Documente Academic
Documente Profesional
Documente Cultură
CHAPTER 1
Introduction
Nowadays, development in technology brings many things that people don’t have many
years back. More and more people are starting to use the internet. One of these things is online
gaming that is provided by the internet. At the same time, online games have become extremely
popular among the young generation thus leading to addiction. As of today’s, millennium, new
forms of technology made wherein its main purpose to seek convenience, things may move fastest
motion people also goes into reverse motion where other negative effect arises. To think the target
market of these online games is young people or most especially students to whom it may result
to such addiction that may ruin their performance in the class session.
According to recent researches, online gaming has become one of the most addictive
internet activities. Computer games have become a very popular leisure activity among children
and adolescent in recent years. The worldwide popularity of gaming, especially among children is
shocking. Due to technological advancement, video and online games are increasingly attractive
and challenging with beautiful graphics, lifelike images, realistic characters and highly
sophisticated game systems. Many youngsters enjoy gaming without experiencing any detrimental
consequences. However, some teenagers fail to maintain balance between gaming and school
A child’s addiction to online games can affect many things most particularly his/her
education. Online games may have significantly negative consequences, especially in life of the
students, through causing distraction and interfering with important reaction of out-game life
Impact of Online Gaming Addiction to STI Students 2
actions, such as academic performances, health and social life. But there are also beneficial things
of playing online games according to some research. It enables the mind of the players to be more
active, especially those puzzled-based games. It helps the players to come up with a decision in
tight situations, especially those adventure games that keep the players to be alert, active, and
strategic. Everyone who plays video games has a different reason for playing, and the usage of the
game leads to different effects for each individual. Childhood upbringings, peer influences,
pressures at school and family issues are all factors that have a strong connection with the effects
of gaming on individuals. Online games maybe therapeutic for some people, but the small amount
This study will aim to determine and sought to answer the following questions:
1.1 Age
1.2 Gender
2. How does the academic performance of students affect by the following gaming factors?
3. What are the advantages and disadvantages of online gaming among students?
Impact of Online Gaming Addiction to STI Students 3
The findings of the study will have a great help or will be significant to the students,
Students. This study is primarily important to student, for it will give them information
Parents. This study will help the parents to have enough knowledge about the impacts of
Researchers. This may serve as a basis for future research that they will conduct.
After the research, it is expected to know the impact of online gaming addiction to STI
students. To know the profile of these respondents, other advantages and disadvantages of these
online gaming addiction to students specially how it affects their academic performance.
This study will be conducted to determine the impact of online gaming addiction to STI
students. This study will specifically determine the effects of online gaming to students especially
in their academic performances, some of the advantages and disadvantages of being addicted in
online gaming.
The respondents involved in this study is the students in STI Calbayog who are addicted in
online games.
Impact of Online Gaming Addiction to STI Students 4
Definition of Term
The following are the terms used in this study. The words are defined according to how
they are utilized in the study for better comprehension of the study.
Online gaming are games that are played online via the Internet.
CHAPTER 2
This section presents the related literature and studies after the thorough and in-depth
Related Literature
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, depression and
low self-esteem.
The authors 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 indicative of problem usage
behavior.
In the research conducted by Ahn and Randall (2008), they were able to discover that
Massively-Multiplayer-Online Games or MMOG affects both the social and academic lifestyles
of students. Based on their surveyed data, students who are addicted in online games registered
more F grades as compared to non-addicted students. This statistic corresponds with the amount
of playing time of addicted students on the MMOGs. Their surveyed data also shows that
approximately 50% of MMOG addicted students were also reported as actively engaged in a
physical altercation. Addicted students are mostly involved in arguments with their teachers and
Stated by Hassan (2011), online gaming is good and bad. Good for those who know their
Impact of Online Gaming Addiction to STI Students 6
limits and bad for those who fix themselves in the seats for long hours and cut off the interaction
According to Bachhuber and Saulnier (2012), playing online games is an effective way
of enhancing a student’s reading comprehension. Through formative testing, they found out that
online games can help a student improve his/her grammar, vocabulary and comprehension
because they can have an interactive way to learn English or any other language.
As of today, most people relate online games to low academic performance. Through the
years, studies have yielded different results. Some of them say that they are co-related when some
According to Anderson and Dill (2000), there is a negative correlation between the two.
Thus, meaning that there is no relation between the number of hours played by a player and his
grades. At times, the students defend the games they are playing by saying that they do learn
something from it. A paper from EDUCAUSE backs these students up by suggesting that the
faculty learn and know about these games so as to help students in in class learning experience
CHAPTER 3
This chapter presents the method of research, the subjects of the study, the method of
gathering data, the research instruments or tools and the statistical treatment of the gathered data.
Method of Research
The researcher will then administer the questionnaire to the respondents, conduct test and
analyze the pertinent records to get the necessary data, retrieve the questionnaire from the class,
collate and classify the questionnaire to examine and compare carefully in order to note points
and verify the order, necessary for the completeness of the study. Statistically analyze and
The subjects of this study will be the 16 selected randomly students in STI Calbayog from
After choosing the respondents, each of them we’re given a survey questionnaire to
answer.
The main tool that will be used in gathering the data for this research is the researcher-
made instrument which is the questionnaire. The questionnaire is divided into three main parts.
Part I includes personal data information, which was used to draw important information
Part II includes the game session and activities of the online game players. It determines
the type of computer game being played, how often the students’ play online games, the number
of hours spent in playing the games and the money spend in playing online games.
Part III of the questionnaire was used to draw information about the perceptions of the
students playing online games about the behavior and other performance-related factors.
At first, the researchers looked for necessary resources that could help them in their study.
They did an intensive reading from the internet and asked opinions from the online game players.
From these, they were able to construct ideas and questions necessary for the questionnaire.
A letter of transmittal was then prepared and was submitted to their research adviser, to
their school academic head and principal for the approval in producing and distributing the
questionnaire.
The researchers asked the permission from their research adviser to allow them to proceed
With the permission granted, the researchers started in distributing the questionnaire. The
researchers clearly explained all the directions and items to the students - respondents to ensure
Retrieval of the questionnaires was done after two days. The responses were tallied,
CHAPTER 4
The study included several profile variables to gain the information about the
Table 1
2 13%
11-15
14 88%
16-25
TOTAL 16 100%
Results indicate that out of 16 respondents, the ages 11-15 have a frequency of 2
with a percentage of 13% and age 16-25 have a frequency of 14 with a percentage of 88%.
1.2 Gender. Table 2 shows the profile of the respondents in terms of gender.
Table 2
12 75%
Male
Impact of Online Gaming Addiction to STI Students 10
Female 4 25%
TOTAL 16 100%
The findings revealed that majority of the respondents who are playing online games
were male.
1.3 Educational Status. Table 3 shows the profile of the respondents in terms of
educational status.
Table 3
Grade 11 12 75%
Grade 12 4 25%
TOTAL 16 100%
It shows that 12 of the respondents are Grade 11 with 75% while 4 of them are
2.1 Table 4 shows the profile of the respondents in terms of online games commonly
played by them.
Table 4
Impact of Online Gaming Addiction to STI Students 11
Arcade 4 4
Action/Shootin 11 1
g
Driving/Racing 6 2
Other 5 3
TOTAL 27
Table 4 shows the online games commonly played by the respondents. The most
played online game is the action/shooting game which has a frequency of 11 and the second
is the driving/racing with a frequency of 6 and the third is other games with 5 frequency and
then the arcade with a frequency of 4. This are the games that are played by the respondents.
2.2 Table 5 shows the length of time the respondents play online games (in terms of week).
Table 5
Length of time the respondents play online games (in terms of month)
TOTAL 16 100%
Impact of Online Gaming Addiction to STI Students 12
Table 5 shows the length of time the respondents play online games (in terms of
week). It shows that out of 16 respondents, 6 of them play online games for about 1 whole
week which is equivalent to 38%; 5 of them are playing online games 3-4 times a week
which is equivalent to 31%; 3 of them are playing online games for 1-2 times a week which
is equivalent to 19%; and 2 of them are playing 1-2 times a week which is equivalent to
13%.
2.3 Table 6 shows the length of time the respondents play online games in a week (in terms
of hour).
Table 6
Length of time the respondents play online games in a week (in terms of hour)
TOTAL 40 100%
Table 6 shows the length of time the respondents play online games in a week (in
terms of hour). It shows that 4 respondents are spending 1-3 hours of playing online games
in a week which is equivalent to 38%; 4 of them are spending 11-15 hours for playing online
games in a week which is equivalent to 25%; 4 of them are spending 3-7 hours for playing
Impact of Online Gaming Addiction to STI Students 13
online games in a week which is equivalent to 25%; and 2 of them is spending 8-10 hours
It indicates that almost all of the respondents are spending 1-3 hours in a week in
2.4 Table 7 shows the amount of money the respondents spend for online gaming (per
week).
Table 7
Amount of money the respondents spend for online gaming (per day)
Php 250-300 1 6% 4
TOTAL 40 100%
Table 7 shows the amount of money the respondents spend for online gaming (per
week). It indicates that 9 out of 16 respondents are spending almost Php 50-100 for playing
online games which is equivalent to 56%, and 4 of them are spending Php 350-500 for
playing online games which is equivalent to 25%, and 2 of them are spending Php 150-200
which is equivalent to 13%, and 1 student is spending Php 250-300 which is equivalent to
6%.
It indicates that almost all of the respondents are spending almost Php 50-100 for
online gaming.
Impact of Online Gaming Addiction to STI Students 14
2. Blurred Vision
7 44% 2
3. Cannot be concentrated regarding to
studies 7 44% 2
4. Having aggressive behaviors, feelings
or thoughts 4 25% 3