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Impacts of Playing Online Games to the Social and Behavioral factors of the SHS

students of SCNHS

Background of the Study:

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

time, leaving their school activities and homework unattended.

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

of the Senior High School students of SCNHS.


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

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

environment, and this affects gaming on a number of different levels. Videogame

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

performance (Anand, 2007;Anderson & Dill,2000;Anderson,et al 2007; Gentile, et al

2004) and with decreased success in college (Anand,2007;Anderson and Dill,2000).

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

Statement of the problem:

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

National High School.

Specifically, this research will study the following questions.

1. What is the demographic profile of respondents in terms of:

1.1 Age

1.2 Gender

1.3 Grade Level

2. How man sessions a gamer spends on playing on line games in terms of:

2.1 Frequency of playing online games

2.2 Average of time span of playing online games

2.3 Length of period of playing online games

3. What are the advantages and disadvantages of playing online games to the social

and behavioral factors of the students?


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

4. Is there any significant relationship between playing online games and the social

and behavioral factors of the students?


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

Null hypothesis

There is no significant relationship between playing online games to the

social and behavioral factors of the students.

Alternative hypothesis

There is significant relationship between playing online games to the social

and behavioral factors of the students.


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

Significance of the Study

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

Scope and Delimitations of the Study

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

games on the social and behavioral aspects of the students.


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

Definition of terms

Games addiction- also known as gaming disorder or internet gaming disorder is

generally defined as problematic, compulsive use of video and/ or internet games,

that results in significant impairment in an individual’s function in various life

domains over a prolonged period of time.

Gamer- a person who play games, a person who regularly plays computer, mobile

games or video games.

Online games- is a video game that is either partially or primarily played through

the internet or any other computer network available.

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

changes in a language or in two or more related languages.


Impacts of Playing Online Games to the Social and Behavioral factors of the SHS
students of SCNHS

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