Professional Documents
Culture Documents
CHAPTER 1
This chapter includes the introduction, background of the study, statement of the problem,
hypothesis, scope and limitation, significance of the study and the definition of terms used.
Introduction
Video games developed as time pass by with the innovative technological developments of
microprocessors and different operating systems. Processors capable of rendering graphics that
look like real life images, making video games more exciting and interesting that lead to people to
Video games had and/or can become the preferred hobby of an individual with access to
computers or different consoles, most likely by young, impressionable students. This had quickly
become their past time and would rather play video games than sports. With video games becoming
more popular, the number of students whom indulge themselves into it has increased.
During the last couple of decades, the popularity of video games had increased even further
leading to video games having annual game tournaments being held around the world and some
Video games have been rapidly growing in the past decades and up until today’s generation.
There have been lots of improvement in graphics, content, concept, technicalities, and system of
it. Hence, there are lot of people at any ages who have fascinated and patronized different kind of
video games.
According to the people who play video games, it gives them different kind of satisfaction
and happiness every time they play games. As far as academic performance is concern, playing
video games would affect the children’s academic performance if there would be no guidance of
parents. Parents must take responsibilities in every activity of their child. Parents has a big role on
their child’s physical, emotional, and mental development. As long as they’re strictly
implementing the rules and regulations in playing video games, their child has no choice but to
obey the rules. There would no negative effects from playing video games if used properly.
Researchers assumed that it is the student’s behavior that matters on their academic performances.
The development of video games goes back to the 1940s and 1950s. The popularity of video
games grew rapidly in the 1970s and 1980s when they reached the mainstream population as game
From board games to computers, different forms of leisure activities have evolved over
time. Before, kids were playing from arcade games with big boxed containers that are larger than
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an average adult, playing such titles like Pong, Super Mario, Tetris, Mortal Combat, Contra, Duck
Hunt and more. People can play at the comfort of their home playing with their consoles like the
Nintendo Entertainment System or Sega Genesis with a primitive 8bit graphics. Nowadays, they
play with computers much smarter and faster than the machines that took Apollo 11 to the moon
As time passes by, the technology improved exponentially, according to Gordon Moore’s
law overall processing power for computers will double every two years because it all comes down
to how fast a machine can perform an operation, in other words people are looking on much faster
and much better computer’s that will make them more enjoyable in terms of playing video games.
Modern video games industry is an industry is a multi-billion-dollar market with titles such as
“Call of Duty” and “GTA 5”, the latter of which earned one billion dollars in revenue on the first
two weeks of its launch. Other forms of videogames such as online games or online gaming like
“Dota 2” or “League of Legends” have accumulated a culture same as those within high profile
sports like football and basketball, having tournaments that amassed a million-dollar prize pool
going up to 10 million dollars. Even the primitive consoles evolved in to PlayStation 4 and Xbox
One, machines that were developed and build with the idea of running a modern video games
towards their full capacity. The researchers would like to know the positive effects in playing
videogames towards the grades of Science, Technology, Engineering and Mathematics students.
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With the steady improvement of technology and the rise of video games and the video
gaming culture that comes along with it, the debate on whether video games is a hindrance towards
the grades of student is prevalent throughout the world. With the demand for research and
1. Do number of hours spent playing video games positively affect the grades of of Grade 12
2. Will Grade 12 STEM Students of STI College-Global City can maintain good grades even while
3. Do Grade 12 STEM Students of STI College-Global City understand the possible negative
Research Hypothesis
Video games does not affect the grades and/or academic performance of Grade 12 STEM
students of STI College Global City negatively. Playing video games does not result in attaining
low grades even if the following respondents play for more than an hour each day.
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This study is conducted in order to gain more knowledge about video games and its effects
towards STEM Students of STI College-Global City. However, others can also gain knowledge
from the following study. These are the benefactors for this study.
To the Professors
Knowing the effects that video games have on the marks of grade 12 STEM students, a
professor will be able to give the proper understanding towards his/her students in-order for them
To the Students
Students, regardless of the level and grade they are in, will also benefit in this research because
they would be able to understand on how to adjust accordingly with regards on playing video
To the Proponents/Researchers
This study serves as a tool for the researchers to know what will be the positive effect of playing
video games for students. This research will help students to surpass their flaws and errors trying
to grasp more realistic and relevant answer from the respondents. With this, it will also help the
researchers to build and augment their skills, have more confidence, and yearn for more answers
The future researchers will benefit in this research for this would be able to act as a stimulus
in continuing this research paper. This research may also serve as a basis for their research paper.
Nowadays, students are exposed to video games or any sort of electronic game that involves
interaction with a user interface to generate visual feedback on a video device like TV screen or
computer monitor. The study aims to investigate the “Positive Effects of Video Games Towards
the Grades of Grade 12 Science, Technology, Engineering and Mathematics Students of STI
College-Global City” in order to help correct the knowledge of the researchers on how video games
will affect the grades of STEM students. This research only involves Grade 12 Senior High School
STEM student video gamers of STI College- Global City where the researchers will randomly
select 16 students from each 5 sections of the said track, in total of 80 respondents. The respondents
Conceptual Framework
Figure 1
Figure 1 presents the IPO model in progress a Youth Seminar to be able to have conscious
Feedback Loop
The figure above shows the process of our study. The first box consists of the input that is
required in our study; the beliefs of the students regarding the topic are attainable information to
The second box shows the process of gathering the viable data. The proponents used survey
The third box signifies the output of our study. The proponents propose to have seminar for the
sake of the students especially the youths. The seminar will be cognizant to the youth about our
topic.
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Definition of Terms
Video game- an electronic game in which players control images on a television or computer
screen.
Technology- the use of science in industry, engineering, etc., to invent useful things or to solve
problems.
Microprocessor - an integrated circuit that contains all the functions of a central processing unit
of a computer.
Operating System - the software that supports a computer's basic functions, such as scheduling
CHAPTER 2
This review consists of summary of findings or research on the past on the same or related
topic. This review provides insight regarding what’s already known and what are to be known.
And it also guides the researchers on how they could perceive the study. The aim of this chapter
is to have a review or a summary of the related literature on the negative effects of video games
Video Games
A video game is essentially the same form of entertainment but refers not only to games
played on a personal computer, but also to games run by a console or arcade machine.
It is an electronic game that involves interaction with a user interface to generate visual
feedback on a video device such as a TV screen or computer monitor. The word video in video
game traditionally referred to a raster display device, but as of the 2000s, it implies any type of
display device that can produce two- or three-dimensional images. Some theorists categorize video
FOREIGN SOURCES:
Negative View, the author describes the positive effect of videogames in his last post. And now,
he wants to describe the negative effects of it. On his book, Boys Adrift, Leonard Sax (2007)
presents a compelling argument that video games rob boys of motivation to learn. This research
shows a numerous study of negative correlation between amount of time spent on playing games
and academic performances, he argues that videogames are so addictive and it cause aggressive
behavior I the players. To guard against the negative effects of video games, he offers practical
guidelines for parents to follow: prohibit video games with graphic violence, especially those
that depict killing police officers and noncombatant civilians; limit video games to forty minutes
a day on school days and one hour on other days; and do not allow video games to displace other
Confirmed negative effects: The one negative effect of video games established by the
research is that exposure to violent video games is causally related to aggressive thoughts,
physiological arousal, aggressive behavior, and antisocial behavior. They also note that age, sex,
socioeconomic status, video game genre, or video game systems are not variables that affect
these outcomes because in this study shows that videogames are for everyone and the one who
wants to play these. However, there are two variables that heighten the effect. One is depiction of
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blood, which results in higher levels of physiological arousal, aggressive feelings, and aggressive
thoughts. Another is rewarding of violent acts, the respondents in our study are
teenagers/students and most of them can do whatever they want, which increases these effects
Suspected Negative Effects: There are negative outcomes that have substantial empirical
support but not enough to confirm causal claims by Barlett, Anderson, and Swing (2009). A
student who usually play violent video games may affect long-term attitudes and desensitization
toward violence. It will lead to adaptation. Exposure to electronic such as ADHD. Having these
symptoms can a student’s affect their studies a lot. Playing violent video games is associated
with decreased ability to exert executive control. Amount of time spent consuming screen media
(TV and video games) is negatively associated with school performance. A student should have
Speculative Negative Effects: The authors speculate that there is a connection between
narcissism and violent video game play. It will be cause the arising of self-centeredness after
Conclusion: Most of this research on the negative effects of video games has focused on
violence and aggression. But what is the connection between video games and intelligence? Do
video games enhance a person’s memory and reasoning abilities or do they harm them? These
questions continue to be investigated, especially in connection with video games designed for
educational purposes (Stansbury, 2009). In the meantime, parents are advised to screen the video
games that their children play and limit the amount of time that they play.
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According to (Wang 2010) Problems with Video Games, there was a 15-year-old boy ran
away from home. Later, he was found dead about four kilometers away. It was only because his
parents took away his gaming console as he had been playing Call of Duty a lot. That is one of
Video games are games that can play on electronic screens such as computers, TVs and
even portable devices like iPods and cell phones. The games like Grand Theft Auto or Call of
Duty were made for bored people to pass the time. There’s a lot of games include shooting,
fighting, racist or sexual themes and plots. Video games have become extremely popular in
recent years. It can be played all over the world not only in homes, workplaces, and clubs, but
even schools.
Video games are such a popular activity for children of all ages and the video games
actually have many more bads than goods. The biggest problem, video game addiction, has
become a social issue. Playing video games for more than 2 hours per day is considered overuse
by the American Medical Association. When this happens, children can easily get addicted. Once
addicted, they use almost all their free time playing video games and not having many person to
person conversations in the real world. According to a University of Michigan study, the average
teen plays for an hour a day but does not learn anything useful. This would have negative effects
not only on relationships with family and friends, but also on their behavior in school. Addicts
will find it hard to concentrate as they will often find themselves drifting back to a video game in
class. Watching the screen too much often causes eye problems for them as well even worse,
many video games have fighting and shooting in them. Playing these violent video games
actually creates real world violence. In 2003, two teenagers aged 14 and 16, used rifles to shoot
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at cars on a highway and they were inspired by Grand Theft Auto, a violent video game. Also,
when kids play these violent games for a long time, they start thinking that the acts of violence in
the game are actually real and will eventually get numb to the emotion of someone dying. Then,
when something actually happens in real life, they do not have any emotional reaction to it.
Video games generally have a negative effect on society as many addicts will have
underdeveloped social skills from the lack of interaction in the real world. Violent video games
may cause violent behavior like fighting and in extreme cases, killing. Racism and sexism are
both huge in video games, calling up arguments from all over the world. If video games are a
factor in causing violence and racism, then it is a huge social issue. When children spend more
time in a virtual world, they end up neglecting real life social skills and might even get violent
from these games, but not all video games are bad. Certain video games teach good things, like
how to solve logical puzzles, how to do well in society, and how to play certain sports. These
which, spending too much time playing video games can increase depression in teens who have a
associate professor of psychology at Iowa State University who studies the link between video
games and depression, in a January 18, 2011 article in "The New York Times." According to
Gentile, teens with mental health issues may turn to video games for relief, but then become
addicted to playing, causing social, academic and emotional problems that may last well into
adulthood. In some cases, teens become so addicted to video games that they can become
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isolated and depressed. Parents can help by monitoring game time and limiting it where
Also according to Roberts, H. (2017), that it also is a cause of increased obesity risk,
which means too much screen time can promote a sedentary lifestyle -- one of the major
contributing factors to obesity and a major risk factor for heart disease, according to the Texas
Heart Institute. As many as 33 percent of teens are obese, according to estimates by the
American Academy of Child and Adolescent Psychiatry published by the Texas Heart Institute.
Obese teens are more likely to grow up to become obese adults, giving them an increased risk for
chronic health conditions, including heart disease, diabetes and arthritis. Trading even just 30
minutes of electronics time per day for physical activity can help significantly reduce these risks.
accomplishment might be adversely identified with general time spent playing computer games.
Studies have demonstrated that the additional time a child spends playing computer games, the
Minnesota School on Professional Psychology found that computer game addicts contend a ton
with their educators, battle a great deal with their companions, and score bring down evaluations
than other people who play computer games less regularly. Different examinations demonstrate
that numerous diversion players routinely avoid their homework to play recreations, and
numerous understudies conceded that their computer game propensities are frequently in charge
of poor school grades. In any case, there are likewise looks into that help the constructive
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outcomes of computer games, particularly on the mind. As per University of Wisconsin clinician
C. Shawn Green, "computer games change the cerebrum." Video recreations change the structure
of the mind and can help discharge valuable neurotransmitter surges that can fabricate the mind.
Moreover, numerous multiplayer diversions, for example, DOTA or Defense of the Ancients and
LOL or League of Legends include participation with other online players keeping in mind the
end goal to win. These diversions urge players to benefit as much as possible from their
individual abilities to add to the group. Besides, an investigation in United Kingdom discovered
that understudies who played internet recreations relatively consistently scored 15 focuses better
than expected in maths and perusing tests and 17 focuses better than expected in science. In the
Philippines, the number of inhabitants in gamers is exceptionally enormous. Starting from the
straightforward toon amusements played by the little children up until the point that the mob
playing diversions played by the undergrads and the more established ones as well. An article
posted in PhilCare in 2014 called attention to that analysts found that computer games, especially
shooter recreations, tend to reinforce the psychological aptitudes of their guineas pigs,
particularly in the regions of spatial route, thinking, memory, and discernment. These impacts
shooter amusements have on test subjects were not clear on different kinds of safe computer
games like riddles or pretending recreations. Gamers can use these favorable circumstances of
PC diversions gave they play with some restraint. They ought not enable themselves to be
oppressed by these amusements. Need setting and legitimate direction by guardians, instructors,
and different senior citizens can have an influence in this objective. The impacts of PC
amusements on gamers are affected by the diversion content, as well as most particularly, by the
way on which the gamers play them. Video gaming isn't awful for the wellbeing and also the
prosperity of the person. It might likewise give a few advantages relying upon the recurrence of
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the gaming of the individual. In legitimate balance and supervision, video gaming may be an
According to Anderson, C. and Gentile, D. (2012), literature gave us citing about the
harmful effects of video games in which indicates that violent video games have strong effects
on children’s aggression because first, the games are highly engaging and interactive, second the
games reward violent behavior, and lastly because children repeat these behaviors over and over
as they play. Dr. Anderson and his colleagues have shown that playing a lot of violent video
games is related to having more aggressive thoughts, feelings, and behaviors. Furthermore,
playing violent games is also related to children being less willing to be caring and helpful
towards their peers. Importantly, research has shown that these effects happen just as much for
non-aggressive children as they do for children who already has aggressive tendencies. Parents
have an important role to play. Anderson says that when parents limit the amount of time as well
as the types of games their children play, children are less likely to show aggressive behaviors.
And other research suggests that active parental involvement in children’s media-usage which
includes discussing the inappropriateness of violent solutions to real life conflicts, reducing time
spent on violent media, and generating alternative nonviolent solutions to problems can reduce
According to Kuhn (2013). Studied the effects of prolonged video game exposure on the
brains of young adults and found that several areas of grey matter expanded significantly. He
observed the subject as he played Super Mario 64 for 30 minutes every day, for two months.
After undergoing MRI scans and being compared to the brains of a control group, the
psychologist discovered that the prefrontal cortex, hippocampus and cerebellum had all grown.
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In this research, it shows that playing video game makes you more violent, less
empathetic, and affect your attention problems, he claimed that video game players who favour
violent ‘shoot-em-up’ games are more likely to be aggressive and ferocious when offline, and
significantly more at risk of commiting crimes. Dr. Mark Appelbaum of the American
between video game use and increases in aggressive behaviour. He described that aggressive
cognitions and aggressive affect, as well as decreases in pro-social behaviour, empathy and
sensitivity to aggression were also cited as negative consequences of game playing in the APA
report. The data, from 300 video game studies published between 2005 and 2013, comprised
thousands of statistics from previous tests and surveys. A Study found that young men who play
violent video games such as Grand Theft Auto have a lower capacity for female empathy that
those who play more benign games. After playing Grand Theft Auto, in which women are
represented as sexual objects, a large sample of teenage boys reported significantly lower levels
of sympathy and compassion when shown a photo of a female victim of domestic violence.
In 2012, researchers discovered that playing video games can drastically improve the
eyesight of the visually impaired. The study tested six adults aged 19 to 31 who were born with
cataracts in both eyes. Even though the subjects had the problem fixed through surgery and
special contact lenses, they still had trouble reading small print, following moving objects and
identifying faces. However, after playing a first-person shooter video game for 40 hours, the
patient’s vision improved enough that they could read one or two lines further down on a
standard optician’s eye chart. In this presentation, the cognitive research debunked many of the
common misconceptions about video gaming and backed each point up with own scientific
findings.
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gambling and affects players as young as 8 years old. Be aware of the effects of a video game
compulsion to keep your child's hobby in check. He shouldn't be getting more than two hours of
screen time per day and this includes time playing games, watching television and surfing the
Internet.
A video game addiction can be harmful if your child is unable or unwilling to participate
in any interests or extracurricular activities other than gaming. The On-Line Gamers Anonymous
website notes that it may be a sign of an addiction if your child is constantly thinking about his
next video game session, devising ways to get back to the game, abandoning former hobbies that
don’t relate to video games or declining social events with personal interaction because he's
Health Problems: If your child spends all of his free time playing video games and skips
meals or loses sleep because of excessive game play, a video game addiction can negatively
impact his health. Children who spend more than two hours a day in front of a television or video
games in lieu of participating in physical activity may suffer from childhood obesity.
Suffering Relationships: Relationships with friends and family members may suffer if
your child is spending more time gaming than he is talking to or going out with loved ones. The
On-Line Gamers Anonymous website notes that gaming may be negatively affecting your child's
life if he only wants to talk about video games, lies to cover up the amount of time he spends
Increased Aggression: Video games that feature violent actions and scenarios may lead
addicted players to be desensitized to the violence. They may adopt a detached view of society or
Poor Performance: Long hours playing video games can negatively affect your child's
performance in school if he's preoccupied with video games. He can fail to work at his optimum
level because he's exhausted from a late night of video game playing. If your child devotes more
than one or two hours a day to television or video games, he may have trouble falling asleep,
have problems paying attention and have lower test scores than other children who don’t spend
According to (Smith 2017). The effects that video games have had on our society are not
confined to its technological advances. Its arrival in the world has had a rippling effect that has
touched the social, physical and psychological parts of our culture. Of particular interest is its
effects on today’s students who not only has to cope with the pressures of school and their own
development but must now face a slew of forces brought upon by their exposure to video games.
The worlds created by video game developers are massive and immersive and practically forces
users to use their imagination to deal and interact with the environment. The dark side of video
games can be split into two categories; psychological effects and physical effects. While some
games focus on exploration, cooperation and puzzle solving, others focus on violence. Shooting,
killing, harming, stealing and committing other criminal acts is a rare occasion in normal society,
but can quickly become the norm in some video games. Unsurprisingly, this idea tends to persist
in the minds of the player. It lingers well beyond the point where the game is turned off.
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Shooting and committing other violent acts in video games also tends to desensitize
students to the acts. After a while, it becomes okay to commit this act, and in some instances
they may even look to be rewarded for doing it. Now while this desensitization to trauma and
violence may not necessarily mean that they will commit crimes in real life, it does blur the line
somewhat in the minds of students. The malleability that allows them to take in knowledge and
internalize lessons also allows them to absorb the heinous acts that they are forced to commit or
Obesity is an issue in the gaming community and it is easy to why. On top of this, playing
video games releases the same kind of pleasure chemicals in the brain as sex, eating certain kinds
of food and participating in extreme sports. As dopamine and adrenaline flood their minds and
bodies students are being stimulated, engaged and rewarded. Students may start craving and can
become addicted to this specific cocktail of chemicals. This means that they will be playing more
and more video games, spending less and less time moving and exercising, getting unhealthier by
the minute, letting more violence seep into their system, and of course decreasing the amount of
time dedicated to their studies. The addictive properties of video games almost make it an illness,
disease or disorder, since the gamer must (by this point) fight off the urge to play video games to
save their health.Video games were made to be entertainment and they should be treated as such.
Nothing exists to entertain you for endless hours and so video games should not be
According to Kellen (2017), A new study on the impact of video games determines
whether both the navigation strategy that players use and the genre of game they choose play a
role in determining if playing the game will be beneficial or detrimental to the user.
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Research has demonstrated that people who play action video games exhibit better visual
attention, motor control abilities, and short-term memory. However, the impact of video games
The hippocampus is a region of the brain that helps people to orient themselves (spatial
memory) and to remember past experiences (episodic memory). As such, it is important for
healthy cognition. Another region of the brain is the striatum, which counterbalances the
hippocampus. It has an area known as the caudate nucleus that acts as a kind of “autopilot” and
“reward system” – getting us home from work, for example, and telling us when it’s time to eat,
drink, have sex, and do other things that keep us alive and happy. The caudate nucleus also helps
us form habits and remember how to do things like ride a bicycle. Gaming has been shown to
stimulate the caudate nucleus more than the hippocampus. As many as 85% of players rely on
Once researchers established the learning strategies, participants then began playing
either first-person shooter games (like Call of Duty, Killzone, Medal of Honor, or Borderlands 2)
After participants had played a total of 90 hours of video games, the researchers used
neuroimaging to scan the brains of habitual players of action video games and compare them to
non-players. The same amount of screen time on each genre of video game produced very
different effects. There was evidence that shooter games can cause atrophy in the hippocampus.
Evidently, the more they use the caudate nucleus, the less they use the hippocampus and as a
result, the hippocampus began showing signs of atrophy. This is significant because people with
lower amounts of grey matter in the hippocampus are known to be at increased risk of
On the bright side, the same amount of screen time with 3D-platform games had the
opposite effect, increasing the amount of grey matter in the brain. As such, it may be possible to
counteract the negative effects of shooter video games by encouraging response learners to use
spatial strategies when they are playing. This study shows that video games can be beneficial or
detrimental to the hippocampal system depending on the navigational strategy the individual
uses.
Childrens Research Institute finding that television and video game use in children can lead to
emotional and behavioural problems around ages 8-9 years.It is believed that children are highly
sensitive at this age – owing to the biological, psychological, and emotional development that
happens in late childhood – and boys, in particular, are associated with greater conduct and
emotional problems when they play video games for an average of two hours per day.
Girls were not found to be affected in the same way with video games, and there was no
link found between computer use and behavioural or emotional problems. Other studies have
found there's no difference between the types of video games played, either: Oxford University
research suggests violent games are no more harmful than non-violent games.
Some studies on children have shown positive effects of video gameplay. According
toPediatrics: The Official Journal Of The American Academy of Pediatrics, "Compared with
non-players, children who typically invest less than one-third of their daily free time [in video
games] showed higher levels of prosocialbehaviour and life satisfaction and lower levels of
Studies have also found that video gaming improves eyesight of visually impaired
people. Canada's McMaster University discovered people born with cataracts who played first-
person shooter games for a month could read several more lines down an optician's eye chart
In terms of mental health, video games have shown to be beneficial too. Many of the
world's militaries (including the New Zealand Defence Force) use video games to prevent and
treat post-traumatic stress disorder (PTSD) during and after deployments to combat zones.Many
studies, including one prominent one by Stanford University, have found that "goal-orientated"
video games stimulate the reward pathways and the hippocampus of the brain, and dramatically
Based on the study of Dillyn Chadwick (2011), video games has a negative effect on
children as well as with teenagers. It makes them more violent and aggressive, they can become
addicted to them, and it can affect their education. Although they may be fun and entertaining,
video games do pose a threat to children’s lives. According to a study done on teenagers in
Taiwan by Shao-I Chiu, Ed.D.,Jie-Zhi Lee, M.A., and Der-Hsiang Huang, Ph.D. (2004), the
earliest age for playing games is around 8 years old. They play around 3 times a week for about 2
hours each time. They play these games at web cafes and electronic stores too at 0.54 times and
0.45 times, respectively, with the most popular games being the action and adventure genres.
Addiction to video games is started due to “family functions, sensation seeking, and boredom
inclination”. With addiction, the higher it is, the stronger the hostility becomes in the teenager’s
behavior.
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number of individuals around the world. In any case, what you won't not know is that playing
computer games can cause an assortment of negative impacts upon your eyes. Note that specific
computer game sorts have likewise been demonstrated to elevate your vision; in this way, total
meager as could reasonably be expected. This prompts unnecessarily dry eyes, cerebral pains,
Scarring of the Cornea: infrequently, people can invest so much energy playing
diversions without taking a break that perpetual harm is done to the cornea. As indicated by the
Nursing On the web Training Database, solid gameplay for your eyes comprises of taking
customary breaks, apportioning a restricted time for gameplay, limiting glare on the screen, and
on the off chance that you as of now make them wear, glasses. People ought to counsel their
In Kids: Youngsters have more delicate eyes and additional safety measures ought to be
taken to counteract unnecessary eye strain while gaming. As indicated by Keith Holland, an
expert who has examined the impacts of computer games and PCs on the eye's of kids, asserts
that kids have more awful visual perception than at any other time and over the top eye fatigue
identified with computer games might be one of the primary driver of this eye harm.
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According to Chalk (2012), another examination cases to give "the principal test
confirm" that brutal videogames have an aggregate, long haul effect on the individuals who play
them.
An examination group drove by Educator Brad Bushman of the Ohio State College has
discovered that individuals who played a brutal videogame for three sequential days displayed
"increments in forceful conduct and unfriendly desires" each day that they played.
The exploration took a gander at 70 French college understudies who were told they were
partaking in an examination on the impacts of videogame splendor. The understudies who played
brutal amusements will probably surmise that the character would act forcefully or viciously, a
conviction that became more grounded with each passing day; those in the peaceful pool did not
In another test, the individuals who played vicious amusements subjected concealed
adversaries in a multiplayer diversion (who didn't really exist) to progressively more and louder
impacts of unpalatable clamor each time they "won," while the individuals who played peaceful
recreations kept up their triumph commotion at a generally consistent level and length all
According to Nickson (2015), Many of the issues covered by your other questions were
covered in a government review into video games and technology headed up by psychologist Dr.
Tanya Byron. She pointed out that as we tend to keep children at home more in their free time
rather than playing outside – a safety issue – they’ll use that time on video games to push
boundaries and take risks they might otherwise have taken differently in play outside. As to any
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change in numbers among those who take part in after-school activities, figures don’t appear to
exist. However, with more parents working than in previous generations, most schools at the
primary level have after-school clubs that are generally fully subscribed. For those in secondary
As to the social lives of adults being “ruined” by video games, that’s a very nebulous
question. If you mean they spend their time playing video games rather than socialising, then the
idea of ruin is very subjective. As adults they have a choice as to what to do with their free time,
and some wouldn’t consider playing video games to be a waste of time or ruin. In some regards,
there’s a strong generation divide about video games, with older people not seeking the point of
them, and those from their 30s downwards generally embracing them.
There’s been a lot of talk wondering whether video games have had a negative societal
impact and possibly responsible for the increase of violence. While it’s true we seem to read
constantly about the increase in stabbings and street violence than ever before, crime statistics
seem to be falling, and no studies have found a direct correlation between video games and real
world violence. In fact, most people seem to distinguish well between the virtual and real worlds.
There will always be exceptions, inevitably, but they seem to be very few and far between.
As per Hughes (2014). In the years since, the gaming scene has extended and subdivided
into various classes. There are easygoing, genuine and instructive diversions in mediums running
from comfort amusements to online RPG's (pretending recreations) to the latest and thriving
business sector of versatile amusements. In 2013, the overall market volume totaled $93 billion
Negatives of Computer games: There are different sorts of computer games accessible in
the present business. Computer games are expected to target distinctive parts of a kid's life.
These computer games are involved an assortment of instructive, genuine, and easygoing
recreations, yet in all actuality, what youngster will pick a diversion about learning versus an
amusement where they can murder zombies or drive autos at rowdy measures of speed?
Instructive amusements were more prominent for a portion of the young ladies being asked, yet
all through all the age gatherings, fierce computer games never lost their predominant power in
the gaming industry. Studies have demonstrated the negative impacts vicious computer games
have on the more youthful age. Concentrates found that "understudies who had played a fierce
virtual reality diversion had a higher heart rate, revealed more discombobulation and queasiness,
and showed more forceful considerations in a posttest than the individuals who had played a
peaceful amusement". Another negative part of computer games is the way that children are
investing excessively energy playing the amusements as opposed to physically playing outside.
By investing such a great amount of energy in their amusement support or on the PC, youngsters
are passing up a great opportunity for their social life. Youngsters are less inclined to go out and
contend in extracurricular exercises which hinder them from meeting new individuals and
making companions. Ultimately, we should investigate the conspicuous motivation behind why
computer games are not valuable to a tyke's improvement, corpulence. By investing quite a bit of
their free energy in the PC or on their diversion support, kids are not going out and taking an
interest in exercises that will keep them physically fit in sound. Children get the sluggish outlook
computer games can be advantageous for various subjective capacities and may likewise contain
social advantages. The above all else thing one finds in an amusement is that following bearings
is absolutely critical. Keeping in mind the end goal to advance in amusements, one should first
figure out how to take after the rules, limitations and parts of them. Gamers additionally get used
to multitasking. As recreations turn out to be more mind boggling, players must juggle
distinctive destinations while monitoring all the changing components and associating thoughts.
Amusements likewise actuate speedy reasoning. At long last, gaming is fortifying, a learning
knowledge and a social movement. The motivation behind why individuals discover it so
agreeable is that amusements are normally the correct level of testing and the player plays a
Like such a large number of different issues nowadays, the idea of computer games is
questionable. The line between a sound measure of gaming and an inordinate sum is effortlessly
obscured and crossed particularly when computer games are as addicting as studies assert. As
might be beneficial for a few family units, yet others (contingent upon the unmistakable quality
of gaming inside the earth) will find that it might socially confine their kids, take away a
wellspring of happiness and perhaps subjective advancement. Notwithstanding, opening the way
to the great, will likewise enable access to the awful including uncovering the youngsters'
psyches to the domain of viciousness, removing their available time from doing different things,
and putting them in danger for heftiness. At last, it is imperative that the parent screens what
connection between computer game utilize and poor accomplishment in school. Be that as it
may, relationship doesn't demonstrate causation. Children who battle in school might probably
A current trial ponder helps address this vagueness. Robert Weis and Brittany
Cerankosky chose a gathering of young men who didn't possess computer games (Weis and
Cerankosky 2010). At that point every kid was haphazardly allocated to one of two conditions:
The "computer games now" assemble got their frameworks instantly and the "computer games
later" gathering didn't get their frameworks until some other time—after the finish of the
investigation.
Analysts followed the young men's scholarly execution at school, and discovered proof of
an impact. Not exclusively did the children who got amusement frameworks invest less energy
doing homework, they likewise performed more awful on state administered trial of perusing and
composing four month's later. Additionally, their educators will probably report scholarly
issues.However, is all the news awful? No. Computer game spoilers appear to be anxious to
announce ponders that help their perspectives. In any case, the proof proposes that there isn't any
straightforward lesson with respect to the impacts of computer games on school execution. Some
exploration recommends that children who consistently play computer games are at a somewhat
expanded hazard for creating consideration issues at school. What's more, unmistakably a few
children are wild - playing computer games so much of the time that the recreations start to
command their lives. But on the other hand it's possible that playing activity computer games can
support visual spatial aptitudes and maybe even enable dyslexic youngsters to enhance their
31
perusing capacity. So there are the two expenses and advantages related with computer
accomplishment rely upon the substance of the diversion. Instructive computer games not related
with poor school execution. Resulting investigation uncovered that time went through playing
was connected with low school fitness - yet just for savage computer games. Children who
According to Jacobs (2014). The first, a meta-analysis of 98 studies with nearly 37,000
participants, concludes without equivocation that “violent video games increase aggression.”The
second, which describes new research from Italy, provides further evidence of that troubling
dynamic, and indicates they also lead to “decreased self-control and increased cheating.” “Many
real-world decisions require self-regulation of moral behavior,” writes a research team led by
psychologist Alessandro Gabbiadini. “Our study indicates that playing violent video games can
VIDEO GAME.”
In addition, participants took part in a “competitive reaction time task” in which the
winner of each round “could blast the loser with loud noise through headphones.” Researchers
measured aggression by how loud and long participants blasted the unpleasant sound.The results
were consistent across the board: “Participants who played a violent video game for only 35
minutes exhibited less self-control, cheated more, and behaved more aggressively than did
participants who played a nonviolent video game.”Specifically, those who played the violent
32
game ate more M&Ms, took more unearned raffle tickets, and gave their rivals a longer and
louder blast of noise.That last point provides interesting context for the meta-study, which was
conducted by researchers Tobias Greitemeyer and Dirk Mügge and published in the Personality
and Social Psychology Bulletin. It finds “strong evidence that violent video games do affect
aggressive outcomes.”
GAME EXPOSURE BEING ONE SOURCE AMONG MANY OTHERS (AND SOME OF
THE OTHER HAND, EVEN SMALL EFFECTS AND THE EFFECT OF VIOLENT VIDEO
AGGRESSIVE BEHAVIOR.”
The Italian researchers both expand on that notion they find it is actually a risk factor for
several types of negative behavior and narrow it somewhat, suggesting certain players are more
susceptible to such effects than others. These findings, which need to be replicated, potentially
add important nuance to the debate, but they don’t change the fundamental equation: Violent
video games can, and do, impact players’ attitudes and behaviors. And not for the better.
33
To sum it all up, there are negative effects of playing video games on the academic
arousal, Aggressive behavior and Antisocial behavior. The reason why these effects are negative,
because the takes note of the depiction of blood which results to higher levels of physiological
arousal, feelings and behavioral aggresiveness. Also, rewarding of violent acts which is another
reason for these effects. Another issue that exposure to electronics can cause attention deficit
hyperactivity disorder or ADHD, which affects children and teens, and can continue into
adulthood. ADHD is the most commonly diagnosed mental disorder of children. Children with
ADHD may be hyperactive and unable control their impulses or they may have trouble paying
attention. It causes self-centeredness after playing violent video games. Most research on
negative effects are focused on aggression and violence. Violent video games have strong effects
on children’s aggresion because first, games are highly engaging and interactive. Second, games
reward violent behavior. And lastly, children repeat these behaviors over and over as they play.
Violent video games is related to having more aggressive thoughts, feelings, and behaviors. A
research demonstrated a consistent relation between video game use and increases in aggressive
behavior. Video games which features violent actions and scenarios may lead to addicted players
to be desentisized to the violence. They may also adapt a detached view of society and develop
aggressive thoughts and tendencies. Addiction to playing video games can cause social,
academic and emotional problems, problems which may last up to adulthood. In most cases, teen
become so addicted to video games that they become isolated and depressed. An advise that
would be so appropiate is that they should monitor their playing time and limit it, as it would be
they´re guiding their children. It is also a cause of increased obesity risk, which means too much
34
screen time can promote a sedentary lifestyle. A major factor which contributes to obesity and a
major risk factor for heart disease. A research has shown that obese teens are most likely to grow
up and become an obese adult. Also giving them an increased risk for chronic health conditions.
Simply trading 30 minutes of electronics per day can significally reduce these risks. Playing
video games can be addictive like being addicted to gambling, which affects players as young as
8 years old. A child shouldn´t be getting as much as 2 hours of playing time a day. This may
affect the childs attentive skills. A video game may also be harmful if your child is unable or
unwilling to participate in any interests or extracurricular activities other than gaming. Video
LOCAL SOURCES:
According to Castillo,R. (2016), That a lot of children in the Philippines and worldwide
are crazy about video game play (VGP). Some parents even encourage it with the belief that it
can increase their children’s dexterity and could even improve their IQ. We now have robust
suggest that VGP may improve certain types of visual agility skills, negative effects of VGP
outweigh them, with unfavorable effects on verbal memory, attention, sleep, learning and
comprehension. Most children regularly engage in VGP have demonstrated the release of the
hormone dopamine is increased, which is associated with most types of addiction. A high level
behavior such as playing video games conditions the brain cells in key areas like the prefrontal
cortex, in which the area of the brain involved in planning and executing task to crave and go
after the substance or behavior causing the release of dopamine. The end result is being
“addicted” to the source of pleasure, and in our children’s case which is addiction to video
games. Some scientists describe the effect of video games as “hijacking the pleasure center,”
which is the same reward circuit in the brain involved with motivation and memory. Since an
addictive behavior like VGP stimulates the same circuit, this part becomes “hijacked and
overloaded,” unfavorably affecting the child’s memory, learning and motivation to acquire other
knowledge and skills. Hence, for many children, they may prefer playing their video games than
Addictive video game play is a hindrance to those children who are very focused on their
academics. One reason is that they easily get distracted and choose not to do certain school
related activities with their attention barely at video games. Video game play changes the
structure of the mind, which includes gameplay that has online cooperation with one main goal
and that is to win. This kind of perspective puts the player to benefit as much as possible from
CHAPTER 3
RESEARCH METHODOLOGY
This chapter deals with the discussion of the research design that is used in the study, as
well as the target population. The kinds of instruments and procedures in gathering data are also
Research Design
This study employed the descriptive research design to determine the opinion and
population. According to John Wiley & Sons (2014), descriptive studies may be characterized as
simply the attempt to determine, describe or identify what is the topic all about. The way that the
researchers use about doing a descriptive research is survey, it is defined as a brief interview or
This study was conducted at STI Academic Center, University Parkway Drive, Fort
The population frame of this study includes Grade 12 STEM students of STI College-
Sampling Method
The researchers used the Random-Stratified sampling method. This method is a probability
sampling technique wherein the researcher divides the entire population into different subgroups
or strata, then randomly selects the final subjects proportionally from the different strata, it means
that it requires a small sample size which can save a lot of time, money and effort of the researchers
For the purposes of this research, a survey was conducted by the researchers. While
conducting the survey, questionnaires made by the researchers were distributed to the chosen
respondents. The survey questionnaires will contain a total of 15 questions. Each question will
have a maximum of five and a minimum of three choices. The questionnaires provided by the
researchers will be given to the 16 selected students of each section of STEM strand in grade 12.
To gather the data, the proponents made a cover letter for the teachers and students to allow
The researchers used questionnaires as a research instrument to allow feedback from the
chosen students of Senior High School. Each student provides anonymous feedback on their
38
Engineering and Mathematics Students of STI College-Global City who spend most of their time
in playing video games. The data that will be gathered will be analyzed based on the respondent’s
answers. The researchers will tally the questions and answers based on the inclined questionnaires.
Graphs and explanation will be used after tallying the gathered data to be able to interpret it clearly
CHAPTER 4
This chapter presents the analysis and interpretation of data gathered from the
student-respondents of five sections, STEM 401, STEM 402, STEM 403, STEM 404, STEM 405
from Grade 12 STEM strand Senior High School of STI College Global City.
Table 1
Gender STEM 401 STEM 402 STEM 403 STEM 404 STEM 405 TOTAL
F % f % f % f % f % f %
As shown in Table 1, profile of the students as to gender there were 8 or 50% male and 8 or 50%
female from section STEM 401. Followed by 11 or 68.75% male and 5 or 31.25% female from
section STEM 402. Whereas, 12 or 75% were male and 4 or 25% female from section STEM 403.
40
Also, 10 or 62.5% male and 6 or 37.5% female from section STEM 404. Additionally, 7 or 43.75%
Table 2
STEM 405
STEM 401 STEM 402 STEM 403 STEM 404 Total
F %
Age Group F % F % F % F % F %
10 62.5% 44 55%
17 8 50% 6 37.5% 9 56.25% 11 68%
6 37.5% 36 45%
18-19 8 50% 10 62.5% 7 43.75% 5 32%
1 80 100%
16 100%
TOTAL 16 100% 16 100% 6 100% 16 100%
As shown in Table 2, Profile of students as to Age Group, there ages from 17 years old to
19 years of age. 44 student-respondents have the age of 17 years old which is 55% of the total
sample size. On the other hand, 36 student respondents age were from 18 to 19 years old which
Survey Questionnaire
Negative Effects of Video Games Towards the Grades of Grade 12 STEM Students in STI College
Global City:
A Qualitative Research
Instructions: Read the questions carefully and answer the questions with a check mark to the best of
your knowledge.
☐ Yes ☐ No
5. Do playing video games lead you to not being able to complete certain school related tasks on time?
☐ Yes ☐ No
☐ Yes ☐ No
9. How much money do you spend playing video games within a week?
10. Do you know your limit when you’re playing video games?
☐ Yes ☐ No
Instructions: Read the questions carefully and answer the questions with a check mark and
explanation to the best of your knowledge.
11. Do you consider playing video games as hindrance towards your study?
☐ Yes ☐ Sometimes ☐ No
12. Did video games took over other hobbies you used to enjoy?
☐Yes ☐ Sometimes ☐ No
15. Of all the hours spent on playing video games, would you take it back and spend it on different
things?
☐ Yes ☐ Sometimes ☐ No
38 37
4
1
Personal Computer Gaming Console Mobile Devices Other
The Table 1 shows that, out of the 80 respondents, 38 stated that they use Personal
Computers in playing Video Games. 37 of the respondents said that they play Video Games on
Mobile Devices while only 4 of the respondents use Gaming Consoles and 1 on others.
This finding suggests that Personal Computers and Mobile Devices are more common systems
rather than Gaming Console. This is possibly due to the fact that Gaming Consoles are much more
expensive that low end Personal Computers and Mobile Devices, plus the added function of being
able to use a device like a Computer or a Mobile Phone for more than just playing video games
e.g. using a computer for professional use like coding and managing documents and for
communication purposes with a mobile phone, whereas a Gaming Console can only be used for
Video Games.
44
31
25
12 12
The Table 2 shows that, when it comes to playing towards playing video games, 31/80
every time, 25/80 play on weekends, 19/80 after classes, and 12/80 on others.
The data indicates that when playing video games, only a quarter of the respondents (31/80) play
video games on a daily basis which is unexpected considering that the respondents acknowledged
that they are indeed passionate video gamers, thus the total on this answer was estimated to be
higher. The number of students saying that they only play on weekends and after their class hint
at the idea that the students know their priorities and can discipline themselves when it comes to
63
16
1
Home Computer Shops Others
The Table 3 shows that, 63/80 play video games on the comfort of their own home, while only
The findings on this question also validates the findings of the first question regarding the number
of respondents playing on Personal Computers and Mobile Devices and that the students would
66
14
Yes No
Table 4. Number of students who skips class to play video games
The Table 4 shows that, 66/80 respondents, out of the 14/80 whom miss out on their class,
does not skip their classes in-order to play video games. The respondents would not sacrifice their
studies in order to play video games, further justifying the concept of Grade 12 STEM Students
5. Do playing video games lead you to not being able to complete certain school related
tasks on time?
52
28
Yes No
47
The Table 5 shows that, 52/80 respondents stated that video games does not lead them to being
unable to complete certain school related tasks on time. Further indicating that the respondents
were indeed mature enough in order to finish their tasks first over playing video games.
41
18
13
8
The Table 6 shows that, 41/80 play video games for more than 3 hours, 18/80 play for only
3 hours, 13/80 play only an hour, and 8/80 play games for 2 hours. This goes to show that when
students are have already started playing their favorite video games, it can be hard to stop playing.
This may be the one of the reasons why some of the respondents play video games every day and
sometimes even skip their classes entirely as it can be hard to stop playing.
48
36
23
16
The Table 7 shows that, 36/80 have a daily allowance of 100-200 pesos to spend on food,
transportation, etc. 23/80 respondents are given 50-100 pesos to cover for the transportation and
some food. 16/80 respondents are given more than 200 pesos to cover all the basic necessities and
have an extra pocket money. While 5/80 have 20-50 pesos worth for strictly their transportation
needs.
We can see the different ranges of allowance the students receive which can possibly be
40
35
Yes No
Table 8. If they use their allowance on playing video games
The Table 8 shows that, 40/80 of them answered that they do in fact spend their money on
playing video games, while 35/80 of the same respondents answered no, they do not spend their
9. How much money do you spend playing video games within a week?
46
21
13
Table 9. The number of money they spend on playing video games within a week
The Table 9 shows that, 46/80 respondents answered 15-100 pesos. This is plenty enough
as 50 pesos is equivalent to 4 hours of playing on a computer shop. 21/80 said that they spend 100-
200 and 13/80 said that they spend more than 200.
The price range of 15-100 pesos is for the respondents that play on computer shops as they are
required to pay for the computers in-order for them to play video games. The 100-200 or more is
grouped towards those who play at home assuming that they buy their video games from online
10. Do you know your limit when you’re playing video games?
69
11
Yes No
Table 10. The number of respondents who knows their limit when playing video games
The Table 10 shows that, a majority of the respondents 69/80 answered yes while only 11/80
answered no. This, and all of the previous questions, hint at the ability of the respondents
understanding the importance of their academics rather than succumb to the temptation of playing
video games.
11. Do you consider playing video games as hindrance towards your study?
35
28
17
Yes Sometime No
Table 11. The number of respondents who consider playing video games is a hindrance towards their study
52
The Table 11 shows that 17/80 of the respondents answered yes and agree that they
consider playing video games is a hindrance towards their study, while 28/80 of the respondents
answered sometimes it is a hindrance towards their study and majority of the them 35/80 stated
no.
According to the data we can conclude that most of the respondents can control their video gaming
habit or video games does not affect their school performance altogether.
YES
10
3 4
Video Games waste a lot of Cut classes in order to play Playing video games than
time, leaving no room for video games going to school or rather
studying than studying
10 respondents have stated that video games waste a lot of time and leave no room for
studying. This is another example of video games being destructive. Disregarding self-control and
letting one’s self become addicted to video game as to choose it over studying. Same as with the
3 respondents whom cut classes to play video games and the 4 respondents that would rather play
video games than studying. According to the findings of Gentile, Lynch and Walsh in 2014
Different examinations demonstrate that players routinely avoid their homework to play
53
recreations, leading to poor grades. So we can assume that these following respondents experience
the following leading them to believe that video games are a hindrance towards studying.
SOMETIMES
16
4 3
2 1 1
Playing video games Because video games is Prevents (me) from Tend to study at the last Cut class Can lead to addiction
can distract us when not a hindrance to being productive minute or procrastinate
studying studies all the time
16 respondents states that video games sometimes distract them from studying. Either
thinking about video games and/or want to play video games while studying. Being distracted can
have multiple reasons, such as lack of sleep, stress, etc. that can all lead to a person being
distracted. 4 of the respondents said that video games aren’t a hindrance all the time.
According to Linton (2010). The Effects of Video Games on Learning: The Negative View.
Linton’s book, Boys Adrift, Leonard Sax (2007) presents a compelling argument that video games
rob boys of motivation to learn. This lack of motivation can be the cause of lost focus, cutting
classes, and being unproductive when it comes to playing video games, and according to Wang
(2010), Addicts will find it hard to concentrate as they will often find themselves drifting back to
NO
18
4 3 3 3 4
Manage time Study first before Not addicted to it Video gaming is only Disciplined, Knows their Priority
accordingly playing a past time Responsible
For these following students, video gaming is not a hindrance toward their studies. 18 of
the respondents have said that they manage their time accordingly, 4 knows their priority. 4 more
study first before playing and the rest considers video gaming to be only a recreational activity.
These responses are based on the students’ individual skills and approach towards their study. It
is entirely plausible that someone can play video games and can still maintain their studies
12. Did video games took over other hobbies you enjoy?
36
25
19
Yes Sometimes No
Table 12. The number of students who believe video games took over other hobbies they use to enjoy
The Table 12 shows that 25/80 of the respondents answered that video games took over
their other hobbies that they used to enjoy, while 19/80 of the respondents answered sometimes
they forgot their other hobbies because of video games, and majority of them 36/80 stated no, it
did not take over their other hobbies that they used to enjoy.
56
YES
14
6
3 2
Always playing video games Video games are more instead of reading books, (I) It just did
interesting play video games
14 of the respondents said that video games are more interesting while 6 are always
playing video games. Playing video games can be as rewarding and fulfilling as some of the
other hobbies that one might have. But always playing video games poses a danger physically.
According to Roberts, H. (2017), that playing video games is the cause of increased obesity risk,
which means too much screen time can promote a sedentary lifestyle. Meaning that those
addicted towards playing video games is at risk of obesity when they would disregard their need
for physical activities and would rather just play video games.
SOMETIMES
7
6
4
2
I forgot my other hobbies because of Only sometimes I get way too Don’t play sports or other hobbies as Influenced by friends to only play
video games addicted playing video games much as before playing video games video games
Examining the graph, it shows that from studying to one’s personal time, video games can
sometimes take over, hobbies are no different. And for the 7 respondents that forgot their former
57
hobbies, for the 6 respondents that are way too addicted playing games. But as always, it’s up to
NO
14
6 5 5
3 3
Playing video games is Balanced schedule and Not as addicted in Self-discipline and Prioritize other hobbies, Video gaming is my only
only a hobby time management playing video games enforcing limitations studying hobby
For 14 respondents video games did not took over their hobby. It’s because video games
are their hobby. And for most to the remaining respondents, almost all have the capability to
manage their time properly, can enforce limitation upon one’s self or not entirely addicted to video
gaming as much.
63
17
Online games, such as LOL, ROS, Mobile Legends, AOV Offline games, such as Super Mario, God of war, Metal Gear
Solid, Last of Us, Tekken, Plants vs zombies, GTA
The graph above shows the staggering difference between online gamers and offline
gamers between the respondents. 63 of which play offline games and 17 play online game. For
reference, an online game requires constant internet connection and is usually played with 2 person
or more. While an offline game tends to have deep and compelling story lines which are generally
solo experiences only. And most of the respondents prefer being immersed in a story and gameplay
Reason
28
25
15
12
For most of the respondents, 28 of them have answered that video games remind them of their
childhood. This may come from the fact that many of the respondents started playing video games
at an early age and playing similar video games may induce nostalgia. For 25 it is purely for
enjoyment purposes as those that play video games seek, and 15 enjoys playing with friends.
70
9
1
Yes Maybe No
Table 14. The number of respondents who learned from playing video games
60
The Table 14 shows that 70 of the respondents answered they did learn something while
playing video games. And 9 of them stated that they didn’t learn anything while playing video
games.
Yes
17
13 11 10 9
5 5
Time Teamwork Multitasking Critical Communication Strategy Patience
management Thinking skills
For those that answered Yes, 17 of the respondents have stated that they had learned to
handle their time while playing video games. Which comes as a surprise because no one would
normally associate time management to playing video games. Other answers include teamwork,
No
5
2 2
1
It's only entertaining Don’t know what they Only makes me happy It's just a game
learned
61
5 of the respondents answered this way mainly because they themselves didn’t know what
they have learned if they have learned anything at all. Or for some, they only consider playing
15. Of all the hours spent on playing video games, would you take it back and spend it
on different things?
30 30
20
Yes Sometimes No
Table 15. The number of respondents who would take all the hours they spent and spend it on different things
The Table 15 shows that 20/80 of the respondents answered yes and would take all the
hours they spent on playing video game and spend it on different things if they are given a chance,
while 30/80 of the respondents answered sometimes, also 30/80 of them stated that they would not
Yes
11
4 3 1 1
Be more productive, do Video games is a waste rather read books than Spend it on sleep Exercise
more important stuff of time play video games
The graph shows that 11 of the respondents think that they would take all the hours they
spent on playing video game if given a chance and be more productive or do more important stuff
in life. This is the danger of playing too much video game as it is addicting and will consume all
Sometimes
19
5 4 2
Spend more time doing Playing video games all the Be more productive Spend it on bonding with
school works than playing time can lead to bad things the family
video games
The graph shows that 19 of the respondents answered sometimes they think that they would
take all the hours they spent on playing video game and spend more time doing school works.
Video games does not get in the way of their study, but time spent on playing video games is time
These respondents know what their priority is even though they play video games.
63
No
15
11
2 1
Never regretted playing enjoyed every moment lead them to participate Not addicted
video games playing video games in video gaming
tournaments
The graph shows that 15 of the respondents answered no, they would not take all the hours
they spent on playing video game and never regret it. 11 of the same respondents enjoyed every
These respondents whether video games harm or help their studies, consider video games as their
favorite past time. Hence the devotion and enjoyment to playing video games.
Keep in mind that the refusal to regret playing video game does not mean that an individual is
addicted to it.
64
CHAPTER 5
This chapter presents the summary, conclusions, and recommendations of the study which
sought to determine the Negative Effects of Video Games Towards the Grades of STEM Students
SUMMARY
Based on the data gathered, analyzed, and interpreted. the researchers have come up with
the following findings presented in accordance with the research questions formulated in the
A large number of the respondent (52/80) have stated that playing video games does not lead
towards being unable to submit school tasks on time, the majority (66/80) don’t skip their classes
in order to play video games, and (69/80) of the same respondents have stated to knowing their
own limitations when it comes to playing video games, further consolidating the idea that playing
video games does not negatively affect students. (70/10) of the respondents believe that they have
learned useful skills while playing video games. Skills like improved Time Management,
Teamwork, Multitasking, Critical Thinking, etc. However, (28/80) respondents warn others that
video games can get in the way of school, studying, and home works. Which is entirely plausible
as too much of anything can hurt. Negative effects include: Tardiness, Spending school allowance
Based on the research, findings state that the ages of the respondents’ ranges from 17-19 years
old. Students that are randomly selected Gr .12 STEM students from sections STEM 401, STEM
402, STEM 403, STEM 404 and STEM 405 and the average hour that they spend playing video
games rages from 1 to 3 hours to more than 3 hours. Meaning that video games can be a time-
CONCLUSION
Based from the summary of the findings, the following conclusions were drawn:
Reviewing the findings, the hypothesis is deemed correct. Studying the responses, it is
clear that playing video games does not contribute towards getting low grades. The respondent
was disciplined enough to not let video games get in the way of their studies.
The positive effects when it comes to playing video games as the respondents have stated
is that video games have taught them teamwork, time-management, multi-tasking, develop,
RECOMMENDATION
This research that the researchers have done is one step forward to attaining a larger room
of knowledge. And with this, the researchers hope that they have imparted some information.
In the light of the findings and conclusion the following recommendations were offered to
improve this study as perceived by selected Grade 12 STEM students of STI College Global City.
For the Parents, it is advised to monitor their child’s video game habits as this will indicate
whether their child is addicted or not. The parents should also limit their children’s allowance as
to not enable them to spend more money than they would otherwise playing video games. And if
their children are getting low grades, then it is advisable for their child to be disciplined
immediately.
their hobby doesn’t negatively impact their academics, e.g. playing video games only when school
related tasks are already finished. Knowing one’s priority is also a key factor when it comes to
balancing games and academics, knowing your priority will lead you to capitalize on what matters
The Researchers have recommended delving deeper into what might cause a student to
have low grades when playing video games that were not discussed in this study, either with the
video game itself or the aftermath of playing too much. e.g. health problems, relationship
problems, etc.
67
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Castillo, R. (2016) Videogames adversely affect childrens´ brain. (2016, February 6). Retrieved
childrens-brains
Chalk, A. (2012) Research Finds Negative Effects in Violent Videogames. (2012, December 11).
Research-Finds-Negative-Effects-in-Violent-Videogames
Christopher, D. (2017, September 11). The Negative Effects of Video Game Addiction. Retrieved
game-addiction/
Dewar, G. (2013) The effects of video games on school achievement. (n.d.). Retrieved January 29,
Fry, A. and Dai, D (2014) Effect of Video Games on Child Development. (n.d.). Retrieved January
games-on-child-development/
Jacobs, T. (2014, February 10). Violent Video Games and Bad Behavior: The Evidence Mounts.
behavior-evidence-mounts-74372
68
Kellen, D. A. (2017, October 05). The Negative Impact of Video Games on the Brain and
impact-video-games-brain-cognition/
OurSpeeches: Share with the World. (2010). Retrieved January 15, 2018, from http://-
www.ourspeeches.com/¬speeches/¬Problems-with-Video-G¬ames/320
Schmidt, J. (2017) Negative Effects of Video Games on Eyes. Retrieved January 26, 2018, from
https://itstillworks.com/12310294/negative-effects-of-video-games-on-eyes
Smith, C. (2017, February 03). Harmful effects of video games on students. Retrieved January 23,
Suckling, L. (n.d.). What are the positive and negative effects of video games? Retrieved January
positive-and-negative-effects-of-video-games
The Effects of Video Games on Learning: The Negative View. (2010, January 11). Retrieved
¬games-on-learning-th¬e-negative-view/
Christopher, D. (2017) The Negative Effects of Video Game Addiction. (2017, September 11).
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Vinluan, M. (2016) Bane or Boon: Computer games and Academic performance. Retrieved
/20161017/281663959532650
69
Wells, J and Bagburn F (2017) Is video gaming bad for you? The science for and against. (2013).
bad-for-you-the-science-for-and-against/
70
Appendix A
City of Taguig
Dear Respondent,
Greetings!
Our group is presently undertaking a research study entitled “Positive Effects of Video Games
Towards the Grades of Grade 12 Science, Technology, Engineering, and Mathematics
Students: A Qualitative Study.” This is a requirement for the subject Inquiries, Investigation,
and Immersion in STI College Global City.
On this regard, we are respectfully asking your favor in answering the instrument honestly and
completely. Your participation will pave the way for the completion of the stud. Rest assured that
whatever information gathered will be treated with utmost confidentiality.
Respectfully yours,
The researchers
71
Appendix A
Greetings!
Our group is presently undertaking a research study entitled “positive Effects of Video Games
Towards the Grades of Grade 12 Science, Technology, Engineering, and Mathematics
Students: A Qualitative Study.” This is a requirement for the subject Inquiries, Investigation,
and Immersion in STI College Global City.
In this goal, we are respectfully asking for our permission to please allow us to administer the
instrument to the Grade 12 Science, Technology, Engineering, and Mathematics (STEM) Senior
High School Students of STI College Global City as our respondents in our study. Rest assured
that whatever information they will provide will be treated with utmost confidentiality.
It would be much appreciated if favorable action is taken on this request.
Respectfully yours,
The researchers,
Group 5 (STEM402)
Arboleda, Karl P. Sorolla, Angelo R.
Berondo, Andrew Tamayo, John Michael D.
Marquez, Joselito Ken P. Terrones, Stephanie Anne Lykah G.
Rivera, Kathleen Mae A. Tucay, Lance