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ONLINE GAMES: ITS EFFECTS TO THE STUDENTS OF

ST. PETER’S COLLEGE

A RESEARCH PROPOSAL

Presented to
College of Arts and Sciences
St. Peter’s College
Iligan city

In Partial Fulfillment
of the Requirement in the subject
GEC 3 – The Contemporary World

LACUNA, GIUSSEPPE SEBASTIEN L.


MONTES, CARLITO JR. F.
OMLERO, JUSTIN ARNEIL D.
SACEDON, LEIJEY M.
SANTANDER, JESSEN F.
TOMOGSOC, DANTE P.

Oct 2018
TABLE OF CONTENTS

Page no.
TABLE OF CONTENTS …………………………….....................................2

CHAPTER

1. INTRODUCTION ……………………...….……………………………3
1.1 Background of the Study ……………………………………....3
1.2 Significance of the Study …………………………………..…..4
1.3 Statement of the Study…………………………………….…...4
1.4 Scope and Delimitation ………………………………….……..4

2. REVIEW OF RELATED LITERATURE………………..…………….5


2.1. Definition of Terms ……...……………….…………................5

3. RESEARCH METHODOLOGY …………………………………........7


3.1 The Survey ……………………………………….......................7
3.2 Respondents………………………………………………...……7
3.3 Survey Instrument.…………………… ………………….……..7
3.4 Data Analysis………………………………………………...…...8
3.5 Research Setting ………………………………………………...8

4. POSSIBLE IMPLICATIONS OF RESEARCH FINDINGS .. ……….9

BIBLIOGRAPHY………………………………..……………………………….11
CHAPTER I

INTRODUCTION

1.1 Background of the Study

People these days depend on inventions and gadgets that are useful to

make life comfortable and convenient. Various types of technology used by

everyone include computers, mobile phones, software, multimedia, games and

applications, among others. Online games are one example of the many

inventions commonly found in public places such as computer shops, Internet

café, schools and even homes.

Nowadays, more and more people are starting to use the Internet. At the

same time, online games have become extremely popular among the young

generation thus leading to the proliferation of online game addiction on a global

platform. According to Wang, I (2011), online gaming has become one of the

most addictive Internet activities to date. Based on established researches, In

fact, based on popularity alone online gaming garners a larger share of ‘favorite’

votes among young people than physical team sports. Online Gaming is

inherently social. Throughout history, playing game has been closely linked with

building relationships and reinforcing social hierarchies. However, with the advent

of online games, this social aspect of gaming quickly began to disappear. Almost

all of these online games were solitaire in nature, and it was rare to find a game

that incorporated the play of two or more players.


1.2 Significance of the Study

This research is interested in discovering the reasons behind why young

people start to play online games as well as how playing such games affects the

daily lives and activities of them. Specifically, this study aimed to answer the

following questions:

1. How did these undergraduate students become addicted to online

games?

2. How did online games affect undergraduate students in St, Peter’s

College?

1.3 Statement of the Study

The purpose of this study is to formulate a theory as to what causes video

game addiction among students in St. Peter’s College. The overall goal is to

determine what causes students to become addicted to computer games, while

trying to understand more about the social norms and daily habits of computer

game addictions.

1.4 Scope and Limitation

This research focuses on the effects of online games of St. Peter’s College

students only. The research is conducted inside the St. Peter’s College campus,

where the respondents are current student of this school year.


CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter provides an overview of the relevant literatures regarding the

research. Discussion on the importance of Online games, Massive Multiplayer

Online Games and Game Addiction are highlighted in the review.

2.1 Definition of Terms

2.1.1 Online Games

In order to adequately define the terms, “online game” has first to be

broken down into its basic components: online and game. At its very

basic situation the term online can be referred to any activity that is

taking place via use of the Internet. Game on the other hand according

to the Oxford dictionaries (2012) is defined as an activity or pastime that

generates amusement. As an amusement, online game generates

activity that is played over some form of connection or computer

network.

2.1.2 Game Addiction

In the research of Ahn and Randall (2008) on computer game addiction,

they define game addiction on the basis of the definition used by the

Center for Addiction and Mental Health based in the US. The center

defines addiction as “a psychological or a physical dependence on

something”. Individual with game addiction can thus be said to have a


psychological dependence on Massive Multiplayer Online Games or to

exhibit excessive or compulsive use of computer and video games.

2.1.3 Massive Multiplayer Online Games

Massive Multiplayer Online Games (MMOG) are multiple player

online games. The games are differences from regular online games as

they have the technological capacity to host hundreds of thousands of

players on the same game in one persistent world (Chan and Vorderer,

2006, p.90).
CHAPTER 3

RESEARCH METHODOLOGY

This chapter presents the research locale, respondents and survey

instrument used in the study. The statistical techniques employed in the conduct

of the survey both in the sampling and data gathering were also presented in this

chapter.

3.2 The Survey

In the conduct of the survey testing, respondents will be given

questionnaire to answer and one by one respondents will undergo an interview.

(See Appendix A and B)

3.1 Respondents

The numbers of respondents for the survey were statistically computed

and the selection was made by random. Fifty (50) respondents consist of

students from St. Peter’s College were considered to participate in the survey.

Based from these considered respondents, it was assumed that only 50% of them

could positively respond to participate. Thus, the actual number of respondents

needed for the survey trimmed down to 25 respondents.

3.3 Survey Instrument

A self-made questionnaire was made to obtain responses from the

respondents in order to obtain data for analysis.


3.4 Data Analysis

The following were the statistical tools used in this study:

1. Number of invited respondents

Where;

n= sample size

N= number of respondents to be invited

e= desired margin of error =5%

2. Mode - used as basis in the interpretation of the survey results

3.4 Research Setting

To undergo this study, the researcher will go to the specific location for

their interview, which is in St. Peter’s College, Sabayle St, Iligan City, 9200 Lanao

del Norte where the survey will be conducted.


CHAPTER 4
POSSIBLE IMPLICATIONS OF RESEARCH FINDINGS

1. How did these undergraduate students become addicted to online games?

Firstly, all of our interviewees spent more time to mention the feelings and

pleasure in which the game provided for them. As similar as respondent A said

that, “I have never felt such satisfied and happy before in doing other things. So

gradually I have no interest in other activities or school work”, pursuing this kind of

euphoria, teenagers cannot control themselves but keep playing the games. All the

interviewees admitted the euphoria computer games bring exciting and interest to

them. In addition, “When I pay all the attention to the games, I will forget the failure

of examination, and forget a lot for pressure and problems, Respondent B said. In

the same way, the interviewees in the study said that they felled more interesting

and more hobby in virtual world and tried to avoid and escape problems in out-

game life when playing games, and the certain degree of addiction for them mainly

relayed on games, an invisible and a happy world. However, after immersing the

playing games for some time, they would meet more and more problems that were

coming up due to the addiction of online games, which may lead them to have a

stringer willing to avoid these problems.


2. How did online games affect undergraduate students in St, Peter’s College?

Along with this anti-social aspect, many other negative issues were

brought forth concerning online game play:

A. Addiction: These early studies claimed the disorder was like any

other behavioral addiction and consisted of a compulsive

behavioral involvement, a lack of interest in other activities,

association and friendship circles mainly with other video game

addicts, and physical and mental symptoms when attempting to

stop the behavior. However, all of these studies were

observational, and/or based on case studies, primarily using

samples of students.

B. Aggressive behavior: Sometimes, players cannot take control of

themselves specially when their games gets harder and harder.

They can’t be destructed nor talk with.

C. Decreases in Intelligence: Playing online games can lead

students to failure of their grades. Accordingly, to our research,

mostly students that are addicted to playing online games failed

mostly of their subjects.


BIBLIOGRAPHY

Wang,L. (2011). Online Game Addiction Among University Students. Retreived


October 20, 2018, from https://www.diva-
portal.org/smash/get/diva2:602320/FULLTEXT01.pdf?
fbclid=IwAR2Cu1IK4KyTpQFvPbzmoHI_k282mQaqIxjdtjVM7McZWMFITk
EXrtKZTyY

Online Games. (2016). In Oxford University Press. Retrieved October 16, 2018,
from https://en.oxforddictionaries.com/definition/mmorpg

Chan, E. and Vorderer, P., 2006. Massively Multiplayer Online Games. In P.


Vorderer, and J. Bryant, Ed. 2006. Playing Video Game: Motives,
Responses, and Consequences. Routledge, Taylor& Francis Group.
APPENDIX A
A seven -item questionnaire to identity whether the interviewees are addicted to online game before
we started the interview.
Instruction: Encircle your preferred answer or choice, if its confidential feel free to leave it blank

1. Do you feel preoccupied with the Internet?


 YES
 NO
2. Do you feel the need to use the Internet with increasing amounts of time in order to achieve
satisfaction?
 YES
 NO
3. Have you repeatedly made unsuccessful efforts to control, cut back, or stop Internet use?
 YES
 NO
4. Do you feel restless, moody, depressed, or irritable when attempting to cut down or stop Internet
use?
 YES
 NO
5. Do you stay on-line longer than originally intended?
 YES
 NO
6. Have you jeopardized or risked the loss of significant relationship, job, educational or career
opportunity because of the Internet?
 YES
 NO
7. Do you use the Internet as a way of escaping from problems or of relieving a dysphoric mood
(e.g., feelings of helplessness, guilt, anxiety, and depression)?
 YES
 NO
APPENDIX B
Interview Guide:

General questions of clients:


1.Could you please tell us about your online gaming?
2.How many hours do you play every day?
3.How’s your feeling when you play games?
4.Could you tell us how do you start playing online games?

Impact on family:
1.How’s the relationship between you and your parents?
2.Do you think the relationship between you and your parents has changed since you started
spending so many hours playing games? 3.What does your parents think when you spend so
much time online playing games?

Impact on friends:
1.How was your social network with friends before you started playing online games?
2.Do you think the social network with your friends has changed since you spent so many hours
playing games?
3.What does your friends think when you spend so much time online playing games?

Impact on studies:
1.How do you manage your studies?
2.Do you think the time you spend on studies has changed since you spent so many hours
playing games?
3.Do you feel that your grades are suffering due to the online games?
4.How do you prioritize your time when you feel that you need to study, and play games?

Impact on health:
1.Do you feel your diet habit has changed after you play games?
2.Do you tend to stay up late due to the online games?
3.Do you have any problems with sleep since you started playing games?
ABSTRACT

The purpose of this study is to formulate a theory as to what causes

video game addiction among students in St. Peter’s College. The overall

goal is to determine what causes students to become addicted to computer

games, while trying to understand more about the social norms and daily

habits of computer game addictions. This research is about the effects of

online game addiction on undergraduate students of St. Peter’s College,

Iligan City. It aims at investigating the impact that online games have on

undergraduate students at St. Peter’s College, IIligan City. The

researchers decided to do a quantitative research which can help us to get

a deeper and better understanding of online game addiction. The

researchers chose systems and ecological perspectives as our theory and

analyzed our data using the hermeneutic approach. The methodology we

used is interview; which entailed with undergraduate of St. Peter’s College.

On the basis of the research the result we got are that; most of the student

we interviewed are having problem with health and studies because of

online gaming; and some of them are having bad relationships with friends

and families, however, some of them have a good relationship with their

parents.

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