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Republic of the Philippines

Department of Education
ESPERANZA NATIONAL HIGH SCHOOL
Esperanza, Sultan Kudarat

A
Research on
“The Impacts of Online Gaming among the Children of Poblacion, Esperanza, Sultan
Kudarat Year 2018”

The research paper attached hereto, entitled


“The Impacts of Online Gaming among the Children of Poblacion, Esperanza, Sultan
Kudarat Year 2018”

Researcher adviser:

Researcher:

S.Y 2018-2019
CHAPTER I

INTRODUCTION

BACKGROUND OF THE STUDY

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 game play than
downloadable games. Having an online gaming experience typically requires a high-
speed internet 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 games require a specific piece of controlling hardware such as a
joystick or a game 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 compete in massively multiplayer games, where dozens of
players play an ongoing game in a virtual world. Some online games change a monthly
fee for access to the video game software. 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
Significance of the Study

This study will be valuable and significant to children, parents, readers and future
searchers Children. This study is primarily important to children, for it will give them
information about the impacts they may get from online gaming. This study will help the
parents to have enough knowledge about the impacts of online gaming among their
children. Readers. This study will help the readers to have the understanding about the
impact of online gaming. Future Researchers. This may serve as a basis for future
research that they will conduct.
Conceptual Framework of the Study

Research indicates that there are many impacts of online gaming among the children
ages 7-12 of Poblacion, Esperanza, Sultan Kudarat. 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
Poblacion, Esperanza, Sultan Kudarat. As a result, the researchers discovered the
impact of online gaming among the children.

According to Molcho (1988), gaming has provided evidence that instructional 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 5
means of providing high-level motivation, clear and consistent goals, and sustain editor
activity .Gaming as an instructional variable may be analyzed as methods of rehearsal
by 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. This theory
suggests that intrinsic motivation in an instructional gaming context is comprised of an
optimal relationship between fantasy, challenge, curiosity, and control.(Malone, 1981)
Scope and limitation of the study

The scope of computer addiction can include missing work, missingschool, and missing
out on social functions, due to the time spendon the computer. Limitations could be
losing friends because ofyour addiction, and becoming distanced from family.
Research Hypothesis

We consider there is a positive relationship between the addiction phenomenon and the
time spent in front of a computer. We consider there is a negative relationship between
the hobby and the computer addiction. We think there is a positive/negative relationship
between male/female gender and how both genders choose to spend their time in front
of a computer. We suppose there is a connection between the economical situation and
the family background versus the computer addiction .
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to presentation 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 cut off
the interaction with rest of the
world. According to the study of Chang (2009), online gaming was referred to asInternet
Gaming or Electronic Gaming. It was a gathering of players with a common 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 the
monitor, their virtual world. 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 and carpal tunnel syndrome to “problems with school or work,”
offered as indicative of problem usage behavior. 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) games and massively multiplayer online role-
playing (MMORP) games. 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, depression and low self-esteem. 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 to turn away from more traditional
media. 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 aspects
of online community. Participation in online communities allows us to stay in touch with
old friends, meet new people, learn, and hare information.
CHAPTER III

METHODOLOGY

This chapter introduces the details of research design, respondents of the study,
sampling, data gathering procedures, data gathering instruments, and statistical
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 Poblacion, Esperanza, Sultan Kudarat
Year 2018”

Respondents of Study

The respondents were chosen through quota sampling. The researchers made use of
40 children of Poblacion, Esperanza, Sultan Kudarat. The respondents’ ages range from
7-9 years old and 10-12 years old and above.
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of data.
1. Profile of the Respondents
The study included several profile variables to gain the information about the
respondents of the study. These were presented in the following table.
1.1 Age. Table 2 shows the characteristics of respondents in terms of age.
Table 2
Age Distribution of the Respondents
Age Frequency Percentage

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
the same frequency, 20 with a percentage of 50%.
1.2 Gender. Table 3 shows the profile of the respondents in terms of gender.
Table 3
Gender Distribution of the Respondents
Gender Frequency Percentage

Male 31 77.5%

Female 9 22.5%

TOTAL 40 100%

Out of 40 respondents, 31 of them are male which is equivalent to 77.5% while 9


of them are female which is equivalent to 22.5%.
The findings revealed that majority of the respondents who are playing online
games were male.
1.3 Educational Status. Table 4 shows the profile of the respondents in terms of
educational status.
Table 4
Educational Status of the Respondents

Educational Status Frequency Percentage

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.
1.4 Table 5 shows the profile of the respondents in terms of online games commonly
played by them.
Table 5
Online Games Commonly Played by the Respondents
Games Frequency Rank

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
online games are played by the respondents.
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)
Months Frequency Percentage Rank

0-6 months 20 50% 1

More than 12 months 12 30% 2

7-12 months 8 20% 3

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
7-12 months which is equivalent to 20%.
It indicates that half of the respondents are playing online games for about 6
months only.

1.6 Table 7 shows the length of time the respondents play online games in a week (in
terms of hour).
Table 7
Length of time the respondents play online games in a week (in terms of hour)
Hours Frequency Percentage Rank

1-3 hours 31 77.5% 1

4-6 hours 5 12.5% 2

10-12 hours 3 7.5% 3

7-9 hours 1 2.5% 4

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
playing online games.

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)
Money Frequency Percentage Rank

Php 0-50 37 92.5% 1

Php 51-100 3 7.5% 2

Php 101-150 0 0% 3

More than Php 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
51-100 for playing online games which is equivalent to 7.5%.
It indicates that almost all of the respondents are spending almost Php 50 for
online gaming.
2. Advantages of Online Games
2.1 Table 9 shows the advantages of online gaming.

Table 9
Advantages of Online Games

Advantages
Agreed Disagreed Rank

1. Children who play online games


40 or 100% 0 or 0% 1
are able to enjoy the reward and
satisfaction that come with the
small goals that are often
established in games.
2. Online games raise children’s
40 or 100% 0 or 0% 1
confidence and also instill a
sense of accomplishment.
3. Children learn the importance
39 or 97.5% 1 or 9.09% 2
and fun of sharing and taking
turns.
4. Playing team games help the
39 or 97.5% 1 or 9.09% 2
kids to learn how to cooperate in
a team.
5. Kids who play online games
39 or 97.5% 1 or 9.09% 2
improve their technological
abilities.
6. Playing games like brain
37 or 92.5% 3 or 27.27% 3
challenge, etc., sharpen the mind
of children.
7. Children who play online games
can learn how to multitask in an
effective manner. 36 or 90% 4 or 36.36% 4

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
who solve puzzle and strategy games.

3. Disadvantages of Online Games


3.1 Table 10 shows the disadvantages of online gaming

Table 10
Disadvantages of Online Games
Disadvantages Agreed Disagreed Rank

1. Playing online games can 40 or 100% 0 or 0% 1


damage the vision of the
children.
2. Kids who play online games 40 or 100% 0 or 0% 1
waste their money.
3. Children are getting addicted to 39 or 97.5% 1 or 9.09% 2
computer games.
4. Online games can be bad for 38 or 95% 2 or 15.38% 3
your health.
5. Children spend most of their 37 or 92.5% 3 or 27.27% 4
time on computer.
6. Online games can influence kids 37 or 92.5% 3 or 27.27% 4
to be violent like killing and
fighting.
7. Children tend to ignore on their 36 or 90% 4 or 30.77% 5
education which is very
important.

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
their education which is very important.”
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
of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to
“problems with school or work,” offered as indicative of problem usage behavior.

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