Professional Documents
Culture Documents
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
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
BIBLIOGRAPHY………………………………..……………………………….11
CHAPTER I
INTRODUCTION
People these days depend on inventions and gadgets that are useful to
applications, among others. Online games are one example of the many
Nowadays, more and more people are starting to use the Internet. At the
same time, online games have become extremely popular among the young
platform. According to Wang, I (2011), online gaming has become one of the
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
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:
games?
College?
game addiction among students in St. Peter’s College. The overall goal is to
trying to understand more about the social norms and daily habits of computer
game addictions.
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,
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
network.
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
online games. The games are differences from regular online games as
players on the same game in one persistent world (Chan and Vorderer,
2006, p.90).
CHAPTER 3
RESEARCH METHODOLOGY
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.
3.1 Respondents
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
Where;
n= sample size
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
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
Along with this anti-social aspect, many other negative issues were
A. Addiction: These early studies claimed the disorder was like any
samples of students.
Online Games. (2016). In Oxford University Press. Retrieved October 16, 2018,
from https://en.oxforddictionaries.com/definition/mmorpg
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
video game addiction among students in St. Peter’s College. The overall
games, while trying to understand more about the social norms and daily
Iligan City. It aims at investigating the impact that online games have on
On the basis of the research the result we got are that; most of the student
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.