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Chapter 1: THE PROBLEM: BACKGROUND AND RATIONALE

Introduction
In addition to being fun, playing video games can reduce stress, lighten depression,
increase vision, improve the ability to multi-task and improve decision-making skills.
Online gaming is also linked to obesity, increasing depression, poor grades, addictive
behavior and increased aggressive or violent behavior.
The term “video game” spans everything from playing a simple game of Solitaire on
your own to massively multiplayer online games (MMOG’s) with whole virtual universes,
where users interact with other players, and where transactions – usually points or
game enhancements, but sometimes real money – are involved.
Video games are played on computers and laptops, handheld devices, game consoles
– and with increasing frequency – on phones and tablets. Some games are purchased
and installed on devices, others are downloaded from the internet, and some are played
exclusively online.
Video games are popular at all ages: Older women top the use of simple single player
games; young men are the heaviest users of “war games.” The massively multiplayer
games attract users from 8-80. Some games are educational; others are horrifically
violent and may include graphic sexuality. Yet many games are set up to be played with
friends or family in the same room and many of these games are a great way for
families to interact and spend time together.
Research into online gaming has steadily increased over the last decade, but this
research will focus on the addiction of students on online gaming and relate with their
academic performances or in studies. 21st century students are learners that live using
of internet browser; it’s already been part of their lives. Internet is a very useful tool to
everyone especially to students, and because of internet browsing; they can easily
access information or get data that can help them in their studies. Considering that
because of internet they can share files, documents, picture, videos, apps (applications)
and especially online games easier. But now days, student are playing online games in
a long period of time they are more temp to play online games that causes different
major destruction in holistic fitness.

In addition, online game refers to games that are played over some form of computer
network, most often the internet. Online games can range from simple text-based
games to games incorporating complex graphics and virtual worlds populated by many
players simultaneously. Also internet games are games that are played online via
Internet, they are distinct from video and computer games in that they are normally
platform independent

Related to the learning or cognitive development, Griffiths, M.D. (2010) playing online
games such as Mobile Legends: Bang Bang (MOBA) and other online game, there is
typically no end to the game. Children and adolescents can potentially play endlessly
against (and with) other real people. This is opposed to offline video games, where
games can be paused and/or saved. Online games can be immensely rewarding and
psychologically engrossing.

Drawing inspiration from these source, this research would like to look into the online
gamers and to know the reason or survey the thoughts of other people about online
games. All through the years in the history, only small number of people are using the
internet properly and also excessive online gaming may lead to symptoms commonly
experienced by substance addicts. This paper look into the effects of being addicted on
online games to the academics performance of students, and also to describe and
determine the main cause of it.

Statement of the Problem


The internet is now possible to be accessed in throughout the world and it has opens up
a whole other world, the world that most of us spend hours and hours browsing whether
weekly or daily. Using internet, it gives us access to network that provides faster
services such as email, chat rooms, webs and also playing video game is now possible
via online. From the rapid growth of internet connection, there are some of the problem
that exists and some of them are:
 It became a phenomenon in our surrounding which students nowadays are too
focusing with their gadget playing online games rather than reviewing or studying
their lessons.
 It can be neither male nor female students can be affected with the existence of
online video games.
 With the advance technology nowadays, people are getting easy to do anything
such as playing video games via online.
 To recognize the potential online video game addiction symptoms among the
students based on the data collected from the study.
 Online gaming is popular among teenager nowadays and people often get
addicted when playing online video game.

Hypothesis
Online gaming has a great effect to the health, social interactions and academic
performance of students.

Theoretical Framework
There are many theories that can be related with this research. One of the theories that
can be used to help us in learning the behavior of the selected Grade 12 students of
Colegio de San Juan de Letran – Manaoag towards online video game is behavioral
change theories which used to explain why the humans’ behaviors change. These
claimed that personal, behavioral characteristics and environmental as the main factors
in behavioral determination. This theory is important in this research to prove whether
students change their behavior specially towards their academic performance is
because of their environment, level of intelligence or other factors? This theory also
expected to explain the effect of online video games had towards the life of the selected
Grade 12 students of Colegio de San Juan de Letran – Manaoag.
John B. Watson (1913) said that behaviors can be measured, trained, and changed.
Behaviorism, also known as behavioral psychology, is a theory of learning based upon
the idea that all behaviors are acquired through conditioning. Conditioning occurs
through interaction with the environment. Behaviorists believed that our responses to
environmental stimuli shape our behaviors. The researcher can relate this phenomenon
with the respondent background such as from where they came from whether from rural
area or from urban area. This is important in this research because the researcher want
to find out whether respondents environment will affect their behavior toward online
game.

Significance of Study
There is several significance from the research that have been conducted which is to
overcome all the problem among the gamers from becoming worst in the future;
 To control the attitude and behavior of the online gamers.
 To avoid them from influence.
 To make them more responsible in their studies and their life.
 To improve their social interaction in surrounding.
 To reduce their obsession towards online games.
 To improve their healthy study habit.

Scope and Limitation


The scope of this study will include addiction and effect of online game especially to the
academic performance of the Senior High school students of Colegio de San Juan de
Letran-Manaoag. This will be conducted through a specific time of March 2019. The
target respondents of this research are the Senior High school students of Colegio de
San Juan de Letran-Manaoag. The respondents of this research are specifically
students that only play online games.
Definition of Key Term
 Video game- a game played by electronically manipulating images produced by
a computer program on a television screen or other display screen.
 Online game- An online game is a video game that is either partially or primarily
played through the Internet or any other computer network available.
 Academic Performance- (academic) performance is the extent to which a
student, teacher or institution has achieved their short or long-term educational
goals.
 Psychological- of, affecting, or arising in the mind; related to the mental and
emotional state of a person.
 Behaviorism- the theory that human and animal behavior can be explained in
terms of conditioning, without appeal to thoughts or feelings, and that
psychological disorders are best treated by altering behavior patterns.
 Addiction- the fact or condition of being addicted to a particular substance,
thing, or activity.

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