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How Online Gaming Affects Human Life |1

Abstract

This study was conducted to assess and find out the effect of online gaming in
human life. Based on our research online gaming is becoming a severe problem to
adolescents. Because playing online games is one of the common activities that people
spend their time. Even when they are bored and when they have nothing to do. Students
spending too much time on online games every week tend to suffer from worsened
learning ability, concentration problems, poor academic performance, and decreased
interactions with other people. There are several improper habits and behavior with this
development which the researcher finds in a study on online game towards the doer. The
study is to show how even an online game can effects someone through various aspect.
Playing online game is not quite bad as long as they know how to limit themselves in
playing. Even though they play online games; they know how to socialize well and they
can perform very well when it comes to academic performance. However, it is inevitable
not to play even for half an hour especially when they are accustomed to it. Therefore, it
is just a matter of discipline.
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Acknowledgement

We would like to thank, first of all our Almighty God, for guiding us and for the knowledge that
He gave us to finish this task. And also
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CHAPTER I

Introduction

In our generation online gaming has become popular among adolescent or teenagers as it

can be played on mobile, tablet, laptop, and computer. All range of age has possible to become

addicted in playing online games that will lead them to become less care about themselves and

also they will become less care about their school academic performances.

Online gaming is one of the widely used leisure activities by many adolescents. For some

adolescent it is said that playing video games have many reasons to be played, for it can be stress

reliever, enjoyment and can make a social interaction with other people.

There are two major types of video games. The Standard video games are generally

designed to be played by a single player and involve a clear goal or mission, such as rescuing a

princess. The addiction in these games is often related to completing that mission or beating a

high score or preset standard.

The other type of video game addiction is associated with online multiplayer games.

These games are played online with other people and are especially addictive because they

generally have no ending. Gamers with this type of addiction enjoy creating and temporarily

becoming an online character. They often build relationships with other online players as an

escape from reality. For some, this community may be the place where they feel they’re the most

accepted.
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Significance of the Study

Student nowadays are prone in using online games even at young age they learn how to

play online games. Their parents can’t order them to do things and stuffs like household chores

because they are busy playing online video games. This study is significant to the students to

give them knowledge about the effects of online gaming to their life. This will encourage the

students to limit their time of usage. This study will provide information to delivers this

generation’s problem which will low to experts to hasten further studies.

Scope and Limitation of the Study

This study is limited only to the students of New Era University Pampanga Branch,

Senior High School, school year 2018-2019 regarding to online games. Their ages ranges from

15-20 years old. We prepared 100 pieces survey paper containing 15 questions regarding to our

study. The range of the study was from july -


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Statement of the problem

By using internet, this will give us a network that provides faster services especially with

using this for online games. There are some problems in playing online games such as it can be

affect your school academic performances, it can affect your cognitive behavior and also you

will become addicted to it.

To make our research more clearly to our readers, we made a set of questions.

1. How online gaming can affect human life?

2. Does online gaming have a positive effect?

3. Does online gaming helps the gamers to their school academic performances?

4. Can online gaming provides information that can be used by the gamer or students?

5. Is there any alternatives way to lessen the time using online gaming for the gamer or

students?
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CHAPTER II

Foreign Study
Based on our research, 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 say that they are not. 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/her 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
(Hitch and Duncan, 2005).

Furthermore, another paper claims that these games are not just for entertainment
(Shaffer, Squire, Halverson, & Gee, 2005). They claim that these games may be used to learn
and experience different things and interact with other people and belong to a virtual community.

According to Edward Castronova (2008) in his book of Synthetic Worlds: The Business
and Culture of Online Games, he described online game as Massively-Multiplayer-Online
Games (MMOG). An MMOG is a game capable of supporting hundreds or thousands of players
and is mostly played using the Internet. Nowadays, online games have become extremely
popular among the young generation thus leading to the rise of online game addiction issues
especially among the students.

REVIEW OF LOCAL LITERATURE


Gaming for Computer Literacy? Psychologists point out that both genders can improve
spatial skills by practicing video games. Many imply that girls are disadvantaged in the long run
by playing far less games (SWS, 2007; AMA Poll, 2008). Regardless of the element of violence,
online games have been envisioned as potentially effective tools for learning. Furthermore,
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researchers believe that online gaming opens a door to computer literacy leading to potential
technology careers (SWS, 2007; AMA Poll, 2008).

REVIEW OF LOCAL STUDIES


Online games are one of the medium of entertainment especially in the youth of modern
era in Batangas. Virtual or cyber games over internet are direct personally to each individual
user. It encourages and requires the participation of individual user or gamester. It is an
inexpensive in the sense that the internet connections for the online games are easily accessible
everywhere and anywhere and affordable these days. The Local Government Unit and Non-
Government Unit of Batangas join hands together to control the internet café and computer shop
to operate online games during class hour especially those who are neighbors of the educational
institution to prevent the students from cutting classes, and other negative effect of online games.

REVIEW OF FOREIGN LITERATURE


Girls and Online Games Review Literature. Considerable research has been conducted on
gender differences and games. This chapter intersperses a literature review of this domain with
expectations of how girls and boys in the research experiment will compare in their reactions
when they are required to play six different space-related games in same-sex, same level, small
group settings of OG addicts. Throughout this section, “game” is used to refer to digital forms of
games, including ones played on computers and consoles such as PlayStation Portable, unless
otherwise noted.

REVIEW OF FOREIGN STUDIES


The National Bureau of Economic Research (USA) study followed 210 students at Berea
College, which was chosen because it eliminated many distracting and variable factors from
student's lives. Roommates were randomly assigned, nightly homework and attendance is strictly
controlled, outside jobs are prohibited, and the college is located in a dry (alcohol-free) town.
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CHAPTER III

Research Methodology and Research Design

Our study has used quantitative type of research. We conducted a survey to know or

determine the various parameters related to the online video games. The purpose of this

is to describe the way of using online games of the student in New Era University

regarding to their answer to our questionnaire.

Venue Population Sample and Sampling scheme

This study was conducted in New Era University Senior High School Department.

.
We choose this venue We choose this venue and we used cluster sampling technique.

Description of Respondents & Procedures in Gathering Data

The respondents of this study are selected 100 Senior High School students here

in New Era University. They were chosen respondents because students in SHS

frequently play online games. But some of the students we surveyed don’t play online

games. That is why some respondents didn’t answer our questions. They are described

according to their demographic profile such as gender (male and female), and stand

(ABM, HUMSS, TVL, and STEM)


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Instrumentation

To gather a data to our respondents we used questionnaire to our survey. We used the

structured type of questions. Mostly of our questions are answerable by Yes or No to make it

easier for them to answer the questions.

Statistical Treatment of Data

Gender

38% Male
Female
62%

Based on the chart above, it shows the gender of the senior high school students we
surveyed here in New Era University, 38% or total of 38 out of 100 students are female and the
62% or total of 62 students out of 100 are male.
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Age

6%

35% 15-16 years old


17-18 years old
19-20 years old
59%

On our survey, 35% or total of 35 out of 100 students are in the age of 15-16 years old.
While the 59% or total of 59 out of 100 students are in the age of 17-18 years old. And lastly, the
6% or total of 6 students out of 100 are in the age of 19-20 years old.

Gadget owned
4%
13%
4%
Computer
Laptop
Cellphone
Tablet
79%

In our survey, we asked them which gadget they owned. The least owned gadget is tablet
with a percentage of 1% (1 student). Next to the least owned gadget is laptop with a percentage
of 4% (4 students). Next to it is computer with a percentage of 13% (13 students). And lastly, the
most owned gadget is cell phone with a percentage of 79% (79 students).
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Have internet access at home?

18%

Yes
No
82%

We also asked students if they have internet access at home. The 18% or total of 18
students out of 100 said that they don’t have internet access at their home. Meanwhile, the 82%
or total of 82 students out of 100 said that they have internet access at their home.

Do you play online games?

28%
Yes
No
72%

Some students here in New Era University said that they play online games. In fact, 72%
or total of 72 students out of 100 said that they play online games. While, 28% or total of 28
students out of 100 said that they don’t play online games.
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Aged exposed to the internet?

9% 9%
1-4 years old
5-10 years old
42% 11-15 years old
40% 15-20 years old

We also asked the students on what age they are exposed to the internet. The 9% or total
of 9 students out of 100 are exposed to the internet in the age of 1-4 years old same as in the age
of 15-20 years old. The 40% or total 40 students out of 100 are exposed to the internet in the age
of 11-15 years old. Lastly, the higher percentage which is 42% or total of 42 students out of 100
are exposed to the internet in the age of 5-10 years old.

How many days per week you spend on


online games?
1-2 days
11%
26% 3-4 days
5-7 days
33%
30% No Answer

To know more about the study, we asked the students if how many days per week do they
spend on online games. 11% or total of 11 students out of 100 didn’t answer. The 26% or total of
26 students out of 100 spend 1-2 days in playing online games. The 30% or total of 30 students
out of 100 spend 3-4 days in playing online games. While the highest percentage which is the
33% or total of 33 students out of 100, spend 5-7 days in online games.
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How many hours per day you spend on


online games?

10%
1-3 hours
31% 4-7 hours
11%
8-12 hours
20% 13-24 hours
28% No answer

Related to our previous question, we asked students if how many hours per day do they
spend on online games. The 10% (10 students) didn’t answer our question. The 11% (11
students) spend 13-24 hours per day. The 20% (20 students) spend 8-12 hours per day. The 28%
(28 students) spend 4-7 hours. Lastly, the 31% (31 students) spend 1-3 hours per day in playing
online games

What online game do you usally play?

14% 17%
Rules of Survival
DOTA
PUBG
26% 23% Clash Of Clans
Mobile Legends
11% 9% No answer

For us to know what is the most played online game, we asked the students what online
game do they usually play. The 14% (14 students) didn’t answer our question. The least played
online game in our survey is PUBG with a percentage of 9% (9 students). Next to the least
played online game is Clash of Clans with a percentage of 11% (11 students). Next to the Clash
of Clans is Rules of Survival with a percentage of 17% (17 students). Next to the Rules of
Survival is DOTA with a percentage of 23% (23 students). Lastly, the most played online game
is Mobile Legends with a percentage of 26% or total of 26 students out of 100.
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Have you ever skip a meal when playing


online games?

3%

Yes
40% No
No answer
57%

We asked the students if they ever skip a meal when playing online games. The 57% or
total of 57 students out of 100 said no. So that means most of them never skip their meal while
playing online games. The 40% or total 40 students out of 100 said that they skip their meal
when they are playing online games. The 3% or total of 3 students didn’t answer our question.

What do you feel when playing too much


online games?

8% Hungry
43% Dizzy
No answer
49%

We would like to know what would be effect of playing too much online games to the
students. That is why we asked them on what do they feel when playing too much online games.
Most of the students with a percentage of 49% (49 students) said that they feel dizzy when they
are playing too much online games. While 43% or total of 43 students said that they feel hungry
when they play too much online games. And the remaining students, which are 8% or total of 8
students didn’t answer our question.
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Did you limit your time in playing online


games?

3%

Yes
37% No
60% No answer

We would like to know if the students limit their time in playing online game especially
they are still studying. Based on the chart above, 60% or total of 60 students out of 100 said that
they limit their time in playing online games. While the 37% or total of 37 students said that they
didn’t limit their time in playing online game. The remaining 3% (3 students) didn’t answer our
question.

Have you ever tried to stake in online


gaming?

5%
Yes
43% No
52% No answer

We asked the students if they ever tried to stake in online games. 52% or total of 52
students out of 100 said that they haven’t tried to stake in online gaming. Meanwhile, 43% or
total of 43 students out of 100 said that have they tried to stake in online gaming. The 5% or total
of 5 students out of 100 didn’t answer our question.
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Do you think online gaming can affect your


academic performances?

2%

Yes
No
44%
54% No answer

We asked the students if online gaming can affect their academic performances. 54% or
total of 54 students out of 100 said that online gaming can affect academic performances.
Meanwhile, the 44% or total of 44 students out of 100 said that online gaming can’t affect
academic performances. Lastly, the 2% or total of 2 students out of 100 didn’t answer our
question.

Do you think online gaming can affect your


family bonding?
2%

Yes
34% No

64% No answer

In our last question, we asked students if they think online gaming can affect family
bonding. The 64% (64 students) said that online gaming can affect family bonding. The 34% (34
students) said that it can't affect family bonding. The remaining 2% (2 students) didn't answer
our question.
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Assessment

Summary of Findings

Online gaming addiction is becoming popular this generation. Some terrible stories are

happened on online gaming addiction. Online gaming addiction is usually happened vulnerable

young people. Mostly of the students in New Era University in Senior High School Department

play online games. 72 of 100 students are playing online games while 28 of 100 students are not

playing online games. Mostly of the students who are playing online games are male. Being

addicted in online games can cause different illness like fatigue, migraines, and carpal tunnel

syndrome. Some of students said that online games help them to their social life and they played

because only be for fun. But because of this fun they learn how to stake or gamble and because

of this it can affect their school academic performances.


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Conclusion

We conclude that mostly of the students in New Era University are playing online Games.

We conclude also that online gaming helps to provide fun for the kids or adolescent nowadays

and it can build teamwork skills with others. But we do agree that online gaming does have

downside like everything in life like it can affect your learning attitude. Because once you played

overhead you would have to skip the class or unable to concentrate on your studies and also the

most important one it may harm your health.

Recommendation

https://www.stopthinkconnect.org/resources/preview/tip-sheet-
gaming-tips-for-parents

We, as a student, we should limit our time in playing online games especially we still studying.
We should focus first in school. Yes, online gaming is not bad because sometimes online gaming
helps us to relax our minds after having so many projects in school.
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References

https://www.psychguides.com/guides/video-game-addiction-symptoms-causes-and-
effects/

https://www.coursehero.com/file/13510864/Chapters-2-3/

https://www.scribd.com/doc/12911650/Lcc-Thesis-online-Games

https://onlinegameaddiction.wordpress.com/2016/04/03/review-of-related-literature-2/