Professional Documents
Culture Documents
This chapter presents the literature and studies relevant to presentation investigation.
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
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
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
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
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,
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
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,
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,
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
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.
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
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-
Retrieval of the questionnaires was done after two days. The responses were tallied,
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
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 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
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
Wherein:
Formula:
%=percentage
% =f x 100
N f = number of respondents that
answered the question
c. Ranking – used to determine the order of the results according to their percentage.