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SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.

Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

The Effect of Online Games on Behaviour

of Selected Grade 11 Students of SBIS.

Chapter 1

Introduction

An online game is the video game that is primarily played through the internet or

other computer network available. In many games, There’s a virtual world or some other

imagined playing space where a player of the game control one or more character. Online

games have become increasingly popular because of the opportunity they provide for

collaboration, communication, and interaction. However online games has several

limitations, especially in communication using several facial expressions.

Online games have a positive and negative effects to the students. Example of

positive effect of online games are ‘‘improves cognitive functions’’, ‘’Hand and eye

coordination, ‘’Quick thinking and accuracy.


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Students are playing online games for them to increase their problem solving skills,

Be mine active, To make their visual tasks better, To increase their processing speed, To

enhance their memory, And to improve their multi-tasking. But it may affect their

behaviour in having this kind of hobby. They may not control themselves and break their

limits just to enjoy and play online games. It’ll lead them into addiction and it can affect

their behaviour. So, It is dangerous to let them play online games become way of living

students. Playing online game is inevitable to students and it cause many health

problems.

Significant

The main aim of the study was to find out the effects of playing online games on

students.

Students

It is important because we identify how many hours a day did the students spend

their time playing online game. For them to realize that there are negative effects on

them. If they control themselves playing online game they can focus on their academic.

Teacher
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

It is important because teachers can help student to prevent addiction on online

game. Teacher can tell good and bad about online game. This study will sure that playing

online game is have positive and negative effect in students to their teacher.

Parent

It is important because as a parent, they need to know what are the commonly issues

about

addiction on playing online game. So that they can limit their child.

Community

Online games can gain friends to the person they play with. It is important because

sometimes it lead into fight.


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Statement of the problem

This study will aim to identify the psychological well-being of selected grade11 students

of Saint Benilde International School (SBIS).

Furthermore, this study will seek answers to this following questions.

1. Why does the students play online games?

2. How does online games affect the behaviour of the students?


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

3. What is the reason of being addicted in online games?


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Chapter 2

Related literature

This chapter provides an overview research on knowledge sharing and intranets. It

introduces the framework for the case study that comprises the main focus of the

research.

Foreign literature

The first example of a online game was unveiled by Dr. Edward Uhler Condon at the

New York World’s Fair in 1940. The game, based on the ancient mathematical game

of Nim. It was played by about 50,000 people during the six months it was on display, with

the computer reportedly winning more than 90 percent of the games.(Riad Chikhani).

In Japan young learners’ used of instructional games in foreign language learning is

not yet well understood. Using games that part of the learning tools for an online

assessment, Jido-Eiken, a standardized English proficiency test for young learners in

Japan, examined young learners’ game-playing behaviours and the relationship of these

behaviours with learning outcomes. The participants were 3,945 children aged 4 to 12. It

found that games that children played with relative frequency lead to share a set of
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

features, including being cognitively demanding, evoking one’s curiosity, offering greater

player control, and having multiple players. The frequency of plays decreased as the age

increased in many games that we examined, but gender differences were hardly observed.

We found different relational patterns between young learners’ game scores and English

performance depending on the games and difficulty levels of the assessment. We discuss

the implications for instructional game developers and teachers of young language

learners.

From the 1940s to 1960s, many games were developed and gained popularity among

a lot of people. Computers always have been showing a desire for networking. Games

were played on computer devices simply. But the period of 1960-1990, turned a new

page in the history of video games. Time-sharing and host-based network proved to be

the core elements in the foundation of the internet. Online availability of the games is a

lot cheaper and provides a variety for people to enjoy games according to their tastes.

Thus, the culture of online gaming flourished around the world over the past years.

 Taito and Seiga were the first companies released the electro-mechanical games

Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan

Bushnell, the godfather of gaming) became the first gaming company to really set the

benchmark for a large-scale gaming community.


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Local literature

The gaming industry introduced by the Philippine Government does have currently

conflicting legislation, and obviously professional legal advice is essential to enter a very

promising investment sector.  However, maneuvering around the legal challenges is

proving to be complicated for both investors and Philippine Government regulators.  The

terms online gaming or offshore gaming are interchangeable, and refer to internet based

gaming activity, that involves clients who register and establish accounts with the gaming

operator.

Under PAGCOR regulations, only foreign nationals based in a different country, and

over 21 years of age are permitted to take part in online gaming, that is based in the

Philippines.  PAGCOR also states that Philippine Nationals here or abroad, or foreign

nationals legally based in the Philippines are legally not permitted to access Philippine

based online gaming operators.  Gaming operators may be either Philippine based

companies, or foreign companies based outside of the Philippines.  It is presumed that the

latter means gaming companies who can offer gaming services in the Philippines, or

foreign operators who set up part of their operations here.  It is acknowledged that this

legislation can be considered ambiguous, which currently adds to the confusion, although

work is ongoing to resolve this legal confusion.(Bob Shead).


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

The gaming industry introduced by the Philippine Government does have currently

conflicting legislation, and obviously professional legal advice is essential to enter a very

promising investment sector.  However, maneuvering around the legal challenges is

proving to be complicated for both investors and Philippine Government regulators.  The

terms online gaming or offshore gaming are interchangeable, and refer to internet based

gaming activity, that involves clients who register and establish accounts with the gaming

operator.

Under PAGCOR regulations, only foreign nationals based in a different country, and over

21 years of age are permitted to take part in online gaming, that is based in the

Philippines.  PAGCOR also states that Philippine Nationals here or abroad, or foreign

nationals legally based in the Philippines are legally not permitted to access Philippine

based online gaming operators.  Gaming operators may be either Philippine based

companies, or foreign companies based outside of the Philippines.  It is presumed that the

latter means gaming companies who can offer gaming services in the Philippines, or

foreign operators who set up part of their operations here.  It is acknowledged that this

legislation can be considered ambiguous, which currently adds to the confusion, although

work is ongoing to resolve this legal confusion.(Bob Shead).


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

According to the real estate industry, the current office space supply is 10.3 million

sqm, of which Metro Manila accounts for 8.8 million sqm or 85%, and the existing office

space outside of Metro Manila amounts to 1.5 million sqm or 15%.  The current

estimated plans for increased office space expected to become available by 2023, is a

total of 5.4 million sqm, of which 4 million sqm or 74% will be in Metro Manila, and the

balance will be in other cities in the Philippines.


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Chapter 3

Research Methodology

This study is discuss the research design, participants of the study, instrumentation,

and data analysis.

Research design

This study choose a survey research design because it is the best way to answer the

question of the study. Survey is collecting data and analyzing data from people

considered as a representative of the community.

Participants of the study

In this study students are the target or participants of the research.

Instrumentation

In this study, questionnaires, interview and observation are the tools in gathering

data.
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

Data Analysis

Answer the following questions.

Questions Yes No

1. Are you playing online game?

2. Are you enjoy playing online game?

3. Did online game improves your communicating skills?

4. Does online game affect your academics?

5. Have you feel some changes to your attitude while playing?

6. How many of hours you spend your time playing online game?

1-2 hours__ 3-4hours__ 5-6hours__ 7hours and above__

7. Which online game do you prefer to play?

Mobile Legends__ Dota2__ LOL__ COD__ Other online game__


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

8. Which do you prefer when playing online game?

Solo__ Party__

9. Who influenced you to play online game?

Friends__ Relatives__ Idols__

10. What kind of gadget do you use in playing online game?

Mobile__ PC__
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

References

https://scholar.google.com/scholar?

as_y10=2016&q=onlinetgames&hl=en&as_sdt=ojs.

https://www.britannica.com/technology/online_gaming

https://www.google.com/amp/s/www.psychologytoday.com/us/blog/the_mating_gam

e/201603/7_reasons_play_computer_games%3famp

https://www.academia.educ/34349061/theimpact_of_online_games_in_study_habitof

_senior_high_students_in_particial_fulfillmentof_the_requirments_for_the_subject

_research_in_daily_life_the_problem_and_its_background

https://www.quora.com/what_isthe_purpose_of_online_games

https://nacada.ksu.edu/resources/clearinghouse/view_article/game_addicted_student

s.aspx

researchgate.net/publication/275133374_online_games_foryoung_learner_foreign_l

anguage_learning

triveglobal.com/stories/the_history_of_online_gaming_and_itsadvancement_today/

techcrunch.com/2015/10/31/the_history_of_gaming_an_evolving_community/

aseanbriefing.com/news/gaming_industry_phillipines_part_11_online_gaming/
SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT


SAINT B SAINT BENILDE INTERNATIONAL SCHOOL (CALAMBA) INC.
Crossing, Calamba City, Laguna

ACCOUNTANCY BUSINESS AND MANAGEMENT STRAND DEPARTMENT

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