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Advantages and Disadvantages of Online Game Addiction

This document provides information about a research study on the effects of online game addiction among Grade 11 students at San Jose Del Monte National Trade School. It includes an introduction outlining the background and purpose of the study, the research problem and questions, theoretical framework, and scope and limitations. The study aims to understand students' reasons for playing online games and how it impacts their daily lives. It will survey 150 Grade 11 students to gather data on the advantages and disadvantages of online gaming. The results plan to help students, teachers, parents and future researchers by providing information on how online game addiction can affect academic performance and social behavior.

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Christian Ford
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100% found this document useful (1 vote)
6K views28 pages

Advantages and Disadvantages of Online Game Addiction

This document provides information about a research study on the effects of online game addiction among Grade 11 students at San Jose Del Monte National Trade School. It includes an introduction outlining the background and purpose of the study, the research problem and questions, theoretical framework, and scope and limitations. The study aims to understand students' reasons for playing online games and how it impacts their daily lives. It will survey 150 Grade 11 students to gather data on the advantages and disadvantages of online gaming. The results plan to help students, teachers, parents and future researchers by providing information on how online game addiction can affect academic performance and social behavior.

Uploaded by

Christian Ford
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
  • References: Lists the references cited throughout the research document, providing sources for literature and studies reviewed.
  • Appendices: Contains additional material supporting the research, such as participant details and supplementary data.
  • Chapter One: The Problem and Its Background: Introduces the research topic by outlining the background, statement of the problem, and theoretical framework about online game addiction among students.
  • Chapter Two: Review of Related Literature and Studies: Discusses existing literature and studies related to online gaming and its effects on student performance and behaviour.
  • Chapter Three: Research Methodology: Describes the research design, sample selection, data gathering procedures, and instrumentation used in the study.
  • Chapter Four: Data Analysis and Research Findings: Presents the collected data, analysis methods, and detailed findings from the research survey on online gaming impacts.
  • Chapter Five: Summary of Findings, Discussion & Recommendations: Summarizes the study's findings, discusses implications of online game addiction, and offers recommendations based on research outcomes.

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)

ii
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.

iii
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.

iv
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

ix
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.

1
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.

2
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.

3
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.

4
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.

5
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.

6
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.

7
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.

8
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.

9
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

10
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.

11
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%)

12
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.

13
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

17
(11.33%)

115(76.67%)

1-5 hours 6-20 hours 21-40 hours More than 40 hours

14
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

15
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.

16
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.

17
 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.

18
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.

19

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