Professional Documents
Culture Documents
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In Partial Fulfillment
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By:
Melafae P. Bayan
Chapter 1
Introduction
Internet as a source of information plays an important role in developing one's mind and
life experiences by creating productive works in schools, offices, and even at home. Nowadays,
this can be a person's most efficient strategic tool for enabling himself to take charge and cope
The fact that people live in on informative lifestyle where everything is updated, internet became
one of the necessities of human beings regardless of age or sex in today's society. However, the
influence of this useful machine on youth is undeniably questionable. As to what Rock [1] said,
all these technologies are very good at distracting people. In line with this development, online
Online gaming is one of the widely used leisure activities by many people. For some people it is
said that playing video games has a number of reasons to be played, for it can be a stress reliever,
challenge and competition, relaxation, enjoyment, social interaction, and even mentally escaping
For most people, on-line gaming is one of the best past time that they acquire specially
for teenagers, youngsters and students. According to Kuss & Griffiths [2], teens who play online
games are just having fun. They do not just actually play because of some sort of seriousness, but
also because they just want to feel relief. During school hours, students tend to feel stressed due
to loads of school works and through playing it will relive their stress.
It is undeniably questionable that playing online games provide them something that no
one can give. According to some researches it is beneficial. It enables the mind of the players to
be more active, especially those puzzle-based games. Furthermore, it helps the player to come up
with decisions in tight situations, especially those adventure games that keep the players to be
Students' learning takes place unexpectedly, but the inappropriate usage of playing online
games also leads in some problems such as being distracted in school. Further, it is where the
attention of the child were divided that even their health and social life is unknowingly affected.
Several studies in psychology have found out that increased time spent on the Internet can lead to
Studies revealed that the human brain is easy to destruct and one of the reasons is using
technology. The education system tends to go with the flow with this constant change in the
academic performance and their social behavior. The purpose of this study is to find out the
implications of on-line gaming to the academic performance and social behavior of the students.
technology. Computer games offer their patrons with a new dimension of virtual entertainment.
The youth especially, college students are the usual patrons of computer games. According to
NIKO Media Research, the projected number of online computer gamers in the Philippines rose
from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from Juha Sompinmaki
of Tech In Asia show that about 409, of the gaming population of the Philippines is aged 18-24
years old.
Computer games receive a generally negative reception from people especially parents,
because for them, there are wastes of time. Additionally, critics and researches have linked
computer gaming to video game addiction, violence, anti-social behavior, and attention
problems, among others. These researches are supported by their analyses on the usually violent
As founded in the study of Gentile, Lynch and Walsh in 2004, academic achievement
may be negatively related to over-all time spent playing video games. Studies have shown that
the more time a kid spends playing video games, the poorer is his performance in school. Also, a
study by Argosy University’s Minnesota School on Professional Psychology found that video
game addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades
than others who play video games less often. Other studies show that many game players
routinely skip their homework to play games, and many students admitted that their video game
However, there are also researches that support the positive effects of video games,
“video games change the brain.” Video games change the structure of the brain and can help
release beneficial neurotransmitter surges that can build the brain. Furthermore, many
multiplayer games such as DOTA or Defense of the Ancients and LOL or League of Legends
involve cooperation with other online players in order to win. These games encourage players to
make the most of their individual skills to contribute to the team. Moreover, a study in United
Kingdom found out that students who played online games almost every day scored 15 points
above average in maths and reading tests and 17 points above average in science.
In the Philippines, the population of gamers is very huge. Beginning from the simple
cartoon games played by the toddlers up until the riot playing games played by the college
students and the older ones too. An article posted in PhilCare in 2014 pointed out that
researchers found that video games, particularly shooter games, have the tendency to strengthen
the cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,
memory, and perception. These effects shooter games have on test subjects were not evident on
other types of safe video games like puzzles or role-playing games. Gamers can utilize these
advantages of computer games provided they play in moderation. They should not allow
themselves to be enslaved by these games. Priority setting and proper guidance by parents,
teachers, and other elders can play a part in this goal. The effects of computer games on gamers
are influenced not only by the game content, but most especially, by the manner on which the
gamers play them. Video gaming is not bad for the health as well as the well-being of the
individual. It may also give some benefits depending on the frequency of the gaming of the
person. In proper moderation and supervision, video gaming might be a tool for enhancing the
how we will use technology, while its features to our advantage, and how we will let it impact of
lives.
Conceptual Framework
Statement of the Problem
This study aims to know the perceived effects of online gaming to the academic
1.1 Name
1.2 Section
1.3 Gender
1.4 Age
2. How does playing online games affect the academic performance of the students in
relation with:
A. Class participation
This study will help the students have an insight on the impact of online gamestowards their
academic performance.
To the Parents, it will serve as basis to help share with other parents the information about
certain games or ideas to help each other in parenting. Also it will help them understand the
behavior and study habit of their children when they are engaged into such activity