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students of SCNHS
The rise of modern technology has a large impact in our daily lives. In
particular, the rise has led to the rise of online gaming. According to Wikipedia,
online gaming is referred to any type of games that is played either through the use
of mobile phones or computer, through the use of internet, most of the time it is
referred to any video games that is played online. Nowadays, it is widely use in
leisure activities by many people especially the students who tend to play these
games said that they are playing these games just for fun, to keep themselves away
from the heat of the sun, without knowing that there are a lot of bad impacts in
playing these games that are more than what they think. Playing online games is
beneficial according to some researchers, because it enables the mind of the players
to think critically and more actively, especially to those puzzle based games. It helps
the player to come up with great decisions in tight situations, especially those
adventurous games that will keep the players active and strategic. Playing these
games let the player experienced different challenges. Despite those benefits,
playing online games also brings negative effects, it requires much of the players
In the previous study, it shows the potential health risk of online gaming addiction,
video games addiction that affect a minority of risk individuals. Now the researchers
Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS
aim to study the impacts of playing online games in the social and behavioral factors
Theoretical Framework
One of the most obvious and far reaching effects of the advancement in
media is in the influence of the many form of media available and used by young
people today (Roberts & Foehr, 2002). The accessibility of games of Internet, mobile
phones, as well as handheld videogame consoles has had large impact of the gaming
playing has been found to help improve perceptual skills and visual attention (Green
& Bavalier, 2003), visuospatial cognition (Feng, Spence & Pratt, 2007;Green and
Bavalier,2003;2006), and spatial skills (De Lisi & Wolford,202;Passig & Eden,2001),
but videogame playing has also been argued to be related to reduced school
One study suggested that videogame playing can be associated with risk behavior in
late adolescence and young adulthood (18 to 26 years), with those who played
videogames reporting higher levels of drug use, alcohol drinking, and poorer
relationships with friends and family (Padilla-Walker, et al 2009). This study also
found that among females, videogame use was associated with lower self-worth.
Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS
This research aims to know the impacts of playing online games in the
social and behavioral aspects of the Senior High School students of Santa Catalina
1.1 Age
1.2 Gender
2. How man sessions a gamer spends on playing on line games in terms of:
3. What are the advantages and disadvantages of playing online games to the social
4. Is there any significant relationship between playing online games and the social
Null hypothesis
Alternative hypothesis
This study will help the student have an insight on the impact of playing
online games towards their social and behavioral aspects. To the students, this
study is primarily is important to students, for it will give them information about
the effects of playing online games in terms of their social and behavioral aspects.
They will be more conscious on the said impact for them to realize that playing too
much online games is not worth their money. To the parents, this will help them to
have enough knowledge about the impact of playing online games among their
children. To the readers, this will help the readers to have the understanding about
the impacts of playing online games on the social and behavioral aspects. To the
future researchers, this may serve as a basis for future research that will be
conducted.
Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS
This study covers selected Senior High School students of SCNHS. This study was
limited to DOTA, Mobile Legends, Clash of Clans, and League of Legends. The
researchers gathered all information about the possible impacts of playing online
Definition of terms
Gamer- a person who play games, a person who regularly plays computer, mobile
Online games- is a video game that is either partially or primarily played through
Dyslexia youngster- condition of the young people that makes them hard to read
write or spell.
Phonology- the science of speech sounds including the history and theory of sound