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Quantitative Research Online Gaming PDF
Quantitative Research Online Gaming PDF
The rise in the use of the internet has led to many changes in our daily life. In
particular, this rise has also led to the rise of online gaming. Online gaming can refer to
any type of game that someone can play through the internet or over a computer
network. Most of the time, online gaming refers to the video games played over the
internet, where multiple players are in different locations around the world. In most
cases, online games are freeware programs that can be used for an unlimited time and
are available for free. Most percentage of web games available nowadays is written in
Flash, Shockwave and Java languages. Because of that, they feature more primitive
connection. Proper hardware will also be required whether it’s a computer or a gaming
console, such as Xbox or Play station that’s connected to the internet. Some online
controller, but these days, gaming technology has progressed to an amazing extent.
Things like streaming 3-D animation graphics with superb surround sound stereo now
have the ability to make all addicted to gaming. In terms of video games, online gaming
is growing in popularity for variety of reasons. Gamers can easily find opponents of a
similar skill level when playing a head-to-head game over the internet. Players also can
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game in a virtual world. Some online games change a monthly fee for access to the
Today, one can see the impact of computer and video games in politics,
television, popular music and Hollywood. A lot of research is conducted to study its
effect on lifestyle and behavior of the wow power leveling gamer especially kids. Online
game is the most sought leisure activity followed by kids nowadays. Computers play a
major role in shaping the future of the kids. Days are gone when children loved to
indulge in outdoor activities, rather than running or playing outside, children spend most
of their time playing online games. Online games surely have an impact on minds of
kids. Taking into consideration, it is positively a great mind exercise and helps kids
explore many new things. It includes improvement in recursive and proactive thinking,
increased sociability and improved interpretive skills. Some research shows that the
children who play online games are more active and have sharper minds than their
other counterparts. However, computers and video games also receive much more
negative critics, because games are often coined with issue such as mindless
that kids who play violent video games showed on increased in emotional arousal and a
attention.
Everyone who plays video games has a different reason for playing, and the
usage of the game leads to different effects for each individual. Childhood upbringings,
peer influences, pressures at school and family issues are all factors that have a strong
connection with the effects of gaming on individuals. Video games maybe therapeutic
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for some people, but the small amount of people who are negatively affected by gaming
This study aimed to know the impacts of online gaming among the 7-12 years old
1.1. Age
1.2. Gender
1.5. Length of time the respondents play online games (in terms of months)
1.6. Length of time the respondents play online games in a week (in terms of
hour)
1.7. Amount of money the respondents spend for online gaming (per day)
2. What are the advantages of online gaming among 7-12 years old children?
3. What are the disadvantages of online gaming among 7-12 years old children?
This study is intended to know the impacts of online gaming among the children
ages 7-12 of Transville Homes Subdivision, Banay-Banay, Lipa City. It also aims to help
the parents to be informed about the impacts their children obtain from online gaming.
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Significance of the Study
This study will be valuable and significant to children, parents, readers and future
researchers.
Children. This study is primarily important to children, for it will give them
information about the impacts they may get from online gaming.
Parent. This study will help the parents to have enough knowledge about the
Readers. This study will help the readers to have the understanding about the
Future Researchers. This may serve as a basis for future research that they will
conduct.
This study was mainly concerned and limited only with the impacts of online
gaming among the children ages 7-12 of Transville Homes Subdivision, Banay-banay,
Lipa City.
games can promote retention and the ability to transfer knowledge to new domains.
Instructional games are attractive to learners because they offer a simple and creative
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means of providing high-level motivation, clear and consistent goals, and sustained
interactivity.
facilitating the organization and retention of content (Dwyer & Dwyer, 1985).
The theory of intrinsic motivation is by far the dominant source of support for
instructional gaming. Research has provided evidence that instructional gaming has
the intrinsic ability to develop the learners' confidence in determining their own destiny.
(Malone, 1981)
Research indicates that there are many impacts of online gaming among the
children ages 7-12 of Transville Homes Subdivision, Banay-banay, Lipa City. Studies
have been conducted assessing the impacts of online gaming. As an input, the
researchers will gather all the information about the impacts of online gaming among
the children ages 7-12. To carry out the study, the researchers conducted a survey
among the children ages 7-12 of Transville Homes Subdivision, Banay-banay, Lipa City.
As a result, the researchers discovered the impact of online gaming among the children.
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Research Paradigm
gaming
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Operational Definition of the Terms
For clearer understanding of the work, the following terms were defined:
Online game. Game that can be run from an internet browser and requires the
internet connection.
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CHAPTER 2
investigation.
Related Literature
Carey (2012) found out that the history of online gaming included contributions
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
game settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours and
game using a local area network (LAN) where they could be on the same settings. The
players seem to be in a real situation that they use their mouse or keypads to move in
Hall (2005) said that online gaming has become increasing popular over the past
few years.
Both Orzack (2004) and French (2002) found out that in internet search for
“gaming addiction” yields lists of physical and psychological symptoms from dry-eyes
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and carpal tunnel syndrome to “problems with school or work,” offered as indicative of
Griffiths, et al. (2003) stated that online gaming has been separated by some
researchers into three main types: stand-alone games, local and wide network (LAWN)
French & Dwyer (2002) claimed that online game players “don’t have normal
social relationships anymore” and play online games in order to cover feelings of anger,
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users
Turkle (1995) found out that online games enabled self-exploration and discovery
that users extended and idealized their existing personalities or try out new ways of
relating to one another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding social
touch with old friends, meet new people, learn, and share information.
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Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online
gaming can be addictive. The research has tended to concentrate on negative aspects,
such as excessive play and addiction. Instead of spending their hours on studying and
doing their homework, children spend their time on playing computer games.
Gentile, et al. (2004) said that the majority of these studies have shown that
online games can be addictive and that some online games have been associated with
aggressive behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
The study of Carrasco (2001) stated that computers have become a part of
man’s life. Almost all the things around us were made by computers with the aid of
modern machines. Associated with the computers is the internet where we can find
online games. Online game has a big impact to children especially to teenagers. They
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance learning,
offer solace, to drive away boredom, and/or to persuade players to adopt certain actions
and opinions. The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive
accuracy for players who solve puzzle and strategy games (Klabber, 2001).
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Some video games have been associated with aggressive behaviour. In that
case, children imitate online characters. Some children are at the period of modelling
Taha, J. (n.d.) said that online games are seen as good learning tool because
many think that they can teach children in ways that their teachers are failing by
sparking their minds, stimulating their thinking, and inspiring their imagination.
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CHAPTER 3
RESEARCH METHODOLOGY
This chapter introduces the details of research design, respondents of the study,
treatment of data.
Research Design
The researchers used the descriptive research to conduct this study entitled “The
Impacts of Online Gaming among the Children of Transville Homes Subdivision Banay-
Respondents of Study
The respondents were chosen through quota sampling. The researchers made
respondents’ ages range from 7-9 years old and 10-12 years.
After choosing the respondents, each of them were given a survey questionnaire
to answer.
Table 1
AGE FREQUENCY
7-9 20
10-12 20
TOTAL 40
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Sampling
The researchers made use of 40 children ages 7-12 in Transville Homes Subd.
All children who play online games answered the test questionnaire given by the
researchers.
At first, the researchers looked for necessary resources that could help them in
their study. They did an intensive reading from the internet and asked opinions from
the online game players. From these, they were able to construct ideas and questions
A letter of transmittal was then prepared and was submitted to their adviser, to
their directress and to the chairman of the subdivision for the approval in producing and
The researchers asked the permission from their adviser to allow them to
proceed with the distribution of the questionnaire to the children ages 7-12 of Transville
With the permission granted, the chairman of the subdivision assisted the
researchers in distributing the questionnaire. The researchers clearly explained all the
directions and items to the children ages 7-12 – respondents to ensure understanding
Retrieval of the questionnaires was done after two days. The responses were
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Data Gathering Instrument
Questionnaire was used as the main instrument of the study to determine the
impacts of online gaming among the children ages 7-12. The designed questions
research and intensive reading from the internet and asking opinions from the online
game players.
allowed the researchers to conduct the survey among the children ages 7-12.
The researchers’ questionnaire was prepared and showed to the adviser for the
comments and suggestions. After that, revision of the questionnaire was done. The
researchers incorporated the comments and suggestions of the adviser and prepared
the second draft of the questionnaire. The questionnaire has four parts. Part I contained
the profile of the respondents in terms of age, gender and educational status. Part II
focused on what are the online games mostly played by the children, how long the
respondents spend their time playing online games and how much money they spend
playing online games. Part III focused on the advantages of online gaming and Part IV
The researchers initially distributed the survey questionnaire among the children
ages 7-12 in Transville Homes Subd. Banay-Banay, Lipa City. After the questionnaire
was sent back to the researchers, the responses were analyzed and interpreted. It was
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Statistical Treatment of Data
Percentage and ranking were used by the researchers to convert the numerical
data gathered from the questionnaire. Only tallying, getting of percentage, and getting of
ranking were the methods needed to come up with a conclusion on this study.
Descriptive statistics which include basic summary of the data gathered was used to
explain further the result of the study. The descriptive statistics used frequency,
percentage, and ranking. These things would be explained further in the following.
a. Frequency - pertains to the number of respondents that have the same answer in
a specific question.
b. Percentage - used to determine the ratio of respondents that have same answers
Wherein:
Formula:
% = percentage
% = f x 100
N f = number of respondents that
answered the question
percentage.
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CHAPTER IV
The study included several profile variables to gain the information about the
Table 2
7-9 20 50%
10-12 20 50%
TOTAL 40 100%
Results indicate that out of 40 respondents, the ages 7-9 and 10-12 both have
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1.2 Gender. Table 3 shows the profile of the respondents in terms of gender.
Table 3
Male 31 77.5%
Female 9 22.5%
TOTAL 40 100%
The findings revealed that majority of the respondents who are playing online
1.3 Educational Status. Table 4 shows the profile of the respondents in terms of
educational status.
Table 4
Studying 40 100%
Not studying 0 0%
TOTAL 40 100%
It shows that all of the respondents are studying. In this result, it is revealed that
all the respondents are studying even they are fond of playing online games.
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1.4 Table 5 shows the profile of the respondents in terms of online games commonly
played by them.
Table 5
Y8 Game 21 1
Tetris 17 2
Dota/Warcraft 12 3
Special Force 7 4
Cross Fire 4 5
Cabal 0 6
MU Zhyper 0 6
Guitar god 0 6
TOTAL 61
Table 5 shows the online games commonly played by the respondents. The most
played online game is the Y8 game which has a frequency of 21 and the Cabal, MU
Zhyper and Guitar god are games not played by the respondents. Five out of eight
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1.5 Table 6 shows the length of time the respondents play online games (in terms of
month).
Table 6
Length of time the respondents play online games (in terms of month)
TOTAL 40 100%
Table 6 shows the length of time the respondents play online games (in terms of
month). It shows that out of 40 respondents, 20 of them play online games for about 6
months which is equivalent to 50%; 12 of them are playing online games for more than
12 months which is equivalent to 30%; and eight of them are playing online games for
It indicates that half of the respondents are playing online games for about 6
months only.
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1.6 Table 7 shows the length of time the respondents play online games in a week
Table 7
Length of time the respondents play online games in a week (in terms of hour)
TOTAL 40 100%
Table 7 shows the length of time the respondents play online games in a week
(in terms of hour). It shows that 31 out of 40 respondents are spending 1-3 hours for
playing online games in a week which is equivalent to 77.5%; five of them are spending
4-6 hours for playing online games in a week which is equivalent to 12.5%; three of
them are spending 10-12 hours for playing online games in a week which is equivalent
to 7.5%; and one of them is spending 7-9 hours for playing online games in a week.
It indicates that almost all of the respondents are spending 1-3 hours in a week in
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1.7 Table 8 shows the amount of money the respondents spend for online gaming
(per day).
Table 8
Amount of money the respondents spend for online gaming (per day)
Php 101-150 0 0% 3
TOTAL 40 100%
Table 8 shows the amount of money the respondents spend for online gaming
(per day). It indicates that 37 out of 40 respondents are spending almost Php 50 for
playing online games which is equivalent to 92.5%, and three of them are spending Php
It indicates that almost all of the respondents are spending almost Php 50 for
online gaming.
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2. Advantages of Online Games
Table 9
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Table 9 shows the advantages of online gaming. It shows that almost all of the
advantages listed above are agreed by the respondents. Out of 7 advantages, two of
them got the highest percentage (40 or 100%): “Children who play online games are
able to enjoy the reward and satisfaction that come with the small goals that are often
established in games” and “Online games raise children’s confidence and also instill a
sense of accomplishment”. The advantage that got the lowest percentage (36 or 90%):
“Children who play online games can learn how to multitask in an effective manner.”
The result was related to the study conducted by Klabber (2001). A great variety
of forms have been developed and put into practice to enhance learning, offer solace, to
drive away boredom, and/or to persuade players to adopt certain actions and opinions.
The game play improve various thinking skills but that it can also boost cognitive speed
for those who play action games and can also improve cognitive accuracy for players
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3. Disadvantages of Online Games
Table 10
Table 10 shows disadvantages of online gaming. It shows that almost all of the
disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, two
of them got the highest percentage (40 or 100%): “Playing online games can damage
the vision of the children.” and “Kids who play online games waste their money.” The
disadvantage that got the lowest percentage (36 or 90%): “Children tend to ignore on
This result was associated with the study conducted by Orzack (2004) and
French (2002). They found out that in internet search for “gaming addiction” yields lists
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of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to
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CHAPTER V
recommendations related to the present study, The Impacts of Online Gaming among
the Children of Transville Homes Subd. Banay-Banay, Lipa City Year 2012.
Summary of Findings
This study was conducted to determine the impacts of online gaming among the
children, ages 7-12. This research was conducted during the year 2012. Specifically,
1.1. Age
1.2. Gender
1.5. Length of time the respondents play online games (in terms of months)
1.6. Length of time the respondents play online games in a week (in terms of
hour)
1.7. Amount of money the respondents spend for online gaming (per day)
2. What are the advantages of online gaming among 7-12 years old children?
3. What are the disadvantages of online gaming among 7-12 years old children?
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After the data were tabulated, analyzed and interpreted the following findings
emerged:
1.1. Age. Out of 40 respondents, the ages 7-9 and 10-12 both have the same
1.3. Educational Status. All of the respondents are studying even they are fond of
1.4. Online games commonly played. The most played online game is the Y8
games and the Cabal, MU Zhyper and Guitar god are games that are not
played by the respondents. Five out of 8 online games are played by the
respondents.
1.5. Length of time the respondents play online games (in terms of months). Out
equivalent to 50%; 12 of them are playing online games for more than 12
months which is equivalent to 30%; and eight of them are playing online
1.6. Length of time the respondents play online games in a week (in terms of
hour). 31 out of 40 respondents are spending 1-3 hours for playing online
games in a week which is equivalent to 77.5%; five of them are spending 4-6
hours for playing online games in a week which is equivalent to 12.5%; three
of them are spending 10-12 hours for playing online games in a week which is
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equivalent to 7.5%; and one of them is spending 7-9 hours for playing online
games in a week.
1.7. Amount of money the respondents spend for online gaming (per day). 37 out
which is equivalent to 92.5%, and three of them are spending Php 51-100 for
2. This study showed that 2 out of 7 advantages got the highest percentage (40 or
100%): “Children who play online games are able to enjoy the reward and
satisfaction that come with the small goals that are often established in games” and
accomplishment” while the advantage that got the lowest percentage (36 or 90%):
“Children who play online games can learn how to multitask in an effective manner.”
3. This study showed that 2 out of 7 disadvantages got the highest percentage (40 or
100%): “Playing online games can damage the vision of the children.” and “Kids who
play online games waste their money.” while the disadvantage that got the lowest
percentage (36 or 90%): “Children tend to ignore on their education which is very
important.”
Conclusions
1. Online games are prevalent, and the children are not that addicted to the popular
online games.
2. Children are getting many advantages from online gaming like “Children who
play online games are able to enjoy the reward and satisfaction that come with
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the small goals that are often established in games” and “Online games raise
hand they are getting many disadvantages, too like “Playing online games can
damage the vision of the children.” and “Kids who play online games waste their
money.”.
3. The education of the children is not greatly affected by playing online games;
however online games are seen as good learning tool because many think that
Recommendations
After a careful and thorough evaluation of the results of the research conducted,
2. Children should know the consequences that they might get from too much
3. Children should know that online games are not just for fun but it could also give
4. Parents must guide them on choosing the most appropriate online games that
5. Parents must know how to limit their children in playing online games.
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