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EFFECTS OF MODERN ONLINE GAMES TO THE

HIGH SCHOOL STUDENTS OF ESCUELA DE


NUESTRA SENORA DE LA SALETTE DURING
THE A.Y 2018-2019

Karl Adrianne C. De Guzman


Sean Patrick R. Escosio
2018
CHAPTER 1
THE PROBLEM AND ITS BACKGROUND

Introduction

People are starting to use the Internet. At the same time, online games has become

extremely popular of today’s generation. Modern online games are the most popular

entertainments in modern societies. An online game is a video game that is either partially or

primarily played through the Internet or any other computer network available. According to

recent researches, online gaming has become one of the most addictive Internet activities up to

date (Wan & Chiou, 2006). Online gaming has become one of the most addictive internet

activities today. People who are addicted to play modern online games are called gamers. They

typically try very hard just to win or achieve the current goal of the modern online game they’re

playing and somehow it would lead them to excitement. But somehow, there are great players

playing in national and international tournaments like in DOTA, Clash of Clans, Rules of

Survival, Hay Day etc. Internet connectivity in a game adds a new opportunity for gamers as it

allows players to find and play against, or with, other players. These may be their friends or

family members or even other users in the game from around the world (in a multiplayer game).

Background of the Study


This thesis is interested in discovering the reasons behind why people start to play online

games as well as how playing such games affects the daily lives and activities of them. Online

game is the most active activity followed by kids nowadays. Computers play a major role in

shaping the future of a kid nor teenager. Days are gone when children loved to play in outdoor
activities, rather than running or playing outside children spend most of their time playing online

games.

In this new era of technology, online gaming has become more popular among teenager

as it can be played whether on smartphone, tablet or computer. As it become accessible almost

anywhere at any time, all are now possible to be addicted into playing online video game which

at the end of the day they become less care about themselves, their performance at school or

workplace and their social life.

According to (Yusmar. 2014), online games are now also come in many genre such as

action, adventure, simulator and many more. Some of the online gaming that are popular among

teenagers nowadays is Dota, Clash of Clan and Hay Day. The total of daily active player in Dota

2 is 800, 000 concurrent user and almost 8.5 million users have registered in Clash of Clan and

also Hay Day combined. There are actually several cases involve a teens while playing online

game in China and as a result their government has built a facility where parent can send

their children to overcome online gaming addiction.

The purpose of this research is to know if the high school students of Escuela De Nuestra

Senora De La Salette if they are maintaining their academics while playing online games and the

possible effects to them. This study is trying to show relationship of the effects of the academic

performances and playing online games to the high school students.

The result of this study will depend upon the response of the said population because

modern online games culture has evolved in time, particularly in connection with internet culture

that anyone can see the impact of modern online game.


Statement of the Problem
This study aims to determine the effects of modern online games among high school students

of Escuela De Nuestra Senora De La Salette students. Specifically, it seeks to answer the

following questions:

1. What are the profile of the students in terms of:

a. age
b. gender
c. type of device using
d. years of playing
e. time consumption?

2. What are the effects of modern online games to the high school students of Escuela De

Nuestra Senora De La Salette in terms of the following:

a. physical
b. mental
c. emotional
d. social?
3. Is there any significance between the profile variable and the effect of modern online

games to the high school students of Escuela De Nuestra Senora De La Salette?

Hypothesis
There is no significant relationship between the profile of the respondents and the effects

of playing modern online games to their academic performance.

Significance of the Study


This study will be significance to the following:
Escuela De Nuestra Senora De La Salette. This will help the school in providing high

school students information about the effects of playing modern online games. In longer

time, they will have more educated from the different effects of modern online games that

they will realize playing modern online games can affect on students academic performances.

( De Guzman, 2018 )

La Salette Administration. This will help the teachers of the school to give more

attention to and to know the influences of modern online games to the high school students.

It will provide additional knowledge on what strategy to use to educate students about the

well-known effects of online gaming to student’s academic performance and decision

making. ( Lake, 2014)

La Salette Parents. They will have more time and communication to their children.

They surely know how to limit their child from playing modern online games by guiding

them wisely. ( Mozee, 2014)

La Salette Highschool Students. This study will help the high school students to know

the physical, mental, mental, and social effects of playing online games. They will be more

conscious on the said effects and they will realize that playing too much online games is not

worth their money. ( Mozee, 2014)

Future Researcher. The findings of the study may provide a framework for other related

studies with the same aim for those who will conduct similar studies in the future. ( Mozee.

2014)
Scope and Delimitation
This study will be conducted at Escuela De Nuestra Senora De La Salette in Tapuac

District, Dagupan City, Pangasinan. The high school students will be chosen as the

respondents for the undertaking of the study because the researchers believe that the result of

this study will prevent negative effects of playing online games such as sleep disturbances,

backaches, migraines, obesity, headache, and addiction that may cause gambling ,

aggressive behavior and phobia.

The high schools students of Escuela De Nuestra Senora De La Salette of the above

mentioned institution will serve as the respondents of the study and will be only delimited to

physical,emotional,mental and social .

Definition of Term
In order to have a common point of reference, the following terms are defined according

to their use in this study.

Academic Performances. Is measured by taking written and oral tests,

performing presentations, turning in homework and participating in class activities and

discussions. (Robinson 2016)

Clash of Clans. Is a freemium mobile strategy video game developed and

published by finnish game developer super cell. It tasks players to build their own town

using the resources gained for attacking other players through the games fighting

features. ( Super Cell )


Dota. Defense of the Ancients (DOTA) Is a mulitiplayer online battle arena.

(MOBA ) mod for the video game Warcraft III. Reign of chaos and its expansion

( Warcraft III The Frozen Throne )

Gamer. Is a person who plays a game or games, typically a participant in a

computer or role-playing game and a person tries very hard to win games, competitions,

etc. ( Cambridge Dictionary )

Hay Day. Is a freemium mobile farming game developed and published by

supercell. It was released for IOS on June 21, 2012 and android on November 20, 2013

( Super Cell)

Modern. Relating to the present or recent times as opposed to the remote past.

Relating to the present time or the recent past: happening, existing, or developing at a

time near the present time ( Cambridge Dictionary)

Online Games. Is a video game that is either partially or primarily played through

the internet. The design of online games can range from simple text-based environments

to the incorporation of complex graphics and virtual worlds. ( Wikimedia Foundation

Inc.)

Rules of Survival. It is a free to play multiplayer online battle royale game

developed and published by netease games it claims to have more than 150 million

players registered worldwide. ( NetEase Games)


References

https://blog.noplag.com/impact-of-online-games-on-college-students-pros-and-cons/

https://prezi.com/-xothwrztw1i/effects-of-playing-online-games-towards-the-academic-perform/

https://www.scribd.com/doc/251501796/The-Effects-of-Online-Game-A-study-on-Online-

Game-Addiction-among-UNISEL-s-Shah-Alam-Campus-Students

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