SAN JOSE DEL MONTE NATIONAL TRADE SCHOOL
CITY OF SAN JODE DEL MONTE, BULACAN
ADVANTAGES AND DISADVANTAGES OF ONLINE GAME ADDICTION
Apionogo, Julius
Espenocilla, Christian Ford G.
Cabus, Rhea Shane
Ecoy, Kirsten Divine D.
( 11 - Demeter )
Practical Research 1
Clara Jane Caparas
March 2019
i
San Jose Del Monte National Trade School
Area E Fatima V, City of San Jose Del Monte Bulacan
APPROVAL SHEET
This Research entitled “EFFECTS OF ONLINE GAME ADDICTION TO GRADE
11 STUDENTS IN SAN JOSE DEL MONTE NATIONAL TRADE SCHOOL” year
2018-2019. Prepared and submitted by Mrs. Clara Jane M. Caparas in partial fulfilment
of the requirements in Practical Research 1 in San Jose Del Monte National Trade
School, has been reviewed and recommended for approval.
Approved by the Research Adviser and Research Panels
Mrs. Clara Jane M. Caparas
(Research Adviser)
Mr. John Levie .Q Ramos Ms. Liezel E. Tayson
(Research Panel) (Research Panel)
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DEDICATION
This research is dedicated to our God Almighty, who give us strength and knowledge to
finish this study properly. We also dedicated this research to our family, friends, and
teachers who supports, teach and guides us to finish our study.
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ACKNOWLEDGEMENT
Our immense appreciation goes to our Research Adviser Mrs. Clara Jane M.
Caparas, a good woman and lecturer, she guide and correct us in our Research output and
other requirements that needed to finish the research. We also want to thank our
supportive adviser and second mother Mrs. Liberty Lenz Escobar, for her advice in our
Research Output. A special appreciation for our Research Panelist, Mr. John Levie Q.
Ramos, Ms. Liezel E. Tayson and Mrs. Clara Jane M. Caparas for their advice, guide and
time for our Research proposal. Thank you for our classmates, who are willing to help us
in our problems and we want to thank for the time of the 150 respondents who actively
participated and honestly answered our questionnaires to this research. A big thanks to
Almighty God, for the knowledge and guidance He gave to the researchers to finish this
research.
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TABLE OF CONTENTS
Title Page………………………………………………………………………………....i
Approval Sheet…………………………………………………………………………...ii
Dedication………………………………………………………………………………..iii
Acknowledge…………………………………………………………………………….iv
Abstract…………………………………………………………………………………..v
CHAPTER ONE
Introduction………………………………………………………………………………..1
Statement of the Problem………………………………………………………………….2
Scope and Delimitation……………………………………………………………………3
Significance of the study…………………………………………………………………..4
CHAPTER TWO
Review of Related Literature and Studies …………………………………………..........5
CHAPTER THREE
Research Design…………………………………………………………………………...7
Respondents / Participants of the Study…………………………………………………...7
Sampling Technique………………………………………………………………..……..8
Instrumentation………………………………………………………………………..…..8
Data Gathering Procedure…………………………………………………………..……..8
CHAPTER FOUR
Introduction………………………………………………………………….……………9
Presentation of Data………………………………………………………..…………….10
CHAPTER FIVE
Summary…………………………………………………………………………………17
Conclusion……………………………………………………………………………….18
Recommendation………………………………………………………………………...19
REFERENCES..................................................................................................................
APPENDICES..................................................................................................................
vi
REFERENCES
APPENDICIES
Name
Julius Apionogo
Contact number
0935-865-9519
Email
juliusapionogo@[Link]
Address
Blk6 Lot59 Area H Brgy. San Rafael lll Sapang Palay, Bulacan
Name
Christian Ford G. Espenocilla
Contact Number
0956-552-5996
Email
[Link]@[Link]
Address
177 San Nicolas St. Area E, Fatima I CSJDM Bulacan, Philippines
Name
Rhea Shane Cabus
Email
rheacabus13@[Link]
Address
CSJDM Bulacan Philippines, Sapang Palay Brgy. Citrus
Area G UC4-B Blk. 43 Lot 5
Name
Kirsten Divine D. Ecoy
Email
kirstenecoy@[Link]
Address
Blk 44 Lot 3 Brgy. San Martin III Area C Sapang Palay, Bulacan
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CHAPTER 1
THE PROBLEM AND IT’S BACKGROUND
Introduction
Playing Online Games is the new trend in this generation. The researchers
already experience what you called “Online Games”, people specially student is using or
playing this. The researchers chose the topic Effects of Online Games because they want
to know the reasons of all the students why they play. The researcher chose the Grade 11
students of San Jose Del Monte National Trade School because most of the students of
grade 11 is relate to this kind of topic. The other reason why the researcher chose San
Jose Del Monte National Trade School is because most of the students are male. Online
Games is important to students, it gives happiness to students when they are stress, sad,
and bored. Many students can’t focus to their lessons because of online game, so that the
researchers want to help the students to make a proper schedule for playing. The
researcher’s greatest objective in this study is to make people including parents, teachers,
peer and friends to understand the reasons of the students.
According to Rock (2009) it helps the person to be more active, come up with
decisions in tight situations, they become alert and strategic. It can also lead to some
problems like being distracted in school. Based on the study of psychology, having
increased time spent on the internet can lead to negative impact on a person’s ability to
communicate appropriately face to face with friends, peers, family members including
parents.
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Kuss and Briffiths (2012) stated that teens who play online games are just having
fun. They cannot just actually play because of some sort of seriousness, but also because
they just want to feel relief. During school hours, students tend to feel stress due to loads
of school works and through playing it will relieve their stress.
Statement of the Problem
Playing online games of the students of San Jose Del Monte National Trade
School is a big issue for many people. Therefore, we need to know their reasons of
playing.
1. What is your reason of playing online games?
2. What are the advantages of online games?
3. What are the disadvantages of online games?
4. How playing online games does affects your daily life?
Theoretical Framework
The researchers chose the grade 11 students of San Jose Del Monte National
Trade School to be the respondent of the study. The researchers use the survey
questionnaires as an instrument to gather the data needed. The grade 11 students were 16
to 18 years old who have more experience in playing online games. The result will be
tallied by the researchers.
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Conceptual Framework
Input Process Output
Disadvantages of Survey The results will be
online games to Questionnaires tallied by the
Grade 11 students researchers.
Scope and delimitation
The scope of the study focuses on online games of the students. The target
respondents of the researchers are the Grade 11 students of San Jose Del Monte National
Trade School. The researchers will conduct this study to tell the students what is the
advantages and disadvantages of online gaming.
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Significance of the Study
This study will be valuable and significant to students, teachers, parents, and
future researchers.
Students. This study may give information to the students about how online gaming
affects their life.
Teachers. This study may serve as the way to the teachers to help the students who are
always playing online games so they can help the students to avoid too much playing.
Family. This study is significant to the family because it may help them to know if their
children are playing too much online games.
Future researchers. It would help the future researchers that are interested in this study.
It will serve as their basis and their background about their research.
Definition of Terms
Academic Performance. Behavior of a student inside of the school.
Online Games. A game that use internet and social network.
Potential. Showing the capacity to become or develop into something in the future.
Psychology. A study for human mind.
Stress. A tension or pressure to a person.
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CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
The researchers found out the effects of playing online games to the students this
generation. Playing online games can affect someone life by their academic performance
and social behavior. In academic performance when it is based to positive effect, students
may think critically, they can cope with problems in tight situation and they will be active
in class. While in their class, they will forget all the things they should do in real word
because their life spent in online games or computer games. In social behavior, they can’t
communicate properly with parents, friends, family and peers.
Positive effect and negative effect of playing online games. Positive effects like
visual processing, reasoning, allocate our attention on our surrounding and can improve
the players capability of thinking just like on academic courses.
According to American Psychological Association, player’s hand and eye can
coordinate at the same time. They can learn spatial, visual, hand and eye coordination
from playing computer games just like ROS (Rules of Survival), player needs to keep the
track of position, speed, aim and many more that deals with great skills. Playing online
games can have problem solving abilities because they need to make a decision in just a
single snap. This is really good potential of playing computer games or online games, and
also possible for computer courses, they know keyboard shortcut so well.
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Negative effect, some computer games or online games are about killing each
other. The one who survive is the strong one. The researchers doubt that students or
players might adapt the said situation. The players might also experience anxiety,
insomnia, social isolation, and the worst part is the depression.
According to a Kaiser Family Foundation Study (2010), the survey tells us that
47% of heavy players got poor grades on academic. It can also affect the health of the
person, because instead of doing physical activities they chose playing computer or
online games that leads to obesity and constant glare on monitor can lead to poor
eyesight.
According to Daria J. Kuss and Mark D, Griffins (2012), excessive internet use
can lead to development of behavior addiction. Using too much internet can lead to
serious threat to mental health and negative psychological consequences.
The researchers thought that playing online games is not bad. You only need to
control yourself in playing too much. The researchers, also found out that gamers usually
play too much because they can’t feel the love from anyone. The teachers and parents
must join forces to help students who walk to a wrong path of life. Teachers talking to
their students might help and reporting to a parent can make a charge. Understanding is
also a power.
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CHAPTER 3
RESEARCH METHODOLOGY
Methodology
This chapter shows the method and procedure was applied to the study. The
researchers will discuss their research design, respondents, sampling techniques,
instrumentation and data gathering procedure of the study.
Research Design
The research design is qualitative research to figure out how does computer
games affect the students in their daily life and how they approach the people around
them. It explains the life of every student who was addicted on online games or computer
games.
Respondents
The researchers choose thirty (30) students per section in grade 11 students, male
or female of San Jose Del Monte National Trade School as the respondents of the study.
The researcher found out the respondents was fit to our study.
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Sampling Technique
The researcher used the cluster sampling which we randomly select per section
the first 30 students. We chose thirty (30) students in every section of grade 11 to be the
respondents of the study. Cluster sampling talks about the exact sample that you are
willing to collected.
Instrumentation
The researchers used the survey questionnaires to grade 11 students of San Jose
Del Monte National Trade School. The questionnaire has one page and composed of
fifteen questions. The questions 1 to 12 talks about the relation of students of online
games and 13 to 15 talks about the personal suggestion of every student.
Data Gathering
The researcher distributed their questionnaire to the thirty students of Grade 11
per section. They discussed their study about online games. The respondents was given
allotted time (5 to 10 minutes) to answer the questionnaires. The researchers collected the
questionnaires, they tally the results of the papers. The tally was represented as the result
of how the students are related to the study.
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CHAPTER 4
DATA ANALYSIS AND RESEARCH FINDINGS
INTRODUCTION
This chapter describes the data gathering. Data were analyzed to identify, describe
and explored how the online games affect their life.
A total of 150 questionnaires where be given each section in the SHS Grade 11
and 150 questionnaires have been receive by the researchers. The researchers met the
required inclusion criteria as discussed in previous chapter. This represented 150 students
out of 240 students in SHS Grade 11 is our respondents and expected population.
The questionnaire comprised of three (3) sections and data generated will be
represented as follows:
The first section comprises of how the students feel when they are playing online
games, defining what they will choose between family and virtual friends.
The second section comprises of data describing where they more focus on; is it
on online games or to their studies.
In the third section it is compose of data on how much they spent their money and
rate their health.
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METHODS OF DATA ANALYSIS AND PRESENTATION OF DATA
All of the respondents answer quickly our questionnaires, therefore, the
percentage of each questions we analyze correspond to the exact total number of the
respondents.
DISCUSSION OF FINDINGS
A. Profile of Respondent
In this set of data, the respondents are from grade 11 students in San Jose Del
Monte National Trade School. In one section, we choose randomly the 30 students who
will answer our questionnaire. The 30 respondents we expect in Poseidon was exactly 30,
same in the Venus, Hephaestus, Cerridwen and Demeter.
Table 1
Section No. of participants
Poseidon 30
Venus 30
Hephaestus 30
Cerridwen 30
Demeter 30
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In this set of data, we asked them to put a check on the answer that appropriate to
them (see Table 2 below). In the question 1, the most answer of the respondents is
disagreed, 32%disagree that they feel incomplete if they can’t play games in one day. In
the question 2, most of the students neutrally feel mad when other disturbs them while
playing, 31.33% choose neutral. In the question 4, the respondents answered neutral,
simply means that they have a lot of virtual friends and a lot of real friends too. In the
question 5, with 30.67% the respondents answered neutral which shows that the
respondents’ family is commenting about their game time. In the question 6, the most
answered is disagree with 38.67% and states that when they can’t play online games it
doesn’t affect their mood. In the question 7, shows that the respondents don’t spend
overnight just playing online games with their answer disagree and with percentage of
34.67% over 100%. In the question 8, the respondents answered disagree with 32.67%
and tells that playing online games doesn’t have an effect on their health. In the last
question of this section, 31.33% of the 100% respondents answered that playing online
games and giving more time playing than studying doesn’t affect their grades.
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Table 2
Strongly Strongly
Questions: Disagree Disagree Neutral Agree Agree
1. I would feel incomplete
or lonely if I could not 28 48 46 19 9
play games. (32%)
2. I feel mad when others
disturb me while 21 31 47 40 11
playing online games. (14%) (20.67%) (31.33) (26.67%) (7.33%)
3. I prefer to play games
rather than go out with 35 54 34 18 9
friends or family. (23.33%) (36%) (22.67%) (12%) (6%)
4. I have a lot of virtual 17 37 49 35 12
friends in the internet. (11.33%) (24.67%) (32.67%) (23.33%) (8%)
5. Friends or families often
comment about me 30 35 46 28 11
playing games. (20%) (23.33%) (30.67%) (18.67%) (7.33%)
6. When I am not playing
games, I tend to feel a 31 58 35 21 5
bit down or moody. (20.67%) (38.67%) (23.33%) (14%) (3.33%)
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7. At times, I spend
overnight in playing 35 52 28 19 16
online games. (23.33%) (34.67%) (18.67%) (12.67%) (10.67%)
8. I think gaming has
positive effects on my 28 49 39 24 10
health. (18.67%) (32.67%) (26%) (16%) (6.67%)
9. My grades suffer
because of the time I 47 40 30 22 11
spend playing games. (31.33%) (26.67%) (20%) (14.67%) (7.33%)
This section was about where they more focus on (see Table 3 below). Which the
respondents answered it honestly. In continuation of the Survey Question, the
respondents continue to put a check in this section. In the question 10,42% of 100% of
the respondents never hide their gaming from other people. In the question 11, the
respondents sometimes spend a lot of time thinking of their next gaming than thinking to
their school works,39.33% tells it over 100%. In the question 12, it shows that the 34% of
respondents sometimes choose to skip daily tasks or delay to do it.
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Table 3
Questions: Always Sometimes Often Never
10. I try to hide my gaming from other people. 10 59 18 63
(6.67%) (39.33%) (12%) (42%)
11. I spend a lot of time thinking about my 16 59 25 50
next gaming experience. (10.67%) (39.33%) (16.67%) (33.33%)
12. I will delay or even skip daily tasks. 9 51 32 43
(6%) (34%) (21.33%) (28.67%)
In the graph 1, the third section of our survey question. To this data we will see
that the respondents spend 1 to 5 hours every week just playing online games, with
76.67% over 100%. In the graph 2, the respondents choose to answer that their health
condition is good by the percentage we base in which is 54% over 100%. In the last
graph (graph 3), the respondents tell us that they spent 1 to 25 pesos just playing online
games with a percentage of 60% over 100%.
13. I spend the following amount of time per week in playing online games.
Total
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(11.33%)
115(76.67%)
1-5 hours 6-20 hours 21-40 hours More than 40 hours
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14. I would rate my health condition in the following way.
TOTAL
23(15.33%)
81(54%)
Poor Fair Decent Good Excellent
15. I spend the following amount of money on games per week.
TOTAL
24(16%)
90(60%)
1-25 pesos 26-50 pesos 51-75 pesos 75-100 pesos 100+ pesos
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SUMMARY
To this chapter, data analysis methods, findings and study results have been
presented. The researchers found out that the respondents didn’t really focus on their
game play. As the matter of fact, playing game is just for pass time based on our findings.
In the next chapter, the implications of playing online games that may cause too much
used of online games will be discussed, and also the conclusion.
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CHAPTER 5
SUMMARY OF FINDINGS, DISCUSSION & RECOMMENDATIONS
INTRODUCTION
This chapter presents the summary of the findings, conclusions and
recommendations based on the data analyzed in the previous chapter. The effect of
playing online games in the students, especially grade 11 from San Jose Del Monte
National Trade School have been identified.
SUMMARY OF THE RESEARCH
The focus of this study was to determine the effects of playing online games. The
researchers realized that playing online games of the students can’t trigger their grades
and performance inside the school but may affect the relationship between the student
and their family.
The background of this study was done by studying the related literature of the
topic. The literature study was done in chapter two on the research. According to the
study, playing online games can affect their performance nor their grades and their social
behavior. Playing online games is the most pass time of the students in San Jose Del
Monte National Trade School based on the survey we conduct.
The objectives of this study were to:
Explore the opinion of the students who is playing online games
Determine the reasons why their playing online games.
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Find out where they’re paying more attention.
Identify any effects of playing online games to their everyday life.
Make recommendations for further research in this field.
The research approach used in this study is qualitative.
The research population was Grade 11 students from San Jose Del Monte
National Trade School who were experienced or have knowledge about playing online
games. The sampling method used in this study was the cluster sampling method, as it
was believed that the most important information, we need could be procure by using this
sampling method. The number of the respondents who took part in this research was 150.
Survey Question were conducted with 150 respondents using a prepared
structured questionnaire. The survey question was easily coded using the tally sheet and
computing the percentage it took every answer. The findings were presented and
discussed in chapter 4 by using the tables and pie graphs to effortlessly understood.
CONCLUSION
According to the findings of this research, playing online games was the students
past time and to relieve from stress and boredom. The advantages of playing online
games was the students will be strategic, easy to give solution in problems, and their will
be think strategically and logically. The disadvantages of playing online games was
affecting the health of a person which includes your eye sight, slouching backbones, their
mind set will change based on what they play and etc. They can’t focus on their studies
and they are starting to have a hard communication to their parents, friends and friends.
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RECOMMENDATIONS
On the basis of the present study some recommendations are drawn as follows:
It would be great if the students have a schedule of playing online games so that it
doesn’t affect the academic performance and doesn’t affect their social behavior.
Parents should know where their children spent the money the give to them. They
must know if the children are spending the money in a good way or not or where
the money was used.
It is necessary for parents and teachers to maintain the social behavior of the
students by not scolding them in front of the crowd. But giving them advise about
playing games inside the school or time of family.
It is worthwhile for the students who is playing online games, using their skills
inside the school. Like the problem-solving skills that been improved by playing
online games and multitasking skills which requires a lot while playing but can
use inside the school too.
These recommendations can be achieved by the help of some individuals like
their parents, colleagues, peers and friends. The recommendations talk about how can
enhance their ability inside or outside of the school and how they use their skills or ability
not just in playing online games and of course in the academic performance.
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