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THE EFFECTS OF ONLINE GAMES AMONG MALE STUDENTS OF KFCIAAS IN

MINDANAO STATE UNIVERSITY

An Undergraduate Thesis Presented to


The Faculty of the Islamic Studies Department
King Faisal Center for Islamic, Arabic and Asian Studies
Mindanao State University
Marawi City

In Partial Fulfillment
Of the Requirements for the Degree
Bachelor of Arts in Islamic Studies
Major in Shari’ah

SADIQ A. BORANSING
ABDUL JALIL M. DIDAAGUN

October 2019
TABLE OF CONTENTS
Page
Title Page .................................................................................................................................. i
Table of Contents ..................................................................................................................... ii

CHAPTER 1. THE PROBLEM AND ITS SCOPE

Rationale .................................................................................................... 1

Theoretical Framework .............................................................................. 2

Conceptual Framework .............................................................................. 3

Statement of the Problem ........................................................................... 6

Scope and Limitation……........................................................................... 6

Significance of the Study............................................................................ 7

Definition of Terms .................................................................................... 8

CHAPTER 2. REVIEW OF RELATED LITERATURE

Related Literature ...................................................................................... 9

Related Studies ......................................................................................... 18

CHAPTER 3. RESEARCH DESIGN AND METHODOLOGY

Research Design ....................................................................................... 19

Locale of the Study .................................................................................. 19

Respondents of the Study ......................................................................... 21

Data Gathering Procedure ........................................................................ 21

Research Instruments ............................................................................... 21

Statistical Tools ....................................................................................... 22


Chapter 1
PROBLEM AND ITS SCOPE

Rationale

Internet as a source of information plays an important role in developing one's mind and

life experiences by creating productive works in schools, offices, and even at home. Nowadays,

this can be a person's most efficient strategic tool for enabling himself to take charge and cope

with the fast growing technology. Online gaming is one of the widely used leisure activities by

many people. For some people it is said that playing video games has a number of reasons to be

played, for it can be a stress reliever, challenge and competition, relaxation, enjoyment, social

interaction, and even mentally escaping from the real world.

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 have 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.

This research may contribute to academic, because there is a lack of related studies when

it comes to effects of online games, especially nowadays so many difference of online games

trending to play and that is why the researchers will conduct a study entitle The Effects of Online

Games among Male Students of KFCIAAS in Mindanao State University, in order to evaluate

the Muslim students to their true understanding towards the effects of online gaming. Hence,

regarding on the youth today, they are no longer seen to spend their leisure activities like in the
olden days. The researchers are motivated to conduct this study entitled The Effects of Online

Games among KFCIAAS Student in Mindanao State University. This serves as contribution in

seeking the effects of online gaming in the gamers. Now a day there is so many discourses

pertaining to the validity of the principle of so called gamers in the online games for their leisure

activity.

The purpose of this study is to formulate a theory as to what causes video game addiction

among students in university. The overall goal is to determine what causes students to become

addicted to computer games, while trying to understand more about the social norms and daily

habits of computer game addicts.

Theoretical Framework

According to Molcho (1988), gaming has provided evidence that instructional games can

promote retention and the ability to transfer knowledge to new domains. Instructional games are

attractive to learners because they offer a simple and creative means of providing high-level

motivation, clear and consistent, and sustained interactivity.

Gaming as an instructional variable may be analyzed as methods of rehearsal by

facilitating the organization and retention of content (Dwyer & Dwyer, 1985)

The theory of instinct motivation is by far the dominant source of support for

instructional gaming. Research has provided evidence that instructional gaming has the intrinsic

ability to develop the learners’ confidence in determining their own destiny. This theory suggests

that intrinsic motivation in an instructional gaming context is comprised of an optional

relationship between fantasy, challenge, curiosity, and control. (Malone, 1981)


Conceptual Framework

The conceptual framework in figure 1 covers the over-context of this study. It presents

the effects of online games among male students in college of KFCIAAS.

Figure 1 presents the analytical model of the study that shows the relationship of selected

variables. It indicates the two (2) kinds of variables. They are the independent variable and

dependent variable. The independent variable refers to the demographic profiles which include

age, gender, civil status and year level.

Respondents’
profile
What are the effects
Age of online games
Civil Status towards the
respondents in terms
Year of?
What are the
Ethnic reasons that can lead a. Physical
Affiliation to addiction of Aspects
Scholarship respondents towards b. Mental
online games? Aspects
Hobbies
c. Social
Aspects
d. Spiritual
Aspects

IMPLICATION
Figure 1: Showing the Conceptual frame work of the study.
Statement of the Problem
This study aimed to determine the factors affecting the students in playing online games

to Muslim students at the College of King Faisal Center for Islamic, Arabic, and Asian Studies.

The researchers sought answers to the following questions.

1. What are the demographic profile of the respondents in terms of :

1.1. Age

1.2. Civil Status

1.3. Year

1.4. Ethnic Affiliation

1.5. Scholarship

1.6. Hobbies

2. What are the reasons that can lead to addiction of respondents towards online games?

3. What are the effects of online games towards the respondents?

a. Physical Aspects

b. Mental Aspects

c. Social Aspects

d. Spiritual Aspects

Scope and Limitations


This study is focused on determining the perceptions of the respondents. They are limited

to KFCIAAS Male Students in Mindanao State University. In other words, other male students in

Mindanao State University and male students that are from another university are not

respondents in this study.

Significance of the study

The researchers believe that this study could contribute something. This study is

significant to the following group.

Students. This study may give information to the students about how online gaming

affects the life of a students.

Teachers. This study may serve as the way to the teachers to determine the students who

are addicted to online games so they can help the students to avoid being addicted to online

games.

Family. This study is significant to the family because it may help them to know if their

children are addicted to online games.

Community. Most online gamers gain friends within the games they play, even though

they haven’t seen those friends in person. There is a bonding happening and it can build a strong

relationship.

Readers. This study will help the readers to have the understanding about the impact of

online gaming.

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 researcher complied words that might be unknown to the readers. This will be guide

the readers to understand unfamiliar words being used in this study.

Hadith. What was transmitted on the authority of the Prophet (s.a.w) his deeds, sayings,

tacit approvals, or description of his physical features and moral behavior (Ismail

Abdullah,2007). In this study, it refers as one of the sources.

Islam. Islam is an Arabic term derived from the word "Salam" which means peace; it

connotes submission, surrender, or obedience. Religiously, Islam is defined the complete

submission to the will of Allah (swt) and obedience to His law (Shari'ah). In details, it refers to

submitting one's self to the teachings brought by the Prophet (SAW), abiding by the commands

and refraining from the prohibitions. (Question and Answer: Islamic Law(Shari'ah) and

juriaprudence (fiqh) by Jashim A. AbdulRahman, 2012). In this study, it refers to the religion of

the respondents and the researchers (Muslims).

Qur'an. Literally means reading or recitation. It is the speech of Allah sent down upon

the last Prophet Mohammad (s.a.w) through Jibreel (Gabriel), and its precise wording and

precise meaning transmitted to us by numerous persons both verbally and in writing. In legal

terminology, Qur'an is the primary source of Islamic Law. It is considered to be a code of

conduct laying down fundamental principles and not the details provisions (Question and

Answer: Islamic Law(Shari'ah) and jurisprudence (fiqh) by Jashim A. Abdulrahman, 2012). In

this study, it refers to the primary sources of Islamic Law of Muslims.

Online games. A video played over some form of computer network. (Mozee, 2014)

Online game User. A person who plays a game, specially a role playing game or

computer game. (Mozee, 2014)


Study habit. The behavior used when preparing for a testor learning academic material.

(Grohol, 1992)

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

presentations, turning in homework and participating in class activities and discussions.

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

role-playing game.

Game Addiction. Is an excessive or compulsive use of computer games or video games,

which interferes with a person’ everyday life

Perception. The way you think about or understanding someone or something. (Merriam

– Webster Dictionary, edition)

Akhirah. This word derived from Akhir which means last, ultimate, end and close. Its

opposite is Awwal which means first and foremost. The two blessed names of Allah is eternal

with no beginning and no end – as stated in the Book of Revelation: “I am the Alpha and the

Omega, says the Lord God Almighty, who is, who was, and who is to come” (Baqarah: 08)

(Siddiqui, 2014) when used in the Islamic context it signifies the everlasting and eternal place,

time and/or life of the Hereafter, or the inevitable life after death. (Burhan, 2017)

Muslim. The term Muslim is given a definite meaning in this code as: “A person who

testifies to the oneness of God and the Prophethood of the Muslim (PBUH) and professes Islam.

“Muslim in the Philippines maybe classified into: (1) Those born of Muslim Filipino parents; (2)

Those who were converted to Islam who are now popularly called “Convertslam” (Convert to

Islam) of Balik Islam (one who has returned to Islam); and (3) Those foreigners or Aliens who

are Muslims residing in the Philippines. (Caris & Tanggor, 2017).


Chapter 2
REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents a discussion of related literature and studies that are deemed

significant and relevant to the present investigation. This provides one of the baseline data to

substantiate the content and to serve as guide in the critical analysis and interpretation. The

materials found in this chapter are from research reports of previous studies and articles of

various types including book articles and outline article.

Related literature

The meaning of 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. Online games are ubiquitous on modern

gaming platforms, including PCs, consoles and mobile devices, and span many genres, including

first-person shooters, strategy games and massively multiplayer online role-playing games

(MMORPG). The design of online games can range from simple text-based environments to the

incorporation of complex graphics and virtual worlds. The existence of online components

within a game can range from being minor features, such as an online leaderboard, to being part

of core gameplay, such as directly playing against other players. Many online games create their

own online communities, while other games, especially social games, integrate the players'

existing real-life communities.

Online game culture sometimes faces criticisms for an environment that might promote

cyber bullying, violence, and xenophobia. Some are also concerned about gaming addiction or

social stigma. Online games have attracted players from a variety of ages, nationalities, and
occupations. Online game content can also be studied in scientific field, especially gamers'

interactions within virtual societies in relation to the behavior and social phenomena of everyday

life. It has been argued that, since the players of an online game are strangers to each other and

have limited communication, the individual player's experience in an online game is not

essentially different from playing with artificial intelligence players. Online games also have the

problem of not being permanently playable, unlike purchased retail games, as they require

special servers in order to function.

The assumption that online games in general are populated mostly by males has remained

somewhat accurate for years. Recent statistics begin to diminish the male domination myth in

gaming culture. Although a worldwide number of male gamers still dominates over female (52%

by 48%); women accounted for more than half of the players of certain games.

Brief history of PC/online games play important roles.

Computer games’ influence is growing continuingly as research shows that the age of

children playing games continue to be younger and internet usage among children becomes more

popular. Moreover, the internet access has become widespread since 1990s, which impacted

people’s working, socializing and behaviors (Dindar & Akbulut, 2014). The Internet become

an important media role in information age especially for children and youth who are a group

that influences by internet use (Makesrithongkum, 2009). The internet also has a great impact on

marketing concepts especially in the game sectors in terms of alerting relationship marketing

activities with customers (Maklan & Klaus, 2011).

Online games become interactive because they allow game players around the world to

interact with each other in one single platform. Eventually, online games began to becoming the
important factor of our social culture (Nuangjumnonga & Mitomo, 2012) and (Williams et al.,

2008). Online games also bring people together to form society which players interact with each

other in virtual world that are always on. These worlds, called “massively multiplayer online

games” or MMOs (Steinkuehler & Williams, 2006).

As the computers and online games market grew rapidly many people especially teenager

spend great amounts of time playing online games (Boyle, Connolly, & Hainey, 2011; González-

González, Toledo-Delgado, Collazos-Ordoñez, & González-Sánchez, 2014). Challenges for

marketing industry in measurement of online game players’ interaction with a game become

critical since it is an important key for company sustainability (Tony, Richard, & Paul, 2009).

Moreover, there is a few knowledge about how customer experiences on online game that would

be from their consumption which might be interpreted into customer value perception (Iyanna,

Bosangit, & Mohd-Any, 2012).

In the research conducted by Ahn and Randall (2008), they were able to discover that

Massively-Multiplayer-Online Games or MMOG affects both the social and academic lifestyles

of students. Based on their surveyed data, students who are addicted in online games registered

more F grades as compared to non-addicted students. This statistic corresponds with the amount

of playing time of addicted students on the MMOGs. Their surveyed data also shows that

approximately 50% of MMOG addicted students were also reported as actively engaged in a

physical altercation. Addicted students are mostly involved in arguments with their teachers and

as well as their friends.

According to the research conducted by Zhang (2007) and Zhuo (2007) on online game

addiction, the physical symptoms of Internet and online game addiction were cervical

spondylosis, neurasthenia and insomnia. Cervical spondylosis is a spinal injury caused by having
the same sitting position for hours while playing games. On the other hand, Neurasthenia is a

psychological disorder marked especially by easy fatigability and often by lack of motivation,

feelings of inadequacy, and psychosomatic symptoms. It results from when players engage in

hours and hours of game playing with no virtually sleep intervals in between. This causes sleep

sensitivity and disorders which induce addicted players to wake up several times during the night

and as such this leads them suffering from insomnia which can cause mental anxiety and

eventually result in nervous breakdowns and general tiredness.

In Cebu, online game addiction is also becoming an issue. In one of the episode of I-

Witness, Kara David was able to interview youngsters namely Doc, Mark and Ice who resort to

illegal activities just to fund their addiction to online gaming. Doc, Mark and Ice are part of a

young generation spending a lot of their time on computer games. Some of them undergo illegal

activities to fund their vices and they can go on gaming for 24-hours without any sleep. 22-year-

old Doc is a scavenger and vagrant, but once he gets his money out of collecting garbage, he

goes to his favorite Internet shop to play. Mark, 20, is an out of school youth. He lost his

investment money and stole from his mother to pay for his Internet rentals. Fourteen-year-old Ice

says he gets his money from homosexuals in exchange for sexual favors.

In one of the article of PhilStar which is “Battle on Vs Kids’ online games addiction”,

Samuel Pagdilao (Police Criminal Investigation and Detection Group (CIDG) director Chief

Superintendent) stressed the need for measures to protect children from being hooked on online

computer games. He said many children spend hours in a computer shop playing online games.

According to Bachhuber and Saulnier (2012), playing online games is an effective way of

enhancing a student’s reading comprehension. Through formative testing, they found out that
online games can help a student improve his/her grammar, vocabulary and comprehension

because they can have an interactive way to learn English or any other language.

Influences

The society and universities should be aware of psychological factors, technological

factors and media factors that are marginal significant to influence to become addictive in online

gaming. Psychological factors refer to thoughts, feelings and other cognitive characteristics that

affect the attitude, behavior and functions of the human mind. These factors can influence how a

person thinks and later affect his decisions and relations in his daily life. In this case, the

characters, settings and the total package of any kind of online can change a gamers’ thoughts or

feelings. Technological Factors refers to technologies that affect the daily routine of the gamers

it is because without gadgets or technologies there is no online gaming. If the person is engaged

in technologies then there is a possibility that the person is also engaged in online gaming

addiction. Social media gives information, fun and enjoyment this reason lead the social media to

be one of the factor. In this 21st Century, students are aware that media is most used by

everybody. Through advertisements, the gamer particularly the students will be curious about the

games that were shown on the screen so with that, the students were encourage and influenced.

One of the factors is also peer pressure. This is when everything that your friends do, you also

do. (Miqdad M. n.d.)

Effects

Online games addiction will have an effect on KFCIAAS male of Mindanao State

University in terms of their academic and cognitive, physical, emotional, and social aspects.
Academic Performance and Cognitive Aspects

There is a negative impact to the gamers who played any kinds of online games

especially to the students. There is a potential that they will fail on their studies because of the

said phenomenon. The student’s minds were attached on a game that is why their time on studies

was limited. According to Schmidt & Vanderwater, 2008, p.63, as what is noted in a 2008 study

on media attention and cognitive abilities, “content appears to be crucial”. If the content being

consumed is positive, then positive results can be expected. If the content is negative, then

negative results can be expected. Therefore, it also depends on how the player handles the

impacts of online games on his/her studies. (Miqdad,M. n.d.)

Physical Aspects

According to Craton,J.(2009), the physical consegquences of Online gaming addiction

includes the Carpel tunnel syndrome in which the main nerve between the forearm and hand is

squeezed or pressed. Migraine headaches that normally begins in a small spot and slowly spreads

and giving you more pain that can cause you to vomit. Sleep disturbance which includes

insomnia, narcolepsy and etc. Backache, because the gamer stays on one position for a long

period of time. Lack of movement that can cause stiffness and soreness, worse, it can cause

chronic back problems. Eating irregularities, the addicted gamers cannot exert time to eat or they

will eat improperly. The physical consequences of a gamer depend on the physical condition or

status of the gamer. Yet the rigidness of the physical consequences is frequently parallel to the

level of addiction but this is not the constant instance. (CRaton, J.2009)
Emotional Aspects

According to Bandura, 1999, social cognitive theory of personality portrays the human

individuals as a proactive and self-reflecting agent rather than a reactive organism that is shaped

solely by external events and circumstances. At first, if the gamer is already an online game

addict, then he/she feels good because it brings happiness and entertainment for them. For them,

Life without online game is boring so they do not mind what others say. But as the gamer

continue to surf of about more than 4 hours a day then the gamer will realize that it brings bad

impacts on them. With this, they feel sad and lonely because of the reasons that the gamer were

isolated from their family and friends. One can deny the fact that in what we do, there is always

an emotional impact on it. (Rudd, D.2011)

Social Aspects

One of the most authentic part of gaming addiction is the social consequences. Addicted

gamers became ignorant in their personal affinities and sometimes fade instantly because the

addicted gamers spend most of the time in playing online games. 50% of the addicted gamers

who were married were reported that their marriage were in trouble due to their addiction. In

seeking information’s online about online games addiction, it will lead on multiple stories about

mischievousness and wickedness. Gaming takes priority for them above else, so, people made

social decisions. But not all addicted gamers ignored their relationships, some of them get

ignored by the people around them because they talk a lot about the game and excluding other

things that matters more like in captivating in real world conversations or be close to your

family. (Fleming, A.2004)


Related Studies

The Psychologists and neuroscientists conducting well-designed studies are beginning to

shed light on the actual effects of video games. These studies show a clear trend. Games have

many consequences in the brain, and most are not obvious—they happen at a level that overt

behaviors do not immediately reflect. Because the effects are subtle, many people think video

games are simply benign entertainment.

According to the study of Rohanie M. Sultan (2008), many educators consider games to

be appropriate only for children. In fact, educational computer games are used with two different

types of learners in quite different environment. They are commonly used with younger children

in elementary and middle schools, and they are frequently used with college and professional

students in business courses.

More over in the study of Alyannah Mamailao Macmod (2015) stated that playing online

games enables the mind of the players to be more active especially with those puzzled-based

games. It helps the player to come up with decisions in tight situations, particularly those

adventure games that keep them alert, active, and strategic.

According to the study of Chang (2009), online gaming was referred to as Internet

Gaming or Electronic Gaming. It was a gathering of players with a common game using a local

area network (LAN) where they could be on the same setting. The players seem to be in a real

situation that they use their mouse or keypads to move in the monitor, their virtual world.

However, in the study conducted by Wood, Gupta, Deverensky & Griffiths (2004),

Online gaming can be addictive. The research has tended to concentrate on negative aspects,
such as excessive play and addiction. Instead of spending theirs hours on studying and doing

their homework, children spend their time on playing computer games.

Gentile, et al. (2004) stated that the majority of these studies have shown that online

games can be addictive and that some online games have been associated with aggressive

behavior. However, these studies have been relatively controversial as they examine these factors

using self-report methods and artificial scenarios. This type of research is fraught with problems

and criticism.

According to the Nicholas David Bowman (2008), online gaming is a process addiction,

which is conceptually different than a substance addiction. The studies of online gaming

addiction should be kept apart from biological and neurological explanation of addiction, and

should focus more on mediating and moderating processes between media use and corresponding

effects like addiction. In addition, this study suggested a possibility that online games do have

different attributes from traditional console games, by showing contrasting results to previous

arguments about game addiction. The next step for media scholars is to investigate why the

relationships exist, the power of the relationship, and the theoretical boundaries in which they

exist.

Computers have become a part of man’s life. Almost all the things around us were made

by computers with the aid of modern machines. Associated with the computers is the internet

where we can find online games. (Carrasco 2001)

According to Abdul Azim bin Arshad (2013), when a gamer begins to play the online

games more frequently and longer, it can have some lasting effects on their life. Gamers have

reported relationship failures and divorce due to their online games addiction. Some gamers have
become so addicted, they’ve actually lost their job resulting in home foreclosure and bills so far

behind that electronic, water and other services have been cut off. Long term online game

addiction can have lasting negative effects on the gamers’ health. Gamers become depressed

because the virtual world and real world don’t match and they feel mixed about it. Games can

often have suicidal thoughts with the blurred line between real world and virtual world. Gamers

tend not to reach out for help because their ashamed. They are ashamed the game has so much

control over them. Maybe, ashamed their life is out of control due to an online game.

Hence, online gamers can also benefit on playing online games. A great variety of forms

have been developed and put into practice to enhance learning, offer solace, to drive away

boredom, and/or to persuade palyers to adopt certain actions and opinions. The game play

improve various thinking skills but that it can also boost cognitive speed for those who play

action games and can also improve cognitive accuracy for players who solve puzzle and strategy

games (Klabber, 2001).


Chapter III
RESEARCH METHODOLOGY

This chapter will present the design to be used and its methodology employed which

consist of the research locale, the respondents, data gathering procedure, instruments to be used

and its validity, and the statistical tools to be used.

Research Design

A descriptive method will be used in this study since the researchers want to find out

some relevant information about the Effect of online games among KFCIAAS male students in

Mindanao State University. This study will conduct from among the selected Students of King

Faisal Center and selected Bachelor of Arts in Islamic Studies major in Shari’ah law students.

Locale of the Study

This study will be conducted at MSU – King Faisal Center Islamic, Asian Arabic Studies

Marawi City, Philippines.

The KFCIAAS is occupying thirty – three thousand five hundred (33,500) square meter

of land which the Mindanao State University segregate order BOR Resolution No. 907, series of

1975. This has been reserved for the KFCIAAS in the University Main Campus at Marawi City

as defined in the deed of donation, the land extended from a line along the national road to the

Fort Village and from the main entrance road of the university to the creek separating the

KFCIAAS and Camp Amai Pakpak, it is bound on the south by the national road, on east by

Camp Amai Pakpak; on the west, by the main entrance road to the Mindanao State University

campus; and on the north, by the Fort Village. (KFCIAAS CATALOGUE, 2008).
Figure 2. Map of the Mindanao State University, Marawi City.

Respondents of the Study


The respondents to be selected of this study will be One Hundred (50 ) students of King

Faisal Center of Islamic, And Asian Arabic Studies.

Research Instruments

The research instrument that will be used in this study is a simple self-made

questionnaire. The questionnaire will be distributed to the selected Islamic Studies students of

King Faisal Center for Islamic, Arabic and Asian Studies (KFCIAAS), Mindanao State

University (MSU) Marawi City.

Sampling Procedure

The respondents were the male students of King Faisal Center of Islamic, And Asian

Arabic Studies. The purposive sampling method was to utilized to select sampling but the actual

selection of the respondents will be simple. The said sampling will be needed due to the ethical

consideration and a type of population that will be used in this particular study. This process

perhaps helped the study to have truthful response through the willingness of selected

participants that served as the primary of this study. The researched utilized a fish ball selection

process of respondents until the sample size is attained.

Data Gathering Procedure

In the gathering of data for the study, the researchers will collect the sources needed for

this study from the collected materials such as books whether published or not, magazines,

related articles unpublished theses either foreign or local, and journal to formulate the framework

of the study. The questionnaires will be distributed personally to the selected student

respondents. The questionnaires will include the profile of the respondents specifically in terms

of their age, civil status, college, course, ethnic affiliation, scholarship, organization. and the

perceptions of the respondents on online games. They will give enough time to answer the
questionnaires as to elicit a sincere response to every question and to help the study succeed in

the future.

Statistical Tools

Simple descriptive statistics such as frequency and percentage distribution will be used to

facilitate the compilation of the data from the respondents.

A. To solve the Frequency and Percentage

P = F/n x 100

P = Percentage

Where : F = Frequency

N = Total number of respondents


Chapter 4

PRESENTATION, ANALYSES AND INTERPRETATION OF DATA

This chapter included all the results of the data gathered and analyzed by the researchers.

Tables and discussions were presented in accordance with the flow of the questions in the

statement of the problem.

I. Respondent’s Profile
Table 4.1
Frequency and Percentage distribution of the respondents according to age
AGE FREQUENCY PERCENTAGE
14-18 4 8%
19-23 32 64%
24-26 12 24%
27 and above 2 4%
TOTAL 50 100%

Table 4.1 shows the frequency and percentage distribution of the respondents’ age. Four

(4) or 8% were in age of 14-18 years old, thirty- two (32) or 64% were in age of 19-23 years old,

twelve (12) or 24% were in age of 24-26 years old and two (2) or 4% were in the age of above

27.

This means that most of the respondents were in age of 19-23 years’ old which implies

that they maybe young, thus they can be dynamic and energetic in spending their time being a

student. Most online game users were matured enough to exercise their different ways on using

gadgets in a proper way.

Table 4.2
Frequency and percentage distribution of the respondents according to civil status
CIVIL STATUS FREQUENCY PERCENTAGE
SINGLE 41 82%
WIDOW 0 0%
MARRIED 9 18%
TOTAL 50 100%
Table 4.2 shows the frequency and percentage distribution of the respondents’ civil

status. Forty- one (41) or 82% are single, no one is widow and nine (9) or 18% are married.

This may mean that single online game users might have more time to spend in playing

this games
YEAR FREQUENCY PERCENTAGE
unlike 1ST 5 10% those
2ND 5 10%
married 3RD 12 24% people
4TH 28 56%
who TOTAL 50 100% might be

busy spending

their time with their families.

Table 4.3 shows the frequency and percentage distribution of the respondents’ year level

in college. From the total of fifty (50) respondents, five (5) or 10% were in first year, five (5) or

10% also were in second year, twelve (12) or 24% were in third year and twenty-eight (28) or

56% were in fourth year.

This implied that most of the respondents were graduating students who wanted to spend

most of their time in leisure activity such as online games to ease all the problems and boredom

in school as responded by most of them on the survey question.

Table 4.4
Frequency and percentage distribution of the respondents according to hobbies

Table 4.4 shows the frequency and percentage distribution of the respondents’ hobbies.

Eleven (11) or 22% were enjoyed watching television, thirty (30) or 60% were enjoyed playing

games, four (4) or 8% were enjoyed playing basketball and five (5) or 10% were enjoyed reading

books.

This finding implies that most of the respondents enjoyed playing online games to ease

their boredom rather than watching television, playing basketball and reading of books.

II. The Reasons that can Lead to Addiction of Respondents Towards Online Games
Table 4.5
Perception, Frequency and percentage distribution of the reasons
that can lead to addiction of respondents towards online games
Statement Indicator Remarks Frequency Percentage
Agree 39 78%
I became lack of discipline. Disagree 11 22%
Total 50 100%
Agree 13 26%
The games were introduced to me by my friends Disagree 37 74%
until we became playmates Total 50 100%
HOBBIES FREQUENCY AgreePERCENTAGE 28 56%
I was being tempted to try online games. Disagree 22 44%
Watching Television 11 Total 22%50 100%
Playing online games 30 Agree 60%40 80%
I met new friends since I start
Playing Basketball playing online games.
4 Disagree 8%10 20%
Total 50 100%
Reading Books 5 10%
Agree 41 82%
I want to achieve TOTAL
the highest level rank in the 50
online Disagree 100% 9 18%
games. Total 50 100%
Agree 35 70%
I spent my time in leisure activity to ease all the Disagree 15 30%
problems and boredom. Total 50 100%
Agree 45 90%
I want to become a pro- player and be recognized as Disagree 5 10%
the best player. Total 50 100%

Table 4.5 shows the perception, frequency and percentage distribution of the reasons that

can lead to addiction of respondents towards online games. As shown in the table, majority

(90%) of the respondents agreed that and they want to become a pro- player and be recognized as

the best player. Others agreed that: they want to achieve the highest level rank in the online

games (82%); they met new friends since they start playing online games (80%); they became

lack of discipline (78%); they spent their time in leisure activity to ease all the problems and

boredom (70%); and they were being tempted to try online games (56%). Furthermore, there are

74% of the respondents disagreed that the games were introduced to them by their friends until

they became playmates.

This implies that most of the respondents agreed on the reasons that can lead to addiction

of respondents towards online games. According to Bandura (1999), they feel better every time

they play online games because it brings happiness and entertainment for them. For the gamers,

life without online game is boring so they do not mind what others say.

III. The Effect of the Online Games Towards the Respondents in Terms of Social,
Physical, Emotional, and Spiritual Aspects

Table 4.6
Perception, Frequency and percentage distribution of the effect of the online games
towards the respondents in terms of social aspects

A. Social Aspects Remarks Frequency Percentage


Always 15 30%
Seldom 21 42%
I am in a bad mood every time I can’t play online Never 14 28%
games. Total 50 100%
Always 11 22%
Seldom 16 32%
I easily get mad when someone distracted me while Never 23 46%
I’m playing online games. Total 50 100%
Always 16 32%
I feel bad with my team mates when I lose the game. Seldom 19 38%
Never 15 30%
Total 50 100%
Always 39 78%
Seldom 6 12%
I gain a lot of friends because of online games. Never 5 10%
Total 50 100%
Always 11 22%
Seldom 9 18%
I prefer playing solo rather than playing with a
Never 30 60%
group.
Total 50 100%
Always 12 24%
Seldom 18 36%
I learn to control my anger in playing online games. Never 20 40%
Total 50 100%
Always 7 14%
I can easily follow commands and directions from Seldom 33 66%
the game. Never 10 20%
Total 50 100%

Table 4.6 shows the perception, frequency and percentage distribution of the effect of the

online games towards the respondents in terms of social aspects. As shown, majority of the

respondents are always gain a lot of friends because of playing online games with a percentage

of 78%. Moreover, others responded that: they seldom feel bad with their team mates when they

lose the game (38%); they ‘re in a bad mood every time they can’t play online games (42%);

they can easily follow commands and directions from the game (66%).
In addition, some of the respondents stated that: they never learn to control their anger

while playing online games (40%); they easily get mad when someone distracted them while

playing online games (46%); they prefer playing solo rather than playing with a group (60%).

This means that the effect of the online games towards the respondents in terms of social

aspects always give them pleasure so have a lot of friends after being ignored by others but not

all addicted gamers ignored their relationships, some of them get ignored by the people around

them because they talk a lot about the game and excluding other things that matters more like in

captivating in real world conversations or be close to your family (Fleming, A.2004).

Table 4.7

Perception, Frequency and percentage distribution of the effect of the online games
towards the respondents in terms of Physical Aspect
B. Physical Aspects Remarks Frequency Percentage
Always 31 62%
Seldom 8 16%
I feel a blurry vision after playing online games. Never 11 22%
Total 50 100%
Always 29 58%

I experienced having headache after playing online Seldom 15 30%


games. Never 6 12%
Total 50 100%
Always 26 52%

I feel my back hurts after playing online games. Seldom 17 34%


Never 7 14%
Total 50 100%
Always 32 64%
Seldom 9 18%
I stay up until midnight playing online games.
Never 9 18%
Total 50 100%
Always 18 36%
Seldom 7 14%
I became more active since I start playing online Never 25 50%
games .
Total 50 100%
Always 24 48%
I noticed my skin goes dry because of radiation from
the computers and mobile devices which usually Seldom 16 32%
used in playing online games. Never 10 20%
Total 50 100%
Always 35 70%

I forgot to take my meals when playing online Seldom 10 17%


games. Never 5 22%
Total 50 100%
Table 4.7 shows the perception, frequency and percentage distribution of the effect of the

online games towards the respondents in terms of physical aspects. As shown, most of the

respondents experiencing a blurry vision (62%), having head ache (58%), feeling back pains

(52%, 26 out of 50). Moreover, some of respondents responded that they seldom experiencing

headache (15 out of 50, 30%), back pains (17 out of 50, 34%) and blurry vision (8 out of 50,

16%).

In addition, majority of the respondents skip their meals (35 out of 50, 70%) because of

playing online games. Most of the respondents easily distracted even they can stay up midnight

(32 out of 50, 64%), respondents don’t usually notice they are having dry skins while playing

online games (24 out of 50, 48%). Many of the respondents are inactive doing such chores, tasks,

while playing online games (25 out 50, 50%)

This means that the effect of playing online games could be harmful to individual’s

health. They become more active in playing online games rather than taking care of their selves.

In line with this, Craton, J.(2009) said that the physical consequences of Online gaming

addiction includes the Carpel tunnel syndrome in which the main nerve between the forearm and

hand is squeezed or pressed. Migraine headaches that normally begins in a small spot and slowly
spreads and giving more pain that can cause to vomit. Sleep disturbance which includes

insomnia, narcolepsy and etc. Backache, because the gamer stays on one position for a long

period of time.

Table 4.8
Perception, Frequency and percentage distribution of the effect of the online games towards the
respondents in terms of Emotional Aspects

A. Emotional Aspect Remarks Frequency Percentage


Always 41 82%
Seldom 6 12%
I’m frustrated whenever I lose the game.
Never 3 6%
Total 50 100%
Always 40 80%

I feel happy when I play online game Seldom 10 20%


Never 0 0%
Total 50 100%
Always 27 54%

I became assertive to my friends to play online Seldom 11 22%


games Never 12 24%
Total 50 100%
Always 39 78%
I’m mad because of losing streak while playing
Seldom 8 16%
online games.
Never 3 6%
Total 50 100%
Always 43 86%
Seldom 4 8%
I’m being addicted in playing online games.
Never 3 6%
Total 50 100%
Always 42 84%
I feel marvelous every time I won the game.
Seldom 4 8%
Never 4 8%
Total 50 100%
Always 8 16%

I get nervous while playing horror online games. Seldom 7 14%


Never 35 70%
Total 50 100%

Table 4.8 shows the perception, frequency and percentage distribution of the effect of the

online games towards the respondents in terms of Emotional Aspects. As shown, most of the

respondents feel courageous when playing online games (80%) and just few of them (20%)

respond seldom, most of the respondents became more assertive to their friends while playing

online games (34%). Majority of the respondents tells that playing online games can be addictive

(86%). In playing online games, most of the respondent’s response, they feel marvelous (84%)

when they win and get mad when they lose the game (78%).

In addition, there are 82% respondents who are frustrated when losing the game. Some

of the respondents wants a thrilling online game, and they don’t easily get scared and nervous of

a horror online game (70%).

This means that the effect of playing online games towards the respondents in terms of

emotional aspects makes them irritable and quick tempered at the same time they experienced

happiness and frustration depending on the result of the game. They feel sad and lonely because

of the reasons that the gamer was isolated from their family and friends that is why some are

spending more of their time with online games. One can deny the fact that in what we do, there is

always an emotional impact on it (Rudd, D., 2011).


Table 4.9
Perception, Frequency and percentage distribution of the effect of the online games towards the
respondents in terms of Spiritual Aspects

A. Spiritual Aspect Remarks Frequency Percentage


Always 12 24%
I skipped attending preaching several times when
I’m playing online games. Seldom 7 14%
Never 31 62%
Total 50 100%
Always 6 12%
I became less interested in doing such household
chores. Seldom 17 34%
Never 27 54%
Total 50 100%
Always 13 26%
I became irresponsible at home due to playing online
games. Seldom 29 58%
Never 8 16%
Total 50 100%
Always 4 8%
I used foul words for distracting other players
Seldom 7 14%
Never 39 78%
Total 50 100%
Always 14 28%
I had missed my prayers because of playing online
games. Seldom 26 52%
Never 10 20%
Total 50 100%
Always 6 12%
I became impolite every time I lose the game.
Seldom 15 30%
Never 29 58%
Total 50 100%

Table 4.9 shows the perception, frequency and percentage distribution of the effect of the

online games towards the respondents in terms of spiritual aspects. As shown from the table,

majority agreed that they never used foul words for distracting other players (78%); they skipped
attending preaching several times when they are playing online games (62%); they became

impolite every time they lose the game (58%); they became less interested in doing such

household chores (54%). Others, they seldom being irresponsible at home due to playing online

games (58%); and 52% of the respondents seldom missed their prayers because of playing online

games.

Overall, the effect of the online games towards the respondents in terms of Spiritual

Aspects do not really affect them. Most of the time, they never neglect their religious behavior

aside from some inevitable reactions after playing games. According to Braun, B., et al. (2016),

their study showed that a stronger belief in God was associated with lower gaming frequency and

smaller game addiction scale scores. In addition, practicing religiosity was related to less

frequent online and offline gaming.

Chapter 5
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

This chapter presents the summary, findings, conclusions, implications and

recommendations based on the result of the study.

Summary of Findings

The main purpose of this study was to investigate and find the effects of online games

among the male students of King Faisal Center for Islamic, Arabic and Asian Studies in

Mindanao State University- Marawi Campus.


Survey method of research was used in this study to determine the effects of online

games among the male students of King Faisal Center for Islamic, Arabic and Asian Studies in

Mindanao State University. This attempted to look into the profile of the respondents in terms of

their age, civil status, year level, hobbies, the reasons that can lead to addiction towards online

games, and the effect of online games in terms of the respondents’ social, physical, emotional

and spiritual aspects.

The respondents of the study were fifty (50) male students from King Faisal Center for

Islamic, Arabic and Asian Studies in Mindanao State University- Marawi Campus who are also

online gamers.

This study used the frequency and percentage distribution for the analysis of the data

gathered by the researchers.

Based from the gathered data, the following findings were drawn:

1. Most or 64% of the respondents were 19-23 years of age;

2. Majority or 82% of the respondents were single;

3. Majority or 56% of the respondents were 4th year college;

4. Majority or 60% of the respondents were playing online games as their hobbies;

5. The respondents agreed on the reasons that can lead to addiction towards online games;

6. Some of the respondents were not in favor to the effects of online games in terms of

social aspects;

7. Majority of the respondents were always in favor of the effect of online games in terms of

physical aspects;
8. Majority of the respondents were always in favor of the effect of online games in terms of

emotional aspects;

9. Most of the respondents did not agree to some effects of online games in terms of

spiritual aspects.

Conclusions

Based on the findings of the study, the following conclusions are drawn:

The typical male students in King Faisal Center for Islamic, Arabic and Asian Studies

were single, who were 19-23 years of age, 4th year, and exposed to playing online games.

Moreover, it can be concluded that the effects of online game among the male students of

King Faisal Center for Islamic, Arabic and Asian Studies in Mindanao State University- Marawi

were agreed and practically experienced by most of them especially its negative effects in terms

of physical and emotional aspects. In connection with this, male students from 19 to 23 years of

age are one of the target of this online gaming program. Their life is in danger if they continue to

neglect taking good care of themselves.

Therefore, people engaged in this activity should be more careful and used online games

as diversion.

Recommendations

In the light of the findings, conclusions and implications, the following

recommendations were suggested:


1. Students should be aware about the effects of online games because it will not help them

improve their performance in school. Playing online games will not provide them a good

future.

2. Teachers serve as one of the keys of learning. They teach discipline in the classroom so

they should reprimand using gadgets inside the classroom.

3. Parents should be aware about the effects of online games. Have more quality time with

the children like recreational activities and so on. Parents also have a big contribution to

the learning of their children. They must help their children overcome their difficulties in

school instead of letting them use gadgets at home all day and night. In fact, home is the

first school of the children.

4. Future researchers may consider conducting a study on:

4.1 Positive effects of using online games as pastime for some students;

4.2 Best alternatives to avoid addiction in online games

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