You are on page 1of 7

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to presentation investigation.

Review of 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 as Internet

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.

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 share information.

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 tend to be hook by the computer.

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).

Some video games have been associated with aggressive behaviour. In that case, children

imitate online characters. Some children are at the period of modelling (Anderson & Bushman,

2001).

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.

Review of 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.


CHAPTER 3

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 Senior High School Students of AMA Computer College Batangas

Year 2018

Respondents of Study

The respondents were chosen through quota sampling. The researchers made use of 40

students of AMA Computer College Batangas. The respondents’ ages range from 16-18 years

old and 19-20 years.

After choosing the respondents, each of them were given a survey questionnaire to

answer.

Table 1

Distribution of Survey Questionnaire to the Selected Senior High Students of AMA Computer

College Batangas.
AGE FREQUENCY
16-18 20
19-20 20
TOTAL 40

Sampling

The researchers made use of 40 students ages 16-20 in AMA Computer College Batangas

,Batangas City

All children who play online games answered the test questionnaire given by the

researchers.

Data Gathering Procedure

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 necessary for the

questionnaire.

A letter of transmittal was then prepared and was given to the research adviser, for the

approval in producing and distributing the questionnaire.

Theresearchers asked the permission from their adviser to allow them to proceed with the

distribution of the questionnaire to the student ages 16-20 years old of AMA Computer College

Batangas. The researchers clearly explained all the directions and items to the students ages 16-

20 respondents to ensure understanding and correctness of their responses.

Retrieval of the questionnaires was done after two days. The responses were tallied,

analyzed and interpreted in accordance to the items found in instruments.


Data Gathering Instrument

Questionnaire was used as the main instrument of the study to determine the impacts of

online gaming among the students ages 16-20. The designed questions focused on the advantages

and disadvantages of online gaming.

The questionnaire was prepared by the researchers themselves after doing a research and

intensive reading from the internet and asking opinions from the online game players.

The researchers constructed a letter to the chairman of the subdivision that allowed the

researchers to conduct the survey among the students ages 16-20. 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 students, 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 on the disadvantages of online

gaming.

The researchers initially distributed the survey questionnaire among the students ages 16-

20 of AMA Computer College Batangas, Batangas City. After the questionnaire was sent back to

the researchers, the responses were analyzed and interpreted. It was done through the use of

percentage and ranking.


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 with

general number of respondents.

Wherein:
Formula:
%=percentage
% =f x 100
N f = number of respondents that
answered the question

N=total number of respondents

c. Ranking – used to determine the order of the results according to their percentage.

You might also like