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Archdiocese of Lingayen – Dagupan Catholic School

ST. JOHN’S CATHEDRAL SCHOOL


SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

CHAPTER 1

INTRODUCTION

“Honor your father and your mother, that your days may be long in the

land that the Lord your God is giving you.” ( Exodus 20:12 New American

Standard Bible) with this bible verse readers and future researchers can reflect

that we do not use our parents against each other, but speak respectfully about

them. It means showing willingness towards the parents to do things for them, to

show love and respect.

Online Games have been a source of entertainment to mankind from the

early ages. When the computer was invented, games were designed to check its

performance. Similarly, when the Internet came into existence, games were used

to examine the execution. From baby games to adult games, shooting games to

dress up games, online gaming has covered a massive range of game types to

attract a variety of audience. The online world is very much a part of the modern

world, but it is still separate in some ways from close relationships .That have

become a social and economic necessity that permeates every part of our life.

Therefore, necessary precaution must be taken in exploring all the uses of

computers and the negative consequences of using them on a daily basis.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

The potential dangers of digital games for the development of game addiction

among their players are discussed in media as well as in scientific research.

Research so far has identified several potential risk factors among social

settings, traits, and playing motives. The present study provides first insights into

the perceptions of risk factors by (non-addicted) players and by counselors By

conducting individual interviews with both groups we found that players

especially named social settings as the most important influence on the

development of problematic playing behaviour while counselors focused more on

further existing psychological problems. We argue that the experience of both

groups has to be taken into account to guide the development of prevention and

intervention programs.

Based on their findings, Kneer et al. (2014) argue that the experiences

of both the counselor and videogame playing groups should be taken into

account when developing prevention and intervention programs. In addition, the

experiences of friends, family, and parents of videogame players should be taken

into consideration. The experiences of friends, family, and parents may give a

more complete picture on the etiology of problematic videogame playing. In other

words, a parent can have insights that can add to the efficacy of a child's

treatment for problematic videogame behaviors.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Based From King et al. 2012)partially explaining the higher prevalence

rates reported in South- East Asian countries. In addition to this, there is good

reason to think that the lower acceptance of excessive gaming in a culture, the

more distress (not less) gamers experience in engaging in the activity, potentially

fuelling problem perception. Therefore, a lack of acceptance of excessive gaming

and thus stigmatization of the behavior might contribute to higher rates of

addiction and problematic play in some way.

South korea has one of the biggest gaming industries in asia and it is hard

ly a surprise that the country also has astronomical rates of gaming addictions.St

udies estimate that more than 600,000 children aged between 10 years and 18 y

ears are addicted to video gaming.The same study estimated that the average so

uth korean child spends around 20 hours a week on video games.The popularity 

of internet gaming in south korea has led to the rise of PC bangs which basically 

means PC rooms.Internet gamers are able To come to these rooms and for a sm

all fee, can play against other people in the room or beyond.Because of the way t

hey are set up, enforcing government regulations in these PC bangs is not easy 

and they provide an easy way for youngsters to circumvent any measures that th

eir parents may put in place to prevent them from excessive online gaming.If a p

arent or guardian has put parental controls on the gadgets at home, a teenager c
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

an easily access the same games simply by visiting these PC bangs and paying t

he cheap fee.In 2011, the government of south korea passed the cinderella laws 

which Prohibit children below the age of 16 from participating in online games bet

ween 10 pm and 6am.Any minors going online to play video games are required t

o log in with theirNational identity numbers so that what they are doing online can 

be tracked.There are also programs by the government designed to help young p

eople overcome internet gaming addiction by giving them alternative things to do 

such as outdoor activities.

( Source https://www.theedgerehab.com/blog/asian-countries-recognising-

internet-gaming-disorder-as-a-medical-condition/?

fbclid=IwAR0dYZCkIkYozOadnhR6pTIzGY2OT1EWDeH4O9Mius1qoD9CAPt7K

vmKRzo)

Playing online games can adversely affect a young person who uses it, it

is difficult to deny especially and it is just around the corner, it is fun and we can

forget the world of our worries, it has a bad effect like addiction . As studies by

Bryan Mags, 2011 In the Philippines online games are one of the games played

by young people today and because they play too much, more and more of them

are absent from class and this is worrying for parents and school. According to

Reuel John F. Lumawag, 2015 According to the American Medical Association or

AMA, they are discussing whether Video Gaming Addiction is an illness of young
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

people. In other parts of the Philippines such as Davao, playing Online games is

part of the lives of young people, Students are also always absent to play online

games.

Estimates show that in the Philippines, online gaming makes up around

80% of the total usage of Internet in the Philippines. In 2007, complaints have

been received from schools all over Manila, Philippines’ capital city regarding

students getting more and more addicted to online computer gaming. This is in

spite of the fact that the government’s Department of Education (DepEd) values

how online computer gaming also helps sharpen the young generation into highly

proficient individuals in new technologies and digital trends. DepEd also

recognizes that internet and computer shops cater to the research needs of

students, especially those without internet access at home. In addition, it is

viewed that computer gaming is a shift from the usual vices of young students

today, such as drinking and smoking. Apparently, computer game critics are

clamoring that many internet and computer shop owners could not care less

since it meant more income for the business. The effects of computer games on

student’s academic performance can be both advantageous and

disadvantageous Students have a vital role to play in the family. They need to

understand the benefits and disadvantages of playing online games in their lives.

The significance of family communication must be known to them. This research


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

was conducted to educate students about the effects of online games on their

communication with their families. Each second is worth the time spent with the

family.

Playing online games plays a significant role when it comes to family

communications that some people don’t notice it. Study shows that extreme

playing of online games or using gadgets in general can lead to no good results.

Gadgets are made to connect to those people who are away from us but now,

gadgets takes you away from the one close to you or sitting next to you.

( Source :https://ir.library.osaka-u.ac.jp/repo/ouka/all/24497/osipp_030_075.pdf)

Kuss (2013) mentioned that the concerns appear to be grounded as a

growing number of studies indicate that Internet gaming addiction is associated

with various negative consequences. The psychological consequences include

the following: sacrificing real-life relationships, other pastime activities, sleep,

work, education, socializing, and relationships, obsession with

gamingAdditionally, Liu et al. (2015) found that multifamily group therapy was

effective in reducing adolescent internet addiction. On the other hand, there is a

paucity of research available in family therapy and videogame addiction.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Some students of SJCS are addicted to playing online games or video

games such as Mobile Legends, COD as well as playing computer games. And

because of this the students' learning was affected. Because most students no

longer attend just to play online or video games. And because of their addiction

they can no longer focus on learning so they can no longer fulfill their

responsibility as students so they get low grades due to addiction to online

games and video games. And because of the addiction to playing online games

also affects their health such as frequent waking and eating at the wrong time

that can lower their immune system that they can get sick. And addiction to

online games can also affect a student's behavior such as being naughty and

irresponsible to parents.

Theoretical Framework

This study is grounded on these following theories:

Flow Theory

This study was based on the flow theory of Mihaly Csikszentmihalyi. A

cross sectional study was performed to examine flow experience in computer

game playing among Highschool Students and to identify behavior that led to

positive consequences and addictive behavior., A well designed game is


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

providing players genuine feeling of pleasure and happiness or place them in

their Flow Zone with a discussion on improving any interactive experience

associated with end-user technology. Eight major components of flow are

identified in the video games, including- a challenging activity requiring skill, a

merging of action and awareness, clear goals, direct, immediate feedback,

concentration on the task, a sense of control, a loss of self consciousness, and

an altered sense of time. The game should reflect the right balance between

challenge and ability to keep players inside the Flow Zone, and the game

designers should avoid the counterproductive situations by embedding the

player's choice in the core activities of the interactive experience. (source

https://www.sciencedirect.com/science/article/pii/S2452315118301516#bib51)

People with game addiction tended to obsess on playing the game and

could not quit it even when it was starting to affect daily living schooling, health,

and relationships. They were more likely to omit their favorite activity so they

could play the game instead anything else seems unimportant (Wu et al., 2013).

Junior high school students spending too much time on online games every

week tend to suffer from worsened learning ability, concentration problems, poor

academic performance, and decreased interactions with other people specially

with his or her parents.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Theory of Online Games Addiction

Founded in the theory 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.

Many cases have been reported in which users play online games

compulsively, isolating themselves from social contact and focusing almost

entirely on in-game achievements rather than out-game life events such as

academia, socializing with family and friends, or sports. Out-game life should

spent times on academia, communicate with family members and sport etc. But

game players see the in-game life as more important than out-game life. This

means they spent almost all the time to play online game. Ahn and Randall

(2008) discovered that MMOGs affected both social and academic lifestyles of

students involved. Of the surveyed data, approximately 50% of MMOG addicted

students were reported as actively engaged in a physical altercation.

Furthermore the addiction interferes with their relationships, in which most of the

addicts are reported to be involved in arguments with both friends and teachers.
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Academically most addicts registered more F grades as compared to non-

addicted students. This statistics corresponds with the amount of playing time of

addicted students on the MMOGs.

Family Systems Theory(von Bertalanffy, 1976)

Family systems theory explains that a family is more than the summation

of its individual members, and a change in one member of the system can have

an impact on the other members of the system (Nichols, 2007). This is to suggest

that decisions made by the adolescent will have an effect on the rest of his or her

family. For example, if the adolescent chooses to spend more time online, such

as in the example described in the preceding paragraph, this could alter the way

in which family members interact with each other. If the adolescent is no longer

interested in speaking or otherwise engaging with his family members because of

the success he or she has had in finding friends online, then the overall

interaction of the family may suffer. As such, this study seeks to contribute to the

understanding of the effects of video games by examining how the use of video

games by adolescents has affected the ways in which family members interact

with each other.

This theory associate to our Theory 'cause the addiction of online

games disconnect one from their family that might cause vulnerable problem
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

such as depression , anxiety and physical illness due to no family communication

or interaction. Seeing that One might feel Loneliness around family and can

make it very hard to share your thoughts and feeling.

Conceptual framework

According to some researchers, addictive players exhibited signs

orsymptoms such as social neglect, loss of interest in other leisure activities,

socialand psychological isolation (Jeong & Kim, 2011; Young, 2009), escape

problems(Billieux et al., 2015; Young, 2009), aggressive behavior (Anderson et

al., 2010), psychological stress, reduced school performance, decreased sleep

quality,suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and

self-efficacy and lower satisfaction with life (Festl, Scharkow & Quandt, Incertain

2013). cases, digital game playing was allowed to act as a coping strategy for

deficiencies or problems in the player’s life such as a lack of friends, relationship

troubles, or dissatisfaction with physical looks. Furthermore, prolonged

exposureto digital game was associated with physical health problems such

Asmusculoskeletal symptoms and worsening of blurred eyesight (Lui,

Szeto &Jones, 2011).Alberto Posso (2016),

From the Royal Melbourne Institute ofTechnology, analysed data from

high school students across Australia taking the2012 Program for International
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Student Assessment (Pisa) - internationallyrecognised tests that are

administered by the Organisation for EconomicCooperation and Development

(OECD). The study looked at the correlation between academic scoresand the

children’s personal interests and activities outside of school, including internet

usage. Posso, who published the research in the International Journal of

Communication, said: “The analysis shows that those students who play online

video games obtain higher scores on Pisa tests, all otherthings being equal.

( source :https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4712762/).

With the following, figure 1 projects the conceptual paradigm of the

study. It manifests the input, the process and the output. The first box shows the

following respondents’ profile such as sex, age and grade level. And the second

box, What effect does online games on grade 9 and 10 students of St. Johns

Cathedral School School in terms of Quality time ,Courtesy , and Openness

The middle box explained the process of that the gathered data will be

undergoing. Analyzing the data will be used to determine the relationship

between the two variables mentioned above.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

INPUT PROCESS OUTPUT

Profile of the
respondent in terms Educate all grade 9
of; and 10 students
Sex;
Analysis of the on the effects of
Age; and
Grade Level data gathered online games on

through family

survey communication.
2. What Effect does
online games have
towards the questionnaire.
respondents family
in time in terms of : .
2.1 Quality Time
2.2 courtesy
2.3 openness
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

FIGURE 1: The Paradigm of the Study

Statement of the Problem

The main problem of this study is To Determine How Online Games

Affect Family Communication Among Grade 9 Andd 10 Students In St.

John’s Cathedral School.

This study seeks to discover the answers of these following questions:

1. What is the profile of the respondent in terms of;


1.1 Sex;
1.2 Age;
1.3 Grade Level

2. What Effect does online games have towards the respondents family in time
in terms of :
2.1 Quality Time
2.2 courtesy
2.3 openness

3. What output could be proposed to address the findings of the study?


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Assumption

There is a high level of awareness on the effects of online games on

family communication among grade 9 and 10 students in St. John’s Cathedral

School.

Scope and Delimitations of the Study

The analysis will have 12 students from the first sections, and  8 students

from second sections  for both  grade 9 and 10 students in St. John’s Cathedral

School. The data will be collected by survey questionnaires to decide how online 

games impact communication between families.

SIGNIFICANCE OF THE STUDY

The study is conducted to collect information on Grade 9 & 10 students of

SJCS in year 2020-2021 regarding the effects of online games in their family

communication

Students
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

 This will provide us with some knowledge regarding the effects of online

games and how it can affect family communication. It will also give us the

realization that playing online games can destroy our mind and maybe take us

away from our better future. 

Teachers.

The given datas would guide the teachers on what to do to the students

who are always absent on the classes due to hanging out in the computer shop

all day. The teachers would be able to understand on why some student prefer to

play online games rather than to study

The School.

This study would help the school to strict the students when it comes to

bringing or using cellphones or gadgets to school. 

The Parents.  

They will profit from this study, since the parents will be aware of

the problems of their children . It will help them to speak for their children and

motivate them in their studies in order to achieve higher academic performance. 

Readers.
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

This study would help the readers to Expanding knowledge and

understanding about how online games affects the family communication. 

Future researchers.

It would help the future researchers that are interested in this study. It will

serve as their basis and their background about their research.

Definition of Terms

The following terms are defined operationally within the context for the

reader to thoroughly understand how each term is utilized in the study.

Online games- An online game is a video game that is either partially or

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

Internet- a global computer network providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized communication protocols.

game addiction- Video game addiction is compulsive or uncontrolled

use of video games, in a way that causes problems in other areas of the person's

life.

Family communication- efers to the way verbal and non-verbal

information is exchanged between family members


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Quality Time- it is an informal reference to time spent with close family,

partners or friends that is in some way important, special, productive or profitable

to one or everyone involved.

Courtesy- the showing of politeness in one's attitude and behavior toward

others.

Openness- The personality trait that best reflects the lay concept of

open-mindedness.

Poster - A poster is a temporary promotion of an idea, product, or event

put up in a public space for mass consumption. 

Profile. A description of someone containing all the most important or

Age. The length of time that a person has lived

Sex. Either of the two main categories (male and female) into which

humans and most other living things are divided on the basis of their reproductive

functions.

Grade Level. Is the level of the educational program studied by a student.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literatures and studies, which have direct

bearing or relation to the present study. From this information, relevant data were

taken to strengthen the study.

Related Literature

Playing online games plays a significant role when it comes to family

communications that some people don’t notice it. Our study seek to know the

effects of online games anong grade 9 and 10 students in St. Johns Cathedral

School.

According to Online Games, Addiction and Overuse of by Mark D.

Griffiths 2014 Since the early 2000s there has been a significant increase in the

number of empirical studies examining various aspects of problematic online


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

gaming and online gaming addiction. There is a lack of consensus as to whether

video game addiction exists and/or whether the term “addiction” is the most

appropriate to use. Some researchers use terminology such as “excessive” or

“problematic” to denote the harmful use of video games. Terminology for what

appears to be the same disorder and/or its consequences includes problem

video game playing, problematic online game use, video game addiction, online

gaming addiction, internet gaming addiction, and compulsive internet use. This

entry uses the term “gaming addiction” to describe the phenomenon of excessive

problematic gaming since there is demonstrable empirical evidence that such

behavior can include all the core components of addiction including salience,

mood modification, tolerance, withdrawal, conflict, and relapse (Griffiths, 2010).

An Aritcle by Bingqing Wang, Laramie Taylor, Qiusi Sun 2018 entitled

Families that play together stay together: Investigating family bonding through

video games .Video games have been a major form of people’s entertainment,

and they have entered people’s family life. However, what we know about the

effects of video games on family relationships is still rare. The results showed

that the more frequently family members play video games together, the better

family satisfaction and family closeness they have. Families with poor family

communication benefit more from co-playing than those with effective family

communication. Family satisfaction mediated the relationship between video


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

game co-playing and family closeness. Game features that facilitate family

relationships were discovered through open-ended questions. Participants

typically enjoyed playing video games with family members, and social benefits

are the most salient in family settings.

According to Luke A. Schneider, Daniel L . King, and Paul H. Delfabbro

2017 entitled Family factors in adolescent problematic Internet gaming: A

systematic review Several familial influences, such as the parent–child

relationship, parental restriction and monitoring of media use, and parents’

marital and socioeconomic status, may affect the likelihood that an adolescent

becomes a problem gamer. The authors suggested that family functioning may

be protective against problem gaming because more diligent family members are

likely to direct the adolescent’s attention away from games and toward other

activities. Similarly, a study of 600 adolescents by Jeong and Kim (2011)

reported that less engagement with family activities was associated with

problematic gaming. It is often unclear from these studies and others whether

family and gaming variables are in fact causally related. Excessive gaming may

displace opportunities for family interaction, or poor family relationships may lead

an adolescent to seek out social engagement in gaming activities (Wang &

Wang, 2013). Another possibility is a third, more underlying factor, such as a


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
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developmental disorder, might explain a preference for gaming and lack of

normal bonding or social interests.

In an online article from Philippine inquiry entitled Video games adversely

affect children’s brains by Rafael Castillo 2016 Parents must be conscious about

these potentially life-damaging effects of excessive video game playing among

children. It is not totally remote that these children would reach an addiction level

when they would prefer playing their video games than engaging in more age-

appropriate activities that involve more socializing with other children.

These children who engage in excessive playing of video games are likely to

have socializing problems, substance abuse, depression and failure to cope later

on in life. This might well be one reason why we have an increasing incidence of

children and teen suicide.

Related Studies

In the year 2011 ,Lujiaozi Lujiaozi Wang Siyu studied about Online

Game Addiction Among University Students .This thesis is about the effects of

online game addiction on both Swedish and Chinese undergraduate students at

University of Gävle, Sweden. It aims at investigating the impact that online

games have on undergraduate students at University of Gävle, Sweden. On the

basis of the research the results we got are that; most of the students we
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

interviewed are having problems 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.

Jing Wen ,Yong Ming Kow ,Yunan Chen 2011 in their study Online

Games and Family Ties: Influences of Social Networking Game on Family

Relationship shows How do online games impact intergenerational family

relationships? They investigated QQ Farm, the most popular online game

available on a popular Chinese social networking site. The findings of this study

suggest that online games provide common conversational topics among local

family members and enrich family time. Online games with well-designed shared

virtual spaces can also help enhance remote families’ awareness of each other’s

real-life activity. For future intergenerational games, they recommend a game

design that requires minimal effort, has a ‘healthy’ theme, and provides features,

such as an activity log and message board, which help maintain game based

family communications.

In 2011 , Sarah M. Coypene Ph.D , Laura M. Padilla Ph.D and Laura

Stockdale Randal Ph.D In their study Game On… Girls: Associations Between

Co-playing Video Games and Adolescent Behavioral and Family Outcomes

.Video game use has been associated with several behavioral and health
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

outcomes for adolescents. This is the first study to show positive associations for

co-playing video games between girls and their parents.The aim of the current

study was to assess the relationship between parental co-play of video games

and behavioral and family outcomes.

A Thesis Entitled Toxic behavior in online games by T. Saarinen

(2017 ) Online gaming is the entertainment of the masses nowadays as it

entertains hundreds of millions of players around the world on daily basis. Along

with the popularity of online gaming, phenomenon of toxic behavior has also

taken root in those games. Toxic behavior is strongly present in current day

online games and very few people are spared from it nowadays. The purpose of

this study was to take a closer look into the toxic behavior and how it affects

those who actively play online games.

LOCAL

In the year 2012 , Maria Daisy S. CORTES , Jhoana V. ALCALDE,

Jose V. CAMACHO, Jr. Conducted a Thesis Entitled The Effects of Computer

Gaming on High School Students’ Performance in Los Baños, Laguna,

Philippines. This study examined the effects of computer games on school

performance of high school students in Los Baños, Laguna, Philippines.

Allowance, gender, peer group and year level positively affect student’s decision
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ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
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to play while time spent on studying, year level, previous grade, number of books

and time spent playing computer games are found to be significant in affecting

student’s performance.

Results showed that the probability of a computer gamer to fail is 39%,

given the student has more than four siblings, a previous grade of at most 84,

lesser teachers, lesser hours on studying, living near a computer shop, and

spends more hours playing computer games. Moreover, 60% of the students’

daily allowance is spent on playing computer games.

In relation to the previous study From the Research of Talabis, Dale

Lemuel V. Ocampo, Rodelando (2017) entitled Risk Factors as Predictors of

Time Spent in Online Games among Filipino Females . This research determined

which among the risk factors is associated with the time spent playing online

games among the respondents, and which among the associated risk factors

predicts time spent online gaming the most. The respondents that participated in

this study are female, plays online games for the last 6 months, and lives in BF

Homes Parañaque City, Philippines. A total number of 200 respondents were

selected through the use of purposive sampling.

The results showed that the respondents have low levels of aggression

and narcissism and average levels of self-esteem and life-satisfaction. Of all the
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

four risk factors, narcissism is the only risk factor that significantly associates with

time spent playing online games among the respondents, having a moderate

strength of association, and it is the risk factor that significantly predicts time

spent playing online games among the respondents the most. This study implied

that narcissism is a risk factor among the respondents that can affect their time

spent playing online games.

EXAMINING THE RELATIONSHIP OF MOBA GAMES USAGE AND THE

FAMILY INTERACTION: A CASE OF BARANGAY GAMAO RESIDENTS by

Mark Van M Buladaco SocArXiv, 2020 States that MOBA Games has been the

trend of the society nowadays. This has become the best recreational activity of

the youth. This trend make the researchers to be focused on its impact to the

family interaction. The study location is at Gamao Subdivision, Barangay San

Francisco, Panabo City. Eighty-three (83) MOBA Games players had been

selected to participate the interviews which was being answered by the survey

questionnaires. The survey questionnaires focused on what was the MOBA

Games impact and influences to the members of a family. This has been

grouped according to the–age range, gender, socio economic status, number of

the siblings and playmate. The study shows that family members does not

manifest excessive MOBA games usage and does not greatly manifest Family

Interaction between members of the family. Also, this shows a significant

relationship between the level of MOBA games usage and in the level of family
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

interaction. The study recommended that families should learn how to value and

manage time in order to be more productive and effective in building interaction

between family members and should build strong connection among its family

members. It is highly recommended that family should be effective as to

implementing house rules in order to minimize the high level of MOBA games

usage among age group 5 to 10 years old.

SYNTHESIS

The studies synthesized are relevant to our research idea.In the year

2011 ,Lujiaozi Lujiaozi Wang Siyu studied about Online Game Addiction Among

University Students is similar to the researchers’ study because they also want to

find out the effects of online games especially on health , academic and family

Communication of a student some of them are having bad relationships with

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

parents.On the study entitled study Online Games and Family Ties: Influences of

Social Networking Game on Family Relationship the researchers have found


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

relations to their study. The researchers can also find out and determine in their

study if how students in SJCS affected their Family Communications .The

research shows how online games changes the behavior of a player especially

the way they speak ,the gestures and the way they respond to their parents.

Toxic behavior in online games by T. Saarinen (2017) is also related to the

researchers’ study because they also want to find out and determine take a

closer look into the toxic behavior and how it affects those who actively play

online games especially in their behavior inside their home. In their study shows

the different toxic behavior that a player can adopt from the game, co players

and languages. Study shows that extreme playing of online games or using

gadgets in general can lead to no good results.

CHAPTER III

METHODOLOGY

This chapter presents the methods and procedures, wherein the research

design, sources of data (Locale of Study and Population Sampling),

instrumentation and data collection and tools for analysis will be tackled.

Research Design

A research design is the overall synchronization of identified components

and data resulting in a plausible outcome. Muhammad Yousaf (2019) stated that,
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

it should follow a strategic methodology, in line with the type of research chosen.

This design will serve as the “backbone” of the study in which the components

and plans for conducting the study will be provided for a successful study. A

research design basically means the plan or technique of shaping the research.

Research design carries an important influence on the reliability of the results

attained. It therefore provides a solid base for the whole research (Hakim, 1987).

As stated by Martyn Shuttleworth (2009), Descriptive research design is a

scientific method which involves observing and describing the behavior of a

subject without influencing it in any way. It is a valid method for researching

specific subjects and as a precursor to more quantitative studies. To put it into

simplified words, descriptive research describes the situation of the study and the

respondents. It commonly answers the questions, “what?” and “how?”

The researchers will use descriptive research design in describing and

expounding the relationship between the demographic profile of the respondents

and the effects of online games on family communication.

Sources of Data

Locale of the Study

This research is being conducted at one of the finest private Catholic

schools in the Archdiocese of Lingayen-Dagupan, St. John's Cathedral School.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Aside from that, this school is one of Dagupan City's oldest Catholic schools. It

was established in 1957 by Jesus J. Sison, the late Bishop. This school was

originally for male students, but in the later years it opened its enrollment to

female students who offered both primary and secondary education.

The St. John's Cathedral School offers elementary and secondary level

programs known for the tradition of liberal arts. The number of elementary

students is 650, The humanities are a key feature of Catholic education at

primary and secondary levels of the study. Also, they offer a senior high school

program, 755 JHS students, and 227 SHS students. It was built in the Heart of

the city next to the old cathedral of St john evangelist on Zamora street.

FIGURE 2: Vicinity Map of St. John’s Cathedral School


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Population Sampling

The respondents will be coming from all the sections of Grade 9 and 10

level in Junior High School . The total students for Grade 9 is 190 and for Grade

10, 227 students.

TABLE 1: Distribution of Student-Respondents

YEAR NO. OF
SECTIONS
LEVEL RESPONDENTS

Gideon Samuel Samson Dehborah


Grade 9
48 48 46 48 190

Solomon Saul David Rehoboam


Grade 10
58 56 56 56 227

TOTAL NO. OF RESPONDENTS 417

Instrumentation and Data collection

The main data gathering tool in this study are the following:

a. A questionnaire will be constructed for the purpose of getting the data on

the profile of the respondents and the impact of budgeting and proper

spending of money towards Grade 10 and Grade 11 students of SJCS.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

b. Data gathering will be done by the researchers during the second

semester of SY 2020-2021. The questionnaires for the students were

administered with the assistance of their adviser.

Tools for Data Analysis

To execute promptly the analysis of the data to be gathered, the following

statistical tools statistical tools are used:

Problem No. 1

In problem 1, which is the demographic profile in reference to the age, sex

and grade level of the respondents, the researchers used frequency and

percentage method as their statistical tool to answer the questions raised.

The frequency was determined using the following formula:

% = f x 100 Where:
n % = percentage of the respondents
f = frequency of the respondents
n = total number of respondents
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Problems No. 2

In problem 2, the needed output is interpreted using the Average Mean.

The Average Mean was determined using the following formula:

n = ∑fx Where:
∑x n = Average Mean
f = measurement or value of the subject
x = number of measurement

Weighted Mean Likert Scale Descriptive Verbal


Equivalence Interpretation
4 3.1 – 4.00 Always This means that
the respondents
always practice
the said habit
3 2.1 – 3.00 Often This means that
the respondents
often practice the
said habit
2 1.1 – 2.00 Sometimes This means that
the respondents
sometimes
practice the said
habit
1 0.1 – 1.00 Never This means that
the respondents
do not practice
the said habit
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Problems No. 3

In problem 3, the needed output is interpreted using the Average Mean.

The Average Mean was determined using the following formula:

n = ∑fx Where:
∑x n = Average Mean
f = measurement or value of the subject
x = number of measurement

Weighted Mean Likert Scale Descriptive Verbal


Equivalence Interpretation
4 3.1 – 4.00 Highly Aware This means that
the respondents
have high level of
awareness or they
are completely
aware
3 2.1 – 3.00 Aware This means that
the respondents
have average
level of
awareness
2 1.1 – 2.00 Slightly Aware This means that
the respondents
have below
average level of
awareness
1 0.1 – 1.00 Unaware This means that
the respondents
have low level of
awareness or they
are not aware at
all.
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

The overall average indicates how aware the respondents are when it

comes to the effects of online games on family Communication. The average for

each subscale, shows in which area in the effects of online games on Family

Communication are the respondents more knowledgeable on. A low score in any

of these areas indicates that there is still a need to educate the students more in

the said topic.

APPENDIX A

Letter Requesting to Conduct of the Study

_______________________________
Rev. Msgr. Manuel S. Bravo Jr.
School Director
St. John’s Cathedral School

Dear Sir:

Pax Christi!

As part of our academic endeavor in the course, Practical Research I in


St. John’s Cathedral School, Dagupan City, Pangasinan, we are now working on
our thesis entitled “THE EFFECTS OF ONLINE GAMES ON FAMILY FAMILY
COMMUNICATION AMONG GRADE 9 AND 10 STUDENTS IN ST. JOHN’S
CATHEDRAL SCHOOL”.

In line with this, may we humbly ask your permission for us to float
questionnaires among the Grade 10 and Grade 11 students of St. John’s
Cathedral School.
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Thank you very much for your unwavering support. May God bless you
and the SJCS a thousand-fold!

In Jesus the Good Shepherd


Agao, Sunshine R. Delos Santos, Aljean C.
Arenos , Jan Carlo M. Gonzales, Jairus Brylle C.
Balaba , Anne Lorraine R Manansala, Stephanie C.
Carvajal John Federic S.. Paningbatan, Rhea Mae S.
Cayabyab , Rhaidyne M. Quiroz, Jasper Renz A.
Consolacion, Jeremy E. Radovan, Jairam N.
Cruz , Allen Christopher L. Tandoc, Roan Shene L
Verana ,Wyna A.
Researchers

Noted by:

Mr. Joy D. Fernandez Mrs. Rufina E. Prado


Thesis Adviser High School Principal

APPENDIX B
SURVEY - QUESTIONNAIRE FOR JUNIOR HIGH SCHOOL STUDENTS

Dear respondents,
The researchers are currently in the process of completing their study,
“THE EFFECTS OF ONLINE GAMES ON FAMILY FAMILY COMMUNICATION
AMONG GRADE 9 AND 10 STUDENTS IN ST. JOHN’S CATHEDRAL
SCHOOL.” The purpose of this study is to determine To Determine How Online
Games Affect Family Communication Among Grade 9 Andd 10 Students In St.
John’s Cathedral School.
With regards to this, may we humbly request you to honestly and
completely accomplish this survey - questionnaire. This will be a great help as
we, the researchers embark on this study. All your answers will be strictly
confidential.
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

Any questions will be entertained and answered by the researcher(s)


present.
Thank you very much for your time and support!

In Jesus the Good Shepherd,


Researchers

Part I: All about YOU


Name: __________________________________ (optional)
Age: 15 16 17 18
Sex: Male Female

1.1 Online Games in Family Communication:


4 3 2 1
1. I am aware that playing video games
interfere with my time with my family?
2. . I am aware that my parents/ guardian
supervise your gameplay.
3. I am aware that I spent more time playing
than having a quality time with family.
4. I am aware that playing online games is a
way of escaping family problems and
others.
5. I am aware that I often think of online
games than family activities/Quality Time.
6. I am aware with often get withdrawal
symptoms when I am not able to play?
(irritability, cravingetc
7. I am aware that you ever had to conceal or
lie to your family. About the extent of your
playing time?
8. I am aware that playing for a long time I
can no longer help with household chores.
9. I am aware that playing online games they
Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

didn't eat as a whole family. and instead of


talking about family matters they choose to
play online games.
10. I am aware that can negatively impact the
family dynamic of playing online games
can cause problems in the parent-child,
sibling, and marital relationship.

2.1 – Family Communication Scale:


4 3 2 1
1. I am satisfied with how my parents
communicate with me.
2. I am aware that My parents have difficulty
calmly discussing problems with me.
3. I am aware that My parents do not tend to
express affection to me
4. I am aware that My parents try to understand
my feelings.
5. I am aware that My parents and I are able to
express our true feelings to each other.
6. I am aware that When my parents ask
questions of me, they get honest answers.
7. . I am able to ask my parents for what I want.
8. I and my parents often discuss
the activities that we have done
during the day
9. I am aware that Disagreement are openly
expressed in our family.

10. I am aware that In our family, we often


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

discuss current issues at home.


Archdiocese of Lingayen – Dagupan Catholic School
ST. JOHN’S CATHEDRAL SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
Dagupan City, Philippines

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