Professional Documents
Culture Documents
“Online Gaming and the Social Behavior of Grade XI Students of University of the
Immaculate Conception - Bonifacio Campus SY: 2016-2107”
Proponents:
We the researcher, the Group 5 of St. Veronica of the Grade XI Senior High
School Department of the University of Immaculate Conception would like to thank all
the people who supported and helped us make this study possible.
To God our Father, thank you for giving us our family, our friends, for providing
our basic needs, and also for giving us the knowledge to make this study.
To our teachers, especially to our P.R. teacher Mr. Sermel Joseph Concepcion
and to our Filipino teacher Mr. Christopher Baldonado, who served as our research
advisers. Thank you teachers for lifting our spirits up, for the unending suggestions and
To our family, for taking care of us, for enrolling us here at UIC, for the financial,
moral, physical, and spiritual support, and for the unending love. Lastly for always being
successfully finish this venture with smiling faces driving by pride and honor in
Introduction
The Internet acts not only as a resource of professional work, education and
Media. Online video games have become a very popular activity among children and
Science Daily Website (2007), online games may have significantly negative
performance, health, and social life. Online games have been become extremely
popular among the young generation thus leading the proliferation of online game
addiction on a global platform (Iowa State University, 2011 and in Wang and Zhu, 2011.
Another motion is the popularity alone online gaming garners a larger share of “favorite”
votes among young people than physical team sports such as ice hockey and football
2015. In video games software, the mainstay of the category, the top eight players
captured less than a 10% value share. The inability of many Filipino families to afford
video game software and hardware at legitimate prices leads them to turn to unlicensed
goods (Vitale, 2010). An increase in pirated video games production might result to an
increase in Gaming Hubs and/or Internet Cafes and also higher population of gamers.
Anderson (2004), explains that his meta-analysis revealed that violent video games
were strongly related to strongly increased aggressive behavior, aggressive cognition,
would like to evaluate the relationship of online gaming and social behavior around the
This study sought to determine the relationship of Online Gaming and the Social
1.3. What is the passion level of playing for the Grade XI Students of
1.5. What are the gaming disorders present among the Grade XI
2. What is the level of the behavior of the SHS Students of UIC - Bonifacio
behavior?
Conceptual Framework
1.
Independent Variable Dependent Variable
2.
ONLINE GAMING SOCIAL BEHAVIOR
-Demographics 3.
- Game Structure 4.
-Motivation to play 5.
-Passion Scale 6.
-Craving 7.
-Gaming Disorder
Moderator Variable
GENDER
-Male/Female
Theoretical Framework
Gaming has become a popular leisure activity among adolescents, especially for
the young males. Problems arise if people lose control over their gaming behavior. The
social factors correlate with the time spent on games and the game addiction rate.
Excessive gaming can lead to problems in schools and problems with social contacts to
other people in the real life (Van Rooij, Schoenmakers, Meerkerk, Griffiths, Van de
Mheen, 2010). Game addiction, in DSM IV (Diagnostics and Statistical Manual of
Mental Disorders) terms also called pathological gaming, can be described “as
persistent and excessive involvement with computer or video games that cannot be
& Peter, 2010). This review primarily focuses on studies published in the area of video
game research between 2000 and 2012 (but makes reference to earlier studies where
relevant), with a view to reviewing the key research studies in the area in an attempt to
explore the impact of video games, but also to highlight the possible factors that may
One of the most obvious and far reaching effects of the advancement in media is
in the influence of the many form of media available and used by young people today
(Roberts & Foehr, 2004). The accessibility of games on Internet, mobile phones, as well
as handheld videogame consoles has had large impact on the gaming environment,
and this affects gaming on a number of different levels. Videogame playing has been
found to help improve perceptual skills and visual attention (Green & Bavelier, 2003),
visuospatial cognition (Feng, Spence & Pratt, 2007; Green & Bavalier, 2003; 2006), and
spatial skills (De Lisi & Wolford, 2002; Passig & Eden, 2001), but videogame playing
has also been argued to be related to reduced school performance (Anand, 2007;
Anderson & Dill, 2000; Anderson, et al 2007; Gentile, et al, 2004; Gentile, et al, 2004)
and with decreased success in college (Anand, 2007; Anderson & Dill, 2000). One
study suggested that videogame playing can be associated with risk behaviour in late
adolescence and young adulthood (18 to 26 years), with those who played videogames
reporting higher levels of drug use, alcohol drinking, and poorer relationships with
friends and family (Padilla-Walker, et al 2009). This study also found that among
This study is useful to the following sectors in their quest to assist and give
Parents - they will be guided in their task to look after their children's change of
behavior.
Students - they will tend to realize the effects of online gaming towards the
Future Researcher - The result of the study would serve as data for other
researchers to be made.
The main focus of this study is to determine significant effects of online gaming to
the behavior of Grade XI Senior High School students of the University of the
Immaculate Conception School Year 2016 - 2017. The study was delimited to the 50
respondents from the said Institution. Each respondent is given the same Questionnaire
The study is interested on the level of online gaming of the students. It is also an
aim of the study to recognize the level of the changes on the behavior of the students,
considering the positive and negative effects of online gaming on the student’s
behavior.
II. Review of Related Literature
conclusions, methodologies and others. Those that were included in this chapter are
Foreign Literature
Playing video games may increase aggressive behaviors because violent acts
are continually repeated throughout the video game. This method of repetition has long
been considered an effective teaching method in reinforcing learning patterns (Gentile &
Anderson, 2003). Research has also found that, controlling for prior aggression children
who played more violent video games during the beginning of the school year showed
more aggression than other children later in the school year. (Pediatrics, Nov. 2008).
Ahmadi (1998) indicates that an adolescent who plays computer games has a
higher violence and aggression rate than those who does not play computer games.
Azad Fallah et al (2001) in their study investigated the relationship between games and
social skills of 258 male students of first grade of high school. The results showed a
significant relationship between the game-type and presence of others in the game
location. In addition, Payne et al (2000) studied the role of computer games on social
isolation, low self-esteem and violence. The results showed no relationship between
playing computer games and self-esteem in girls, but there was a negative relationship
playing as a potentially addictive behavior, those who play online games excessively
may also experience craving. Researchers have used various methodologies to assess
craving to play online games, including self-report single-item rating scales, multi-item
(Decker & Gay, 2011; Han et al., 2010; Ko et al., 2009; Sun et al., 2012; Stoeber,
Harvey, Ward, & Childs, 2011; Thalemann, Wolfling, & Grusser, 2007). For the
Vallerand and colleagues (2003) define passion as a strong internal force leading
individuals to choose to engage in an activity or with an object that they find enjoyable
and important and on which they spend time and energy. The authors distinguished two
view the activity as important to their self-concept and experience enjoyment and other
the activity and experience negative affect (e.g., sadness, anger, anxiety, guilt) both
when prevented from and while engaging in the activity. Unlike a harmonious passion,
2003). Wang and Chu (2007) examined the association between harmonious and
obsessive passion for online gaming and online gaming addiction in 404 Taiwanese
online gamers.
Research conducted with players of online games suggests that the onset of
anxiety, social skills deficits, and low self-esteem may be particularly attracted to playing
online games by the desire for advancement, escape from negative emotions or real-
to online games if game playing is more rewarding because the game’s virtual world
fulfills desires that have not been met in the real world.
th
In support of Yee’s (2002) proposition, Kim and Kim (2010) found that 8 grade
online game players’ anxiety was significantly positively associated (r = .53) with scores
on the Problematic Online Game Use scale. Similarly, Mehroof and Griffiths (2010)
found that both trait anxiety (b = .23) and state anxiety (b = .28) were significant
et al. (2009) reported that frequency of game play was strongly positively associated
considerable time devoted to playing the game (e.g., up to 16 hours per day), sleep
deprivation, and social and romantic impairment (Allison et al., 2006). Additionally,
participation in other activities, and risking the loss of important educational or career
opportunities (Batthyány, Müller, Benker, & Wölfling, 2009; Liu, Ko, & Wu, 2008).
Addicted individuals report that gameplay fulfills needs that are not met in their real lives
and has become the focus of their existence (Wan & Chiou, 2006).
players have different motivations for playing or reasons for being attracted to the
games (Bartle, 2003; Billieux et al., 2013; Haagsma et al., 2013b; Hsu, Wen, & Wu,
2009; Kneer & Glock, 2013; Wan & Chiou, 2007; Yee, 2002, 2006a, 2006b, 2006c).
Some researchers have made a distinction between reasons and motivations for
playing (Yee, 2002), whereas other researchers have viewed the motivations individuals
have for playing certain games and the reasons individuals are attracted to certain
games as equivalent constructs (Bartle, 2003; Billieux et al., 2013; Haagsma et al.,
Bartle (2003) differentiated multiple types of online game players based on their
motivations for playing and identified four different categories of players: achievers,
level over all other aspects of the game. Killers are motivated by the opportunity to kill
in-game characters or other players; they prioritize killing, taunting, or causing distress
to other players. Explorers are motivated by the chance to explore the virtual world of
the game and prioritize discovering the external and internal characteristics of the
game. Socializing with other players during the game motivates socializers. They
prioritize interaction with other players and view providing sympathy or empathy and
entertaining or listening to others as more important than the game itself (Bartle, 2003).