A3 Group 4 Chap 1 5 Research 1
A3 Group 4 Chap 1 5 Research 1
Department of Education
Region III
PAMPANGA HIGH SCHOOL
City of San Fernando (P)
______________________________________________________________________________
CHAPTER I
INTRODUCTION
As we get into the 20th century, advanced technology emerges such as machineries,
transportations and surpassingly, the internet. The internet is a global network connecting
millions of people through social media (Andrews, 2013). We can do a lot of things by means of
social media like surfing the internet that helps us in our studies. It is also a way of
communicating in which we can reach out other people that are far away from us. Moreover, it
provides entertainment that people embrace. One of the examples are the arcade video games
that started in 1972 with Pong, a table tennis sports game featuring simple two-dimensional
graphics, and has been developed in hardware and software systems. This type of game was
upgraded to computer games that turned into online games due to the invention of the internet
(Winter, 2018). And the first online game that was invented was Doom, a 1993 first-person
shooter game by id Software (Leukard III, 1994). The improvement of quality and variety of
games has been increasing in the society and it is the most popular entertainments in modern
societies. Online games attract variety of people in different ages, especially teenagers. These
are mainstreams for high school students because they play games to pass time, beat
boredom, as escapism from life challenges and to meet new milestones. They usually spend
their time glued to computers by playing different online games and these aims for their
recreation to fill in their pleasures that are considered to be fun and diverting.
Despite the entertainment that online games are giving, it also includes issues that can
affect an individual’s personal living. There are many conflicts that might occur in different
aspects of life such as physical and social, but the researchers will focus more on the
Positive and Negative Effects of Online Games in Psychological Aspect 3
psychological aspect. By this aspect, they may encounter problems like when a person deals
with an addiction to online games, they may struggle issues such as depression, low-self-
esteem, high stress levels, and shyness or social anxiety. If they recognize these problems that
excessive gaming is causing yet are unable to control it, they may also experience shame, guilt,
sense of powerlessness and the feeling of restlessness and/or irritability when unable to play.
These problems may worsen most especially when an individual continuously ensue the
The researchers conducted this research to collect information on how online games can
affect the psychological aspect of an individual, specifically the Grade 10 students. It also aims
to give awareness to their parents about the impact that their children may acquire from these
online games.
This study aims to know the positive and negative effect of online games in the
following questions:
This study would bring great contribution by giving knowledge about the positive and
negative effects of online games psychologically. It intends to give information to the following:
Positive and Negative Effects of Online Games in Psychological Aspect 4
Students
about the impact that they may obtain in playing online games. This research will let the
students know that excessive playing of games may lead into such consequences as stated
above and to gain knowledge about the positive effects that they may acquire from playing
online games.
Parents
This study is an essential to parents because it will provide knowledge that may help
them from guiding and supervising their children who play online games. It may also help them
Future researchers
This study would help the future researchers that are interested. This will serve as their
basis and their background about their research. Moreover, they can widen this study for their
future use.
The scope of the study is designed to have a thorough knowledge about the impacts of
online games that an individual may get hold of in psychological aspect. The present study
focuses on the effects of online gaming with the participation of the selected 33 respondents of
CHAPTER II
RELATED LITERATURES
An article written by Dr. Brent Conrad, a Clinical Psychologist for TechAddiction, in the
year 2012 and the author of “How to Help Children Addicted to Video Games”. According to
DSM-IV (the current manual for classifying emotional, psychological and mental disorders) that
they consider video games addiction as a real disorder. As more research conducted about the
effects of excessive gaming, many believe that game addiction is classified as a compulsive
behavior that is similar to gambling addiction. There is no official diagnosis of computer game
addiction but there are some signs and behaviors that gamers might encounter such as
significant interference with school, work, relationships, avoiding commitments, turning down
social initiations, using all free time, playing late at night, loss of interest and regular gaming
“binges” of 8 hours or more nonstop. Aligned with this at 41% of people who play online games
admitted that they played online games as an escape from the real world (Hussian, 2009).
An article written by Michael T.Vinluan titled "Bane or Boon: Computer games and
Academic Performance" in the year 2016 states that in this generation that computer
technology became popular and most used everywhere. One of the countries is the Philippines
that has a huge popularity of Filipino gamers. Example of this are the computer games or online
games that affects most of the students. In this article, Vinluan said that computer gaming is one
of the most developing technology that most students are addicted to it because of virtual
entertainment. Some parents have a negative feedback in it because they think about it like a
Positive and Negative Effects of Online Games in Psychological Aspect 6
waste of time. Many supports the negative effects of computer or online games but there are
also people that supports the positive effect especially for our brains. According to the University
of Winsconsin, computer games or online games helps our brain to release neurotransmitter
An article written by Christopher S. Peters and Alvin Malesky Jr. that the popular facet of
Internet gaming is the massively multiplayer online role-playing game (MMORPG). Some
individuals spend so much time playing these games that it creates problems in their lives. This
study focused on players of World of War craft. Factor analysis revealed one factor related to
problematic usage, which was correlated with amount of time played, and personality
An article written by Chih-Hung Ko that internet gaming is one of the most popular online
leisure activities. These activities, particularly massively multiplayer online role-playing games,
online gamers. However, excessive online gaming may have negative consequences by limiting
real-life experiences. Because of its prominent negative consequences and similarity to other
addictive disorders, the loss of control over online gaming was termed ‘internet gaming disorder’
(IGD) and included in section III of the Diagnostic and Statistical Manual of Mental Disorders,
Fifth Edition (DSM-5). In this review, we focus on the literature supporting IGD as an addictive
suggestions for future studies. We also discuss the intensity and frequency criteria used to
distinguish subjects with IGD from casual online gamers. Finally, we recommend future studies
RELATED STUDIES
Abbas (2017) conducted a study and it is entitled, effects of online game addiction to
the students of the Senior High School Students of Southern Christian College. The aim of the
research is to determine the effects of the online game addiction of the students to their
academics and to their health. Abbas (2017) study is similar to this study because both of them
give information to the students about how online gaming affects the life of students. However,
Abbas (2017) study also focuses on physical health and academic performance while this study
Routledge (2015) conducted a study and it is the unraveling the physical, social and
psychological effects of video games. They had to find out if these games cause violent,
aggressive behavior, if these online games help us learn because these are the often types if
questions raised by popular media, policy makes, scholars and the general public. International
experts review the latest findings in the field of digital game studies and weigh on the actual
physical, social, and psychological effects of video games. Taking a broad view of the industry
from the moral panic of its early days up to recent controversies including Grand Theft Auto, the
contributors explore effects of games through a range of topics including health hazards or
benefits, education, violence, and aggression, addiction, cognitive performance and gaming
communities.
A study entitled "Effects of Addiction to Computer Games on Physical and Mental Health
of Female and Male Students of Guidance School in City of Isfahan", conducted by Eshrat
Zamani, Malileh Chashmi and Nasim Hedayati in the year 2009. This study aimed to investigate
the effects of addiction to computer games on physical and mental health of students. It is
similar or related to our study because it tackles about the mental or psychological health,
Positive and Negative Effects of Online Games in Psychological Aspect 8
though it has a bit difference because this study has another aspect which is the physical
CHAPTER III
RESEARCH METHODOLOGY
This chapter talks about the research design, sampling design, instrument of the studies,
RESEARCH DESIGN
The researchers used a descriptive type of research in their study. This provides the
mental, emotional and behaviour of an individual. Descriptive research involves gathering data
that describe events and then organizes, tabulates, depicts, and describes the data collection
(Glass & Hopkins, 1984). This design was chosen to meet the objectives of the study, namely to
determine the positive and negative effects of online games psychologically. To meet the
assessment, the researchers used quantitative in order to come up with a descriptive type of
research.
techniques. It gathers information by sending out questionnaires and the results can be depicted
in the form of numerical (Bhat, 2018). And according to Aliaga and Gunderson (2002),
numerical data that are analyzed using mathematically based methods e.g. in particular
statistics.
Positive and Negative Effects of Online Games in Psychological Aspect 9
In coming up with analysis of quantitative data, the researchers were able to gather
information by the ideas during the data collection. The researchers used this method because
of the three intentions: to construct a research questions that will accomplish the competencies.
Second, to use this method using checklist, questionnaire and Likert scale. And to come up with
SAMPLING DESIGN
Simple random sampling was used for selecting the participants in this study. This
sampling design is where we select a group of subjects (a sample) for study from a larger group
(a population). Each individual is chosen entirely by chance and each member of the population
has an equal chance of being included in the sample. Every possible sample of a given size has
The researchers selected Pampanga High School as the respondent school because it
has the largest population among the other schools in the City of San Fernando, Pampanga that
will enable the researcher to reach the target number of respondents. There were 223 students
from the Aguinaldo block during the School Year 2018-2019 from which the 15% or 33 students
The researchers conducted draw lots to select one (1) class from the Aguinaldo block.
When one section was already selected, every student that made-up the class will be included
as respondent.
The instruments used are researcher-made questionnaire, Likert scale and checklist to
Positive and Negative Effects of Online Games in Psychological Aspect 10
gather the needed data of the study. The questionnaire for the students consists a three (3) item
question that is answerable with the use of checklist and one (1) question that is answerable by
a rating scale. The scale consists of 8 questions that they need to rank from 4 being the highest
It intended to it was intended to know the possible effects of online games psychologically and
The dry-run and validation on the questionnaire, checklist and rating scale for the
DATA GATHERING
The following are the procedures that the researchers followed in order to gather their data.
1. The president conducted draw lots to assign each group on what room will their
respondents be.
2. After assigning the rooms, the researchers constructed questionnaires that was given to
3. When the approval was given, the researchers made 33 copies of the questionnaire for
5. After answering, the researchers took the questionnaires and continued to conduct their
STATISTICAL ANALYSIS
Positive and Negative Effects of Online Games in Psychological Aspect 11
Mean Scores
The researchers used the formula in order to compute the following mean
scores.
Percentage Scores
frequency
P= (100)
total number of respondents
Range Descriptors
2.5-3.4 Agree
CHAPTER IV
This chapter is about the presentation, analysis and interpretation of data. More
Choices Percentage
1 Yes 85%
2 No 15%
Table 1 shows the responses of Grade 10 students about playing online games. Out of
33 respondents, twenty-eight (28) or 85% said that they are playing online game, while five (5)
5 Others 25%
6 DOTA/DOTA 2 18%
Table 2 shows the responses of Grade 10 students about what games do they usually
play. Among the 33 respondents, eighteen (18) or 64% play Mobile Legends (ML), while both
League of Legends (LoL) and Rules of Survival (RoS) were chosen by eight (8) or 29% of the
(PUBG) same as the other games that were not stated in the choices, while five (5) or 18% of
1 1 - 2 hours 36%
2 3 - 4 hours 32%
Table 2 shows the responses of Grade 10 students about how many hours they spend
their time in playing. Among the 33 respondents, ten (10) or 36% spend 1 - 2 hours playing
online games, while nine (9) or 32% of the respondents spend 3 - 4 hours to play. Six (6) or
Positive and Negative Effects of Online Games in Psychological Aspect 14
21% of the respondents spend less than one (1) hour in playing, while three (3) or 11% of the
respondents spend more than five (5) hours in playing online games.
Mean Score of
A. Psychological Effects Description
the students
Agree
Agree
6. Tend to forget the things that they should do. 2.14 Somehow
Agree
Agree
Agree
Agree
Positive and Negative Effects of Online Games in Psychological Aspect 15
Table 4 shows the responses of the students about the effects of online games
psychologically. The students described online games as how it affects them positively. It can
prolong their patience (2.32), can kill their boredom (3.07), can relieve their stress (3.04) and
Some of the students also described as how online games affect them negatively. It will
be difficult for them to focus (2.25), they tend to forget the things that they should do (2.14), they
are being obsessed or addicted to it (1.82) and they are being aggressive when playing (1.93).
Positive and Negative Effects of Online Games in Psychological Aspect 16
CHAPTER V
This chapter presents the summary of the findings, the conclusions drawn from it, and
SUMMARY
Online games are attracting people by the entertainment it can give. Today, we have a
growing population of online games or players. Despite the entertainment and the helps it can
hand the players, there are also bad effects that people can get from playing excessively. The
study aims to know how online games affects students in psychological aspect knowing that
descriptive research design. While the sampling design used in identifying respondents was
simple random sampling. The instruments utilized in data gathering are Likert scale and
checklist administered to the 33 out of 224 Aguinaldo students enrolled in Pampanga High
School, School Year 2018-2019. The Likert scale has descriptions of “strongly agree”, “agree”,
“somehow agree”, “disagree”. The checklist includes the different games that they usually play
and how long they spend in playing these games. Another instrument used is a questionnaire
for asking if they are playing online games that consists of a one-item question.
Positive and Negative Effects of Online Games in Psychological Aspect 17
This study was designed to assess the effects of online games psychologically. More
1. Out of 33 respondents, twenty-eight (28) or 85% said that they are playing online
game, while five (5) or 15% of them do not play online games.
2. Eighteen (18) or 64% play Mobile Legends (ML), while both League of Legends
(LoL) and Rules of Survival (RoS) were chosen by eight (8) or 29% of the
Battlegrounds (PUBG) same as the other games that were not stated in the choices,
3. Ten (10) or 36% spend 1-2 hours playing online games, while nine (9) or 32% of the
respondents spend 3-4 hours to play. Six (6) or 21% of the respondents spend less
than one (1) hour in playing, while three (3) or 11% of the respondents spend more
CONCLUSION
online games. Most of the students play online games however, there are still some
2. The students who play online games chose different games to play which are the
Mobile Legends (ML) that has the highest percentage, followed by the League of
and the least is DOTA/DOTA 2, while some of them play other games that are not
3. The students spend most of their time playing online games. The highest rate of time
the students spend in playing is 1 – 2 hours. Others spend 3 – 4 hours and less than
an hour in playing. While the least chosen length of time is more than 5 hours.
4. The students’ perception about online games can affect them positively based on
their responses. Online games will be helpful for them in managing their patience, to
kill their boredom, relieving their stress and giving them relaxation.
5. The students’ perception about online games can affect them negatively based on
their responses. It will be difficult for them to focus while playing games and having
difficulty in remembering the things they should do. It also includes being obsessed,
RECOMMENDATION
1. The school should provide more physical activities to strengthen their students
orientations for the parents to fully guide children regarding the excessive use of
online games.
3. The teachers should also monitor their students if they are managing their time
4. For the future researchers, continue the study into a wider scope to determine
more the different effects of online games in able to the students and parents to
REFERENCES