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1. This study examines the influence of online gaming among senior high school students at Ateneo de Zamboanga University. The researchers investigate students' motivations for playing games despite potential adverse impacts on academics. 2. The study aims to understand how online gaming affects students' time management, social life, and emotions. It also seeks to identify common games played and stress levels experienced. 3. The results intend to benefit students by increasing awareness of balancing gaming with academics, and to aid parents in understanding why their children play games extensively.

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0% found this document useful (0 votes)
164 views26 pages

All Chapters and References

1. This study examines the influence of online gaming among senior high school students at Ateneo de Zamboanga University. The researchers investigate students' motivations for playing games despite potential adverse impacts on academics. 2. The study aims to understand how online gaming affects students' time management, social life, and emotions. It also seeks to identify common games played and stress levels experienced. 3. The results intend to benefit students by increasing awareness of balancing gaming with academics, and to aid parents in understanding why their children play games extensively.

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© © All Rights Reserved
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A Descriptive Quantitative Study on the Influence of Online Games among the

Senior High School students of Ateneo de Zamboanga University

A Research Study

Presented to

The Faculty of the School of Liberal Arts

Ateneo de Zamboanga University

In Partial Fulfillment

of the Requirements for the Degree of

Bachelor of Arts in Interdisciplinary Studies

By:

Diaz, Dizza Marie B.

Fuertes, Lecille Ann Marie M.

2019
Chapter I

Introduction

The growth in the use of the internet has changed our lives in many perspectives. In

specific, the growth has also led to the rise of online gaming. Both the internet and online

gaming populations have increased significantly. Online gaming is popular among teenagers

nowadays. Many reports will tell you that the average gamers these days are teenagers. While

they are having fun, online gaming has opened the door to adverse side effects.

With these given fact, recent studies suggest that the there are various effect of online

gaming to the daily lifestyle and behavior. The access to internet along with the online games are

being treated a basic need for recreation, especially some youth who see it as something really

important. (Leiner,2003) Though everyone who plays the online game has a different reason for

playing and it has a different result for each. On the other hand, playing online games enables the

mind of the players to be more active. But despite the benefits, it can also bring adverse effects,

since it requires so much time that they may not leave their school work unattended.

Supported by the study of Dewa, E (2017) playing online video games become negative

when students are addicted and play it excessively. It indicates spending a lot of money, time and

energy. Moreover, students feel regretful of online video games excessive consumption after

experiencing money lavishness, physical fatigue and decline in school academic performance.

The purpose of this study is to see through, evaluate what are their motivations why they

are still playing despite the adverse impact that these players experiences.
This study is significant because it will give the readers especially students who play

online games and to the parents of the players the information of what is the influence of being

addicted to online games. Moreover, students will be aware of balancing and managing their

time for their academic life. On the other hand, this topic will also help the parents to understand

their children who play the online game. Through this, parents will be informed and will

heighten awareness about what are the significant factors why their children use to play online

games more often than focusing on studying their academics.

Background of the Study

The advancement of science and technology causes a lot of changes in different fields of

our lives. Development in technology brings many things that people didn't have many years

ago, and one of these is online games. According to some research, online gaming becomes one

of the most hobby or playtime of teenagers nowadays (Wan and Chiou, 2006)

Half of the American population and billions of people globally are playing video games,

and it is growing because of the profligate growing of handy devices, e.g., Androids and iOS

devices, social and community networking websites, e.g., Facebook (Liu et al. 2013). According

to Sherry et al. (2006), People play video games for many reasons, e.g., stress relief, challenge

and competition, relaxation, enjoyment, social interaction, and even mentally escaping from the

real world

The encouraging structures of video games have a lot of interactivity, arrangement and

modern computer technologies. Some portion of their educational potential in nature, video

games are lately more and more considered by educators. They have the first-class multi-sensory

version of the environment, from this time students find the chance to experience doing it to
learn from it in the background. However, the critical factor for this aggregate interest is the

method’s success, players’ inspiration, and their deep commitment while playing games (Denis

& Jouvelot, 2005).

According to McFarlane, Sparrwhowk, & Heald (2002), there are some hindrances in

implementing competitions in educational settings. Though there are some study investigates on

making use of profitable games in school locales, the satisfaction and the contentment of such

games commonly do not match with the set of courses (McFarlane, Sparrwhowk, & Heald,

2002).

The educational performance and intellectual consequences of occupying yourself in

video games are becoming an ongoing argument and discussion in both the educational

atmosphere and the community. Even though it is still debatable either playing video games truly

disturbs students’ academic performance, modern studies of many schools have well-thought-out

that online games is an educational tool to foster students’ learning interests and motivation

(Choi et al. 2013) and it distributes diverse points of knowledge more efficiently. According to

the study of Jennifer Henderlong Corpus (2009) studies have presented that motivation is a

critical compound for learning success that is connected with academic achievement.

This study aims to understand the influence of online games to the Senior High School

students of Ateneo de Zamboanag University. The SHS students are mainly chosen because of

the fact that they have a large number of populations in the campus and they are on their

physical, mental development stage and online games became more popular in their generation.

With these, the researchers want to know the motivations and the drives of the SHS students of

ADZU on playing online games despite and with regard of the pressure they have in their
academics. In addition, the researcher wants to know what are the extent of stress experience of

the SHS students and what are the common games they play online. FOR SHORT

COMPETETIVE BA TO? HAHAHAHHAAHAA

To further intricate the thought , a study done by Chin-Sheng Wan, M.S. and Wen-Bin

Chiou (2006), that majority of their respondent that is teenagers showed strong interests in role-

playing of online game, in which they often do things 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 conclude that those who are addicted to

the online games might attempt to escape from the limitations brought by real life in order to

obtain the space for survival and security

Statement of the Problem

Online game generation is basically thinking differently from the earlier generations and

their informative needs are dissimilar from the previous generations’ (Prensky, 2001). Online

games have become a very common leisure activity among children and adolescents in recent

years. In fact, based on popularity alone online gaming garners a larger share of ‘favorite’ votes

among young people than physical team sports such as ice hockey and football combined. There

are many benefits of the Internet as it not only acts as an entertainment tool, but also an

important professional resource for work, communication as well as education. However, despite

all of its inherent advantages, the Internet as associated with online games also has its

drawbacks. THE ANG HABA NG STATEMENT OF THE PROBLEM, BAKA OKAY

LANG SA RRL NA LANG THIS ONE?


The researchers want to investigate the influence of online gaming to the senior high students

of Ateneo de Zamboanga University. In order to achieve this purpose, the researcher came up

with these three research questions:

1. What are the usual online games do senior high school play?

2. How do playing online games affects Senior High School students in terms of:

            A. Time Management

            B. Social Life

            C. emotion

SIS PADAGDAG. PARANG MALI ATA NA DALAWA LANG RESEARCH

QUESTIONS PERO DAMING TANONG SA SURVEY DIBA?

Significance of the Study

Although the Internet could be very productive, it can have a drastically opposing effect.

For some people who play online games, the Internet acts as an enabler. It is used to feed an

addiction, which by its very definition interferes with daily life, work and personal relationships.

According to a report of Syracuse University on the Science Daily website (2007), online games

may have significantly negative consequences, especially in the lives of students, through

causing distraction and interfering with important reaction of out-game life actions, such as

academic performance, health and social life.


In this research, the researchers want to give more beneficial information to other people,

most especially to the parents, guardians of students in Ateneo de Zamboanga University on the

possible effects and challenge a student- online gamer experience, and their motivations, coping

strategies in handling up the challenges they encounter.

This study will help the students especially the senior high school. The researchers will

not only focus on the recreational part, but they will seek to find out how this study can help their

mentors on how to properly guide and to monitor the current status of individual student.

The concept of this study will strengthen ideas on giving parents significant information

as it can help them observe and establish guidelines and supervisions. Teachers as well can

institute strategies and make effective way handling their class advisory. It will also give the

Government of Zamboanga City, an idea to impose such ordinance that there will be no online

gaming café around near the school campuses in the City. In this case, it will be hard for the

students to go and students will not be tempted to cut-classes during school hours.

DZAE WIZ US SCOPE AND LIMITATION OF STUDY? HAE MAN KINA

HILDRED AND ELLEN


CHAPTER II

REVIEW OF RELATED LITERATURE

LAGYAN KO INTRO HA, KAHIYA NAMAN WALA INTRO SAATIN YUNG IBA

MERON

Online Gaming

In the study of Jenny et. Al, (2016) they mentioned that in appreciating eSports is

multifaceted because of the uniqueness of the industry because of this, the culture, technology,

sport, and business are coming together. Unlike traditional sports such as hockey, baseball, and
soccer, eSports is an interconnection of numerous stages. eSports, which is also synonymous

with gaming, is also computing, a game, media, and a sports event that is enfolded up into one.

As a result, defining eSports is equally difficult.

It is not expected that our affection for games has walked into borders of the computer-

generated world, for people always tried to make a game out of anything people do. At the

beginning of online games, there are a lot of forces pushing the industries to innovate, creating

advanced technology, where gamers come together as one to make video games a reality (Chad,

2014).

An online game is collaborating entertainment running on computers, game consoles or

some electronic devices, such as mobile phones and PDAs (Li, 2006). It was mentioned in Li's

study that online games accept different types of inputs from the game players. Like through

keyboard, mouse, joystick, and other types of game regulators to let gamer control, manage and

interact with game entities. On the other hand, and online game deals with the game players that

have different forms of responses, together with visual, audio, and tactile, which are exposed

through computer or TV monitor, speaker, force feedback game controller.

According to Li (2006) in developing a computer game is very stimulating and challenging

as it contains not only remarkable furnished artworks from creators or artists, but analytically,

demands the structural supports from different disciplines of computer science to address various

technical issues.

In the world of online gaming, there is an essential component of variation of virtual behaviors:

children, adolescents, and mostly young adults have been dealing a long time of periods to play
online games. Players often join club-like online groups, and they enjoy the combination of

competitive gaming and computer-mediated encounters (Voiskounsky, Mitina, and Avetisova,

2004).

The online games industries are also a big market for the economy.  According to a

Forbes research, citizens in the United States spend roughly between 16.3 to 16.6 billion dollars

on video games a year.  This also included mobile games as well.  The U.S. is not the only

country that uses online games to boost the economy; other countries as well succeed in selling

online games.  According to the database (Global Games Market Revenues 2018), “With the

popularity of online games in South Korea, the total revenue of the online gaming industry

reached about 1.8 billion U.S. dollars in 2006, 24 percent of which was comprised of revenue

from the South Korean gaming industry.”  (Bong-Won 2010).  This means not only are people in

the United States buying video games, but also other countries purchase these games to increase

currency in their economy as well.  The popularity and addictiveness to these games make

people of all age buy them.  

Addiction among Teenage Filipinos

According to Maslog in 1998, the youth of today no longer seem to spend their leisure

activities like in the olden days; outdoor games or playing with toys, instead, they spend their

free time in their homes, internet cafés or computer shops merely to satisfy their hunger, and that

hunger is Online Gaming. Online gaming has such a profound impact on not only the young but

dynamically every age group as well. So far, virtually anyone can go on a computer and punch

through the keys and mouse to get a high score, chat with players, get the rarest items, and level
up as fast as possible. Yes, there seems to be no restriction as to whom, how or what online

gaming can extend to. As in any situation where new technology is introduced, the social impact

of the Internet is being looked at. One social problem that has been observed is that Internet café

has become mainly game centers. About one-half to two-thirds of the computers in a typical

Internet café, according to one study, are devoted to games (violent and gory games). The use of

the remaining computers was roughly split between browsing, email, online chat, word

processing and research. Internet cafés have become not just game centers. They are becoming

centers off addiction among the youth, mostly boys, including elementary school pupils.

According to one concerned Internet café entrepreneur, "Internet cafés are seducing youths to a

new form of addiction, one which may not destroy their bodies as drugs do, but which is

certainly twisting their minds. To the young play is reality and reality is play." (Maslog C. (1998)

Destacamento in 2012 of the Philippine Star said that as the advancement in information

technology continues to gleam over the country, another part of our culture—one that our youth

are tasked to espouse and keep—slowly veers away from the light, creeping into the cavities of

complete disremember. The advent of computers and internet cafeterias may have compressed

the universe in a nutshell, but in the process, it has also eaten up some of the Filipino youth's

prominent identity. Entertainment for the youth now comes in the form of a computer set and

online games, most of which seem to promote and uphold violence. Least likely nowadays he

said to see kids playing bato - lata, Dr. Wakwak or siyatong and any other traditional Pinoy

games and sports. When in fact, these traditional games and sports characterize the kind of youth

our nation has— springing with enthusiasm and power, gregarious but never oblivious to the

basic tenets of humility in both defeat and victory, and most of all, glowing with some sense of

resourcefulness that always comes inalienable to their being Filipino.


Filipino kids are much rampantly found in any ordinary internet café in the behaviors and

there you will find students, others still in their school uniform, clashing in pairs and groups as

they try to outplay others in what seems to be a battle of who clicks on the mouse faster. They

are like being dragged into their magical world that only they understand. They then, in a

boisterous and loud way, utter words that are rather displeasing to the ears of those who are in

the café to do a more meaningful business of researching or encoding, for instance. Sometime in

their playing, they can even get extremely profane. Almost everywhere, this seems to be the

culture among youths engaged in online gaming. According to an online how-to guide, many

studies indicate that violent computer games can have very adverse effects on children. New

studies suggest that even the non-violent games may have adverse impact on a child. Games can

have some positive results in helping children deal with stress and to learn difficult school

subjects such as math and reading. These same decisive games can cause problems for the child

in other ways. (Destacamento, 2012)

An article of the PinoyGaming.Net in 2008 discussed why the Filipino youth is hooked to

online gaming. A father caught his son playing an online game during the times he should be in

class. His son said: "I played the game for three years now because this is where I found friends

who share the same level of interest as I do. Friends that cannot be seen in-real or at close range

like classmates, but friends who can offer a relationship that could stand the test of time." One of

the main advantages of having an internet connection is the opportunity to reach out to other

people, wherever they are or whatever time zone they are in. As long as you are online, the

possibilities are endless. In all honesty, online games consist of just a small slice of those

possible options out there. And in comparison to other choices, games could be the lightest of all.

In online games, you can be you the way you want yourself to be. You can stand Out the
way you want it, evolving into options that are not socially acceptable in real life. Filipinos are

conservative by nature, but online they can be as liberated as other countries. Just like coming

out of its secure shell, they now have access to express themselves. Online games became the

breathing space of Filipinos, not just the youth but everyone who gains internet access. Boredom

may play a small role in the reasons, but it could still count. The sun is up, rather than playing

basketball, you engage yourself into battle with other players with awesome sword fights and

spell casting. This boredom almost made our "national street games" like piko, tumbang preso,

and shato extinct. It also opened the occurrences of ailments that should be experienced by office

workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,

know your body's limitations and potentials and balance them out.

Disadvantages of Online Gaming

Destacamento in 2012 mentioned the General Aggression Model (GAM), developed by

Craig Anderson and Douglas Gentile. It indicated that violent computer games could cause short

term aggression. The computer games can be more prone to exciting aggression than other

entertainment because of the interactive nature of computer games. Children will have a lack of

problem-solving. Violent computer games teach children that problems can be solved with little

or no personal investment or by violence. These games indicate that rather than talking through

and taking responsibility for problems, shooting or other acts of violence can elicit correct

responses and make problems go away. They are also prone to weight gain. Computer games

frequently do not require any additional movements beyond the hands. This coupled with a

child's tendency to eat and drink while playing computer games can result in weight gain. Weight

gain has been linked to various diseases including diabetes, high blood pressure, and heart

disease. Children also develop antisocial behaviors. A child who is conditioned to play computer
games may find it difficult to socialize with other children. This anti-social behavior can extend

through adulthood, making it more difficult for the adult to respond to co-workers adequately.

This can also negatively affect relationships and friendships, causing a sense of loneliness. While

new technology contributes something useful to humanity, it can also have disturbing impacts.

Our youth with never ending attitude of curiosity can be most vulnerable to any behaviors

bearing technology may bring. Of course, they can get entertainment for themselves, but the

process should not compromise the other important pieces of our nationhood. They can always

choose to become DoTA masters, but they should first become Dr. Wakwak. (Destacamento,

2012) become DoTA masters, but they should first become Dr. Wakwak. (Destacamento, 2012)

Behavior

Cancio (2014) made mention of a study regarding violent computer games that lead to aggressive

behavior. The title of the study is "A longitudinal study of risk-glorifying games and behaviors

deviance" from researchers of Dartmouth College. They suggested that MRRG (mature-rated,

risk-glorifying games) gameplay can have consequences for deviant behaviors broadly defines

by affecting the personality, attitudes, and values of the player. Video games may lead teens to

drive recklessly and experience increases in automobile accidents, police stops, and a willingness

to drink and drive. The study further disclosed playing such kinds of games could increase a

person's "behavioral deviance," or actions or behaviors that violate social norms. It also said the

said effects "part of consequences of the effects of such gameplay on sensation seeking and

rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with

deviant peers.

A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and Vitak in 2008
provided the first nationally representative study of teen video game play and teen video gaming

and civic engagement in America. The survey looked at which teens are playing games, the

games, and equipment they are using, the social context of their play, and the role of parents and

parental monitoring. Gaming is often a social experience for teens. For most teens, gaming is a

social activity and a significant component of their overall social experience. Teens play games

in a variety of ways, including with others in person, with others online, and by themselves.

Although most teens play games by themselves at least occasionally, just one-quarter (24%) of

teens only play games alone, and the remaining three-quarters of teens play games with others at

least some of the time.

Conceptual Framework

In the figure above shows the research paradigm of the study. The two-way arrow shows

how the online gaming attitudes will influence the academic performance of the selected Senior

High School respondents of the survey. The online gaming attitudes (independent variables)

includes the type of games played, number of hours spent, the frequency of playing, and extent

of gaming. The researchers wanted to determine if these online gaming attitudes will influence
the academic performance of the respondents (dependent variable). To determine if there is a

significant relationship between the two variables, a test of correlation will be used. WE PUT

ANOTHER BOX BELOW? YUNG DEMOGRAPHIC PROFILE PALA?

To perform the above procedures, the researchers will gather the necessary data through a

survey questionnaire that they will develop. The survey questionnaire will collect the

information of the senior high school students' profile background and their online gaming

attitudes at the same time. After the data are fully gathered and completed, it will be carefully

processed for collation and tallying to provide insights for over-all result analysis and

interpretation. After the analysis and interpretation are made, the output of the study can now be

finalized through a summary of the results and drawing of conclusions. The recommendations

for the research will depend on these two aspects of the research.

Theoretical Framework

The theories on attitude formation support this study. According to Cherry (2016), in

psychology, an attitude refers to a set of emotions, beliefs, and behaviors toward a particular

object, person, thing, or event. Opinions are often the result of experience or upbringing, and

they can have a powerful influence over behavior. Psychologists define attitudes as a learned

tendency to evaluate things in a certain way. This can include evaluations of people, issues,

objects or events. Such assessments are often positive or negative, but they can also be uncertain

at times. Researchers also suggest that several different components make up attitudes. The

elements of positions are sometimes referred to as CAB or the ABC's of view. Cognitive

Component: Your thoughts and beliefs about the subject. Affective Component: How the object,
person, issue or event makes you feel. Behavioral Component: How attitude influences your

behavior. (Cherry, 2016)

There are three fundamental theories that describe attitude formation. There are three

founders of attitude formation. Attitude formation theories provide insight into how a person's

attitude takes shape and why a person might have a particular view or how that attitude came to

exist. Positions often direct behavior on the person itself. The three theories used most often to

describe attitude formation are functionalism, learning, and cognitive dissonance theories.

Attitude formation theories suggest that people do what benefits them, hence the

functionalist approach. Daniel Katz, a functional theorist, suggests that attitudes are formed

according to how a particular person or thing meets our needs. To a functionalist, attitudes are

shaped based on the personal benefit they offer. (Study.com, 2016)

To relate this to the study, a person develops their online gaming attitudes because playing

the games meets their needs. At some extent, it supports self-image or existing values.

Learning theory, on the other hand, states that their past experiences have taught them how

to act. Ivan Pavlov, a learning theorist, explains that our attitudes are formed through

conditioning. Pavlov would suggest that as this person grows older, they will likely respond by

favorite classical music. This is called classical conditioning: when a previously neutral stimulus

provokes a conditioned response. Another type of conditioning is called operant conditioning.

This is only when a stimulus produces a reaction. (Study.com, 2016)To relate this to the study,

online gaming attitudes are formed by getting conditioned with the same stimulus. Gamers

repeatedly experience it since they frequently play online games nowadays. Learning theories

suggest that beliefs are from conditioned past experiences that continue at present.
Cognitive dissonance theory states that people have an attempt to restore harmony to two

opposing truths are held. Cognitive dissonance is a phenomenon in which a person experiences

psychological distress due to conflicting thoughts or beliefs. To reduce this tension, people may

change their attitudes to reflect their other beliefs or actual behaviors (Cherry, 2016).

To relate this to the study, online gamers may be aware that some people say that too much

gaming might not be suitable for them, so they change their belief that "playing" computer

games is just a form of leisure activity and nothing to be worried much.

CHAPTER III

METHODOLOGY

This chapter will discuss the research methods and design that the researchers will utilize

on the study as well as the population and sampling procedure. It includes the research locale,

research instruments and tools, data gathering procedures and statistical treatment appropriate for

the analysis of data.

Research Design

The study will be conducted using a descriptive-correlational method. Descriptive

method is based on observed events from which theories may later be developed in explaining

the observations. It is correlational since it will look for the significant relationship between the

online gaming attitudes of the student respondents and their academic performance.

WEIRD, PAGOD NA TAYO NETO BEFORE? AHAHAHAHAHAHAHAHHAA

TEH PALITAN NATEN HAAHAHAHAHAHAHAA


Participant and Design

The respondents will be chosen using random sampling. Senior high school students will

be participating in the study. They will be given survey questionnaires to determine their profile

background and online gaming attitudes.

Research Instrument

To gather the necessary data needed for this study the following research instruments will be

utilized:

Survey Questionnaire. This is the main data-gathering instrument that the researchers will

utilize to determine the online gaming attitudes of the selected respondents. This survey will be

developed by the researchers. It will be composed of 20-item questions that explore the online

gaming attitudes of the respondents

Data Gathering Procedure

The questionnaires will be distributed to answer by the senior high students of ADZU.

The researchers will carefully explain, facilitate and answer questions of the respondents to avoid

misconception or misinterpretation.

Ethical Consideration

Students who do not want to be surveyed will not be forced to accept the survey

questionnaire. The name of the students will be kept for the anonymity and will remain where it

was and will not scatter around. Students will be asked politely to answer the questionnaire to

prevent unnecessary delay in their classes or unscheduled time.

Scope and Limitation


This study shall conduct to determine how online games influence the senior high school

students of Ateneo de Zamboanga University. The survey will be disseminated to 50 out of

1,894 estimated population of the University year 2018-2019. The survey questionnaires will be

distributed to bonafide Senior High School student of Ateneo de Zamboanga University and

chosen respondents respectively by purposive sampling who can qualify the inclusion criteria as

mentioned on chapter one (problem statement)

NUAY EL STATISTICAL TREATMENT, SA IBANG RESEARCH MERON AHHAAA


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