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Jennylynsyfinalchapter1 and 2
Jennylynsyfinalchapter1 and 2
THE PROBLEM
Rationale
The term computer game is in sharp competition with video games, console
games, and arcade games. Video games and console games usually mean games
connected to a TV, where as arcade games means games placed in public spaces.
Computer games on the other hand, are occasionally used to mean games played on a
personal computer.
However, since all of these areas have been developed in close parallel and because
all of these games are play edon computers, most researchers use the. Computer
games first came into existence in the 19 !s with the introduction of a shoot "up game.
#ince the computer games have become a regular part of life for many people due to its
increased popularity. The computer game has changed from being primarily played at
things that people don%t have many years bac&. 'neof these things is online gaming
that is provided by the internet. 'online gaming is one of the widely used leisure activities
by many people.
Teenagers who areplaying these online games said that they are playing these
games (ust for fun, to &eep away fromthe heat of the sun, without &nowing that there
are a lot of effects of playing these games that aremore than what they &. playing online
games, according to some research is beneficial. enables the mind of the players to be
more active, especially those pu++le"based games. *t helps the player to come up with
decisions in tight situations, especially those adventure games that&eep the players to
be alert, active and strategic. )laying these types of games ma&es the player
Since the early 2000s there has been a significant increase in the number of
empirical studies examining various aspects of problematic online gaming and online
exists and/or whether the term “addiction” is the most appropriate to use. Some
use of video games. Terminology for what appears to be the same disorder and/or its
consequences includes problem video game playing, problematic online game use,
video game addiction, online gaming addiction, internet gaming addiction, and
compulsive internet use. This entry uses the term “gaming addiction” to describe the
evidence that such behavior can include all the core components of addiction including
(Griffiths, 2010).
Online games is a topic of increasing research interest. Since the early 2000s,
there has been a significant increase in the number of empirical studies examining
various aspects of problematic online gaming and online gaming addiction. This entry
problematic online gaming use and online gaming addiction; (2) the negative
consequences of excessive online gaming; (3) the factors associated with problematic
online gaming and online gaming addiction; and (4) the treatment of problematic online
gaming and online gaming addiction. The entry concludes by looking at the trends in the
field and a consideration of what the future of online gaming addiction might be.
Online Gaming is the most common problem especially to the teenagers today's
computer games or video games. Those individuals suffering from video game addiction
may use the internet to access massively multi player online role playing games and
multi-user domain games. Individuals suffering from video games addiction use the
virtual fantasy world to connect with real people through the internet because they build
up a team work to accomplish their missions. Those suffering from video game
addiction may enjoy aspects of the online game that allow them to meet, socialize and
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 thus
leading to the proliferation of online game addiction on a global platform (Iowa State
University, 2011). According to recent researches, online gaming has become one of
the most addictive Internet activities to date (Wan &Chiou, 2006). Based on established
researches, the thesis is interested in discovering the reasons behind why young people
start to play online games as well as how playing such games affects the daily lives and
activities of them. Based on information gathered from the Sweden’s Official Gaming
Website (2009) the market for computer and video games has grown and continues to
grow at an accelerating pace within the Scandinavian regions, including Sweden.
Gaming has become a massive industry. Over the past three years, this growth has
been seen to reach and surpass 3 billion SEK (which roughly approximate 375 million
USD). Even in light of the recent recession the gaming industry has held on strong with
an increasing volume of game sales in 2009. Computer games have become a very
popular leisure activity among children and adolescents in recent years. In fact, based
on popularity alone online gaming garners a larger share of ‘favourite’ 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
However, despite all of its inherent advantages, the Internet also has its drawbacks.
Online Gaming makes the individual sharper and mentally more active, because they
find ways to accomplish the mission that they want. This is one of the main and
important advantages that the individual makes experience while playing online games.
They learn to coordinate their mind with the actions of their hands and they also develop
mental strength and it helps them to socialize and interact other individual. But it has
also disadvantages that makes individual become addicted and learn how to fooled and
cheated and can also be abused and harassed online. And it may affect to their
individual studies, not, just only to their study but also to their lives. (2014) Victorcan.
The purpose of this study is to determine what are the disadvantages and
advantages that they can get in playing online gaming. And to enhance their knowledge
what are the possible happened if they will become addicted in any online games. The
goal if this study is to aim awareness and limitations in every live individual.
The research gap of this study that titled online games and the academic
become a bully victim. Second low self-esteem or shyness that every students have that
they encountered at home and school thats why they play online games.
Third because of this problem, students wanted to plays online games because they
feel alone and have poor friends. Because of this, they will become more addicted in
any online game that makes their life miserable and can affects their academic
performance.
Conceptual Framework
The study was quantitative in nature and it utilized the descriptive approach in research
Input Trough put Output
ONLINE GAMES
ACADEMIC
AND THE PERFORMANCE
ONLINE
ACADEMIC GAMES (INCREASE/DECREASED)
ADDICTION
PERFORMANCE
OFGRADE 11
STUDENTS
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 thus
leading to the proliferation of online game addiction on a global platform (Iowa State
University, 2011). According to recent researches, online gaming has become one of
reasons behind why young people start to play online games as well as how playing
such games affects the daily lives and activities of them. Based on information gathered
from the Sweden’s Official Gaming Website (2009) the market for computer and video
games has grown and continues to grow at an accelerating pace within the
Over the past three years, this growth has been seen to reach and surpass 3 billion
SEK (which roughly approximate 375 million USD). Even in light of the recent recession
the gaming industry has held on strong with an increasing volume of game sales in
2009.
Computer games have become a very popular leisure activity among children
and adolescents in recent years. In fact, based on popularity alone online gaming
garners a larger share of ‘favourite’ 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
effect. For some people who play online games, the Internet acts as an enabler. It is 7
used to feed an addiction, which by its very definition interferes with daily life, work and
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. For purposes of clarity, in the rest of this thesis online games will also be
1. What are the profile of the students in terms of age and gender?
3. Is there any significant association between the online games and the academic
performance?
There is no significant association between the online games and the academic
Students -Who is the one can benefits this study that they will aware for what
online games affects their academic performance. because this will not good to their
selves but it can gave happiness to their family who always gives support financially
and love.
Teachers -Who can teach students what are the most important to be aware that
online games is really affect to their academic performance that can lead them to be
addicted and laziness. Teachers also monitoring there students what are the most
reason that some students play online games even in a class hours.
Parents -Who always guide, advise and know better there children. if their
children become addicted in any online games that cause low grades in there study.
parents is the one most responsible of it that their children will become discipline and
teach them always that online games cannot bring good impacts to achieve goal in life.
Principal -Who can monitor student not just student but also the parents of the
students because principal do what are the best things to do that students will go to the
right path way to achieve goals in life because online games cannot bring good impacts
Readers- Who can read this simple research and can get some knowledge and
ideas that can apply to their real life's individual. Readers must always put to their mind
there research. Future researcher who can read this simple research it can give them
new learning’s that surely apply to themselves. Online games and the academic
performance the title of this research a simple research that leads to the future
researcher that the best way to make research is patience and persistence.
grade 11 students in Tingub. it will measure how many students really affects their
academic performance.
DEFINITION OF TERMS
Online games -refer to games that are played over some form of computer network, most often
the Internet. Online games can range from simple text-based games to games incorporating complex
of schooling you have successfully completed and the ability to attain success in your
studies. When you receive great grades, this is an example of academic achievement.
When you attend college and graduate school, this is an example of academic
achievement.
Chapter II
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the Review of Related literature and the related
studies that were used as a basis to support this study and relevant to the
presentation investigation.
Related literature
Carey (2012) found out that the history of online gaming included contributions
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
game settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours and
game using a local area network (LAN) where they could be on the same settings. The
players seem to be in a real situation that they use their mouse or keypads to move in
Hall (2005) said that online gaming has become increasing popular over the past
few years.
Both Orzack (2004) and French (2002) found out that in internet search for
“gaming addiction” yields lists of physical and psychological symptoms from dry-eyes
and carpal tunnel syndrome to “problems with school or work,” offered as indi cative of
Griffiths, et al. (2003) stated that online gaming has been separated by some
researchers into three main types: stand-alone games, local and wide network (LAWN)
French & Dwyer (2002) claimed that online game players “don’t have normal
social relationships anymore” and play online games in order to cover feelings of anger,
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users
Turkle (1995) found out that online games enabled self-exploration and discovery
that users extended and idealized their existing personalities or try out new ways of
relating to one another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding social
touch with old friends, meet new people, learn, and share information.
blossomed after the year 1995 when the restrictions imparted by the NFSNET (National
Science Foundation Network) were removed. This resulted in the access to the
complete domain of the internet and hence multi-player games became online ‘literally’
to the maximum possible degree of realism. Today, most of the online games that are
present are also free and hence they are able to provide sample.
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
gaming setting.
1. Multiplayer games started in 1972 with PLATO PLATO was a joint project of
the UNIVERSITY of Illinois and Control Data Corporation, which enabled students to
interact with other terminals for the purpose of education and computer aided learning.
In 1972, new interfaces enabled students to begin creating games, and the world
2. MUD was the first network game MUD in 1978 spawned a genre of network
based games, enabling players on the network to interact and explore the MUD game
world. MUD games ultimately paved the road for MMORPGs, with the concept of a
shared world.
3. MAD on BITNET was the first worldwide multiplayer game In 1984, MAD
appeared, and it was the first game to enable worldwide connectivity.MAD was a MUD
accessible to anyone on the worldwide computer network, and it lasted for two years.
development of MUDs and BITNET, a game called Maze War, which originated with
NASA in 1973, was helping to fuel development of server-host gaming. Maze War
paved the way for two computers connecting directly in a peer-to-peer connection,
computers connecting to a server and games hosting on the server with local
workstations.
5. Never winter Nights was the first graphical MMORPG launched to AOL
customers in 1991, Never winter Nights was the first graphical MMORPG. It was
6. Doom paved the way as a first person shooter multiplayer game Doom made
You should connect and play with others via local network, or you could direct dial to
other folks via your modem. Dom also spawned the creation of DWANGO, an
Quake paved the way for modern multiplayer gaming Quake was similar to and followed
Doom in 1996, but it was revolutionary for the development of one extremely important
side prediction, which drastically reduced lag and made it possible for multiplayer to
game simultaneously without significant server delays. 8. Ultima Online was the
beginning of MMOs Massively multiplayer online games really took off with the release
of Ultima Online. Quakeworld refined the technology, and Ultima Online introduced
game world where players could freely interact and pummel each other. Today’s online
II. Effects of Online Gaming According to Science Daily (Oct. 22, 2007), Joshua
Smyth’s research found that online, socially integrated multiplayer games create
academic work) but also garner far greater positive results (greater enjoyment in
playing, increased interest in continuing play and a rise in the acquisition of new
Nicholas David Bowman of Michigan State University in April 26, 2008, with the growing
popularity on online video games, there have been anecdotal reports suggesting that
these games are highly addictive, with some gamers spending in excess of 40 to 5 o 50
hours per week playing. Thus, research into individual characteristics that lead to
many young people’s day-today lives (Griffiths &Davis; Durkin, 2006). More recently,
with the rapid diffusion of broadband Internet services and high-end graphic cards for
online networks- have become more popular and attractive than ever before (Sherry &
Bowman, in press).
In the history of online gaming, Aradhana Gupta stated that online games
blossomed after the year 1995 while Dachary Carey stated that the history of online
gaming includes contributions by many different companies and entities In the effects of
online gaming, based on the facts of ScienceDaily in October 22, 2007, Joshua Smyth
found out that online socially integrated multiplayer integrated multiplayer games create
greater negative consequences but also garner far higher good results than do single
Related studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online
gaming can be addictive. The research has tended to concentrate on negative aspects,
such as excessive play and addiction. Instead of spending their hours on studying and
doing their homework, children spend their time on playing computer games.
Gentile, et al. (2004) said that the majority of these studies have shown that
online games can be addictive and that some online games have been associated with
aggressive behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
The study of Carrasco (2001) stated that computers have become a part of
man’s life. Almost all the things around us were made by computers with the aid of
modern machines. Associated with the computers is the internet where we can find
online games. Online game has a big impact to children especially to teenagers. They
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance learning,
offer solace, to drive away boredom, and/or to persuade players to adopt certain actions
and opinions. The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive
accuracy for players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive behaviour. In that
case, children imitate online characters. Some children are at the period of modelling
(Anderson & Bushman, 2001). Taha, J. (n.d.) said that online games are seen as good
learning tool because many think that they can teach children in ways that their
teachers are failing by sparking their minds, stimulating their thinking, and inspiring their
imagination.
problem that has been observed is that the Internet cafe observed is that the Internet
cafe has become mainly game centers. About one-half to m two-thirds of the computer
in a typical Internet cafe, 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. The Internet cafes have become not just
game centres. They are becoming centres of addiction among the youth, mostly boys,
entrepreneur, “Internet cafes 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
study carried out in 2002 and published in June shows that around 20% of Finnish boys
between the ages of 13 a and 15 spend more than three hours a day at the computer
playing online games. The figures for “heavy user” girls in the same age group are only
between 2% and 3%. In terms of the large gender difference, Finland was among the
most striking examples in the entire study. Based on the facts of J.A Jacko in 2009,
commonly defined, as “sense of being there” is an important factor for the online game
users. Both studies stated that online games are really addictive to anyone who are
hooked here.
Based on the facts of Justin Visda, Heinson Tan and Bryan Yaranon, online
games are hard to resist, particularly if it’s only around our environment. Students find it
happy and enjoyable and they eventually forget their tasks and problems, but it does a
According to them, addiction is too much playing, and it cannot be resisted because
most of the youth tells that they are bored with their everyday lives, especially to their
studies. That’s why online games is addictive and it gives them enjoyment.
Republic of the Philippines
Department of Education
Region VII, Central Visayas
Division of Mandaue City
TINGUB HIGH SCHOOL
Tingub, Mandaue City
Madam:
Good day!
We, the students of the academic track: General Academic Strand (GAS)in the Senior
High School Department are currently taking the subject Practical Research III in the
second semester of school year 2017-2018.
Our research entitled “ONLINE GAMES AND THE ACADEMIC PERFORMANCE OF
GRADE 11 STUDENTS OF TINGUB NATIONAL HIGH SCHOOL S.Y 2018-2019” uses a
non-experimental or descriptive research method. In relation to this, please allow us to
conduct a survey to all sections in Grade 11 level. The needed data are the students’
gadgets usage among Grade 11 students and Academic performance and the students’
scores in the First Periodical Test in all subjects from their respective teachers. The data
gathered shall be held with outmost confidentiality.
We hope for your consideration.
Researchers