being part
of core gameplay, such as directly playing against other players. Many online games create their
own online communities, while other games, especially social games, integrate the players'
existing real-life communities.
Gaming, like most play. It provides small achievements, rewards, competition and social
collaboration in a way that people enjoy. Computer games can use a PC (personal computer) or
consoles, such as PlayStation, Xbox or Nintendo, and can be connected to the Internet to get
bonus features or to play with other players using the same game.
There are also many web-based games that utilize Flash Player. Facebook has many of
these games, which people use to kill time while waiting for responses from friends, while also
strengthening social connections through shared gaming with their friends.
Games can have virtual economies with real-world value. Players that do well can win
prizes in some games, and some games allow users to generate their own content that can be
bought, sold, or traded. More commonly, valued items can be a result of long game play that can
represent a significant investment of both time and membership fees.
The tendencies, the gamer is striving more to achieve those rewards that engaging his behavior
that isn’t like the things he do before. "Gamification" uses game techniques, like achievement
badges, to reward the desired behaviour, which is often engagement with a particular product or
site. This strategy can also be used to encourage better mental health outcomes.
(REACHOUT.com)
Nowadays, more and more people are starting to use the internet. At the same time
online games have become extremely popular among the young generation. It have not only
bring good effects but also bad effects, especially to the teenagers.
Moreover, even though parents know that their children are widely excited at playing those
online games, and they know the effects of the online games to their children. They didn’t know
how to manage their child.
Online games can range from simple text based environments to games incorporating complex
graphics and virtual worlds populated by many players simultaneously. Many online games have
associated online communities, making online games a form of social activity beyond single
player games
Some gamers spend many hours a day in these virtual environments that helps them to
have interaction with other gamers, completing quests, and forming social groups. Online games
have series of goals, missions, and unclear outcomes that keeps player engaged and motivated to
continue the game.
1.2 Background of the Study
Most of the students are noticeably becoming prisoners by their own mobile phones while some
of them spent most of their weekends inside the computer shops for a long period of time. In
school, house, even in jeepney or any transportation you can see students that are really focus on
their mobile phones because of online games. There are many reports that most of the young
people are addicted to those online games.
Online gaming is popular today and even young adults are doing it. Because you can do play
online games in your pc or even in your mobile phones. Just download the application or the
game and you can play it just simple as that. Also because of the influence of the peers that are
already have the accounts of the particular game.
The popular games today that everyone loves to play are Mobile Legend known as ML,
PUBG,ROS or known as Rules of Survival, Fortnite, League of Legends known as LOL,
DOTA2 and many more.
These games are the games that lead to game addiction. Anyone can play this, these games have
good features, graphic designs and you can socialize to anyone by playing with these games.
The youth today are no longer seem to spend their leisure activities like before; outdoor
games or playing with toys, instead they spend their free time in their homes, internet cafés or
computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming
has such a serious impact on not only the young, but in every age group as well. So far, basically
anyone is able to go on a computer and punch through the keys and mouse in order to get a high
score, chat with players, get the rarest items, and level up as fast as possible. Maslog (1998).
Online gaming has become an applicable form of entertainment for players from all
backgrounds and ages. Martin(2015)
As of today, most people relate online games to low academic performances. Through the
years, studies have provided different results.
A study by Dr.Small (2009) reveals that dopamine, a hormone in the brain that gives a “feel-
good” feeling levels doubled when people were playing online games, which means that
addictive games are chemically addictive as well. Therefore, to be simple the formula to making
an addictive game is to make it challenging, interesting, and rewarding. Any game that can give
a feel-good sensation for a short amount of time. But the games that can accurately be called
addictive are those games that keeps you go back to that “feel-good” feeling all the time.
One study shown that five traits (neuroticism, sensation seeking, trait anxiety, state anxiety,
and aggression) displayed significant associations with online gaming addiction. The study
suggests that certain personality traits may be important in the acquisition, development, and
maintenance of online gaming addiction Mehroof,M et al(2010).
Also, a study by Kim, E.J et.al explain that certain psychological characteristics such as
aggression, self-control, and narcissistic personality traits may prepare some individuals to
become addicted to online games. The result of their study had deepen understanding of the “at-
risk” population for online game addiction and it provide basic information that contribute to
development of a prevention program for people who are addicted to online games. And based
on the research by Domado (2017) with his co-researchers explains that variety of games are
enhancing and builds a good social interaction for everyone. Also they recommend that the
solutions to pursue the gamers to have a proper maintenance on playing games are having limits
in playing online games, and parents must perform a better parental supervision.
1.4 Research Objectives (General)
The objectives of this study is to identify the insights of the Senior High School students of
University of Perpetual Help System Dalta-Molino about online gaming. Determine the positive
and negative aspects that online gaming to the students and the time that the students spending in
playing online games. And to have students describe how online gaming affects their daily lives.
The objective of this Research is to determine and present the effects of online games to the
students. The following questions are will be the guide of this study.
3. Determine the positive and negative aspects that online gaming to the students
a) How do you form new strategies in playing online games to be able to win?
b) How does playing online games affect your sleeping pattern?
c) Do you think playing online games help you to improve your critical thinking skills?
4. Determine the time that the students spending in playing online games
a) How often you play online games?
b) How does playing online games affect your time usage?
c) How does playing online games affect your family bonding time?
5. Have students describe how online gaming affects their daily lives.
a) How do you find social interactions in playing online games?
b) What are the changes in your life after you started playing online games?
c) How can you say that you are become productive when playing online games?
The findings of this study will reflect to the benefit of society considering that online games
plays big role in the students today. The data established from identifying the common problems
that will encounter in online gaming. The study will help them to discover more solutions in
online gaming addiction.
Students This research may use as a reflection on how they use online games
properly. It will be able to help them to have a deeper understanding about online
gaming. Also it may contribute awareness for them about the positive and negative
effects of online gaming.
Parents This research may serve as basis for parents to form appropriate guidelines
and look out for their children in front of the computer or cellphones to limit the time
usage. Also this will give the parents a glimpse of their child’s social life caused by
computer gaming.
Online Game Developers This may serve as essential tool for evaluating their game
applications and to make the necessary improvements according to the goals of their
game.
This research will present the effects of online gaming to the students. The researchers will
analyze the benefits of the study to the students that are affected of being in playing online
games. The respondents are the students of University of Perpetual Help – Molino that are
playing some online games or gamers.
Dota 2 - is a multiplayer online battle arena (MOBA) video game developed and published by
Valve Corporation.. It is played in matches between two teams of five players, with each team
occupying and defending their own separate base on the map.
Fortnite is an online video game developed by Epic Games and released in 2017. It is
available in three distinct game mode versions that otherwise share the same general gameplay.
Gamer - is a person who plays a game or games, typically a participant in a computer or role-
playing game.
League of Legends- is a multiplayer online battle arena video game developed and published
by Riot Games for Microsoft Windows and macOS. It inspired by the Warcraft III: The Frozen
Throne mod, Defense of the Ancients.
Mobile Legends – known as ML, is a multiplayer online battle arena mobile game developed
and published by Moonton.
Online Games Any electronic or computer video games that are played in the presence of an
internet connection
Rules of Survival (RoS) is a free-to-play, multiplayer online battle royale game developed
and published by NetEase Games. It claims to have more than 150 million players registered
worldwide
CHAPTER 2: METHODOLOGY
The research design of this study is Phenomenology where the researchers be able to seek
and understand a phenomenon that why students spending much time in playing online games
The study will be conducted in the University of Perpetual Help Molino Campus. The
respondents will be interviewed in the school or any comfortable place that the respondents will
choose to. The researchers also gathered respondents outside the school. These respondents will
be interviewed via voice record. The study will be conducted in the second semester of the
academic year 2019.
The researchers conducted an interview to the 10 students that are also a gamer.
The researchers will use Purposive sampling where the researchers will select students who
can provide in-depth and detailed information about the topic. That will help the researchers to
attain the objectives of this research, also by the help of the respondents if they will honestly
answer the survey questionnaire that the researchers’ conducted
The researchers will use inductive approach in order to focus on the detailed information
that was coming from the respondents and to narrow the scope of the study.
This section is to discuss and to analyze the collected data to provide the answers in the research
objectives. It is about the insights of students in online gaming, the effects of online gaming to
their lives. The Research aims to discover the effects of Online Gaming among the Students of
University of Perpetual Help-Molino the following research objective would facilitate the
achievement of this aim:
3.1 Problem 1
OBJECTIVE: Identify the insights of the SHS students of University of Perpetual Help System
Dalta- Molino about online gaming.
The respondents answer the question of “what can you say about online gaming”, they said that
online gaming gives enjoyment, freedom to express your feelings, and can improve skills. They
also said online gaming today is influential and revolution. One respondent answer that the
online game is revolutionary because he believes that online gaming is the “best thing that has
been made”. And one respondents believes that online gaming gives desire to be addicted in
playing online games.
The respondents answer the question of “what do you prefer? Playing online games or doing
outdoor activities? Why?” most of the respondents answer that they prefer playing online games
than doing outdoor activities. Because
3.2 Problem 2
OBJECTIVE: The positive and negative aspects that brings online gaming to the students
3.3 Problem 3
4.1 Summary
4.2 Conclusions
4.3 Recommendations
BIBLIOGRAPHY
https://www.livestrong.com/article/278074-negative-effects-of-video-game-addiction/
Jana,S(2018 July 13) Positive And Negative Effects Of Video Games On Teenagers retrieve
from: https://www.momjunction.com/articles/effects-of-video-games-on-teenagers_00352668/?
fbclid=IwAR08ukYPAwoBvdGaRIy7qYBhMB-QazSECGaKJdwjvjus4vecCoDMZFEJccc#gref
Kim, E.J., T., Kim, S.J., Namkoong K, Ku (2008, Apr 23) Current neurology and neuroscience
reports The relationship between online game addiction and aggression, self-control and
narcissistic personality traits European Psychiatry , Volume 23 , Issue 3 , 212 – 218 retrieve
from: https://www.ncbi.nlm.nih.gov/pubmed/18166402
Malone, T.W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science,
5(4), 333-369.
Maslog, C. (1998), Internet and Social Issues, Philippine communication today New Day
Publishers
Mehroof,M et al(2010) Online gaming addiction: The role of sensation seeking, self-control,
neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social
Networking, 13, 313-316.
APPENDICES
A: Interview Protocol
INTERVIEW PROTOCOL
Online Games,The Most Popular Drug: A Phenomenological Study on the Effects of Online
Gaming Among the Students of University of Perpetual Help-Molino
Title of your Study
Date of Interview:
Group/Person Interviewed:
Place of Interview:
Instruction/Opening Statement:
I am Caryl Ann O. Eusoya , a student from ICT11-03 of the SHS Department of the University
of Perpetual Help – Molino. I will be conducting a study about Online Games,The Most
Popular Drug: A Phenomenological Study on the Effects of Online Gaming Among the
Students of University of Perpetual Help-Molino
The purpose of meeting with you today is to know your thoughts, feelings, experiences towards
our study about online gaming. You are chosen as one of the respondents because you have one
characteristics that we are need for our study.
Any information that you will share will remain confidential. Nothing you say will be personally
attributed to you in any reports that result from this focus group. All of reports will be written in
a manner that no individual comment can be attributed to a particular person.
Your participation in this focus group/ interview is totally voluntary. Are you willing to answer
some questions?
Do you have any questions before we begin?
(If none): Okay, let us start!
B: Transcript
C: Coding
D: Researchers’ CV