Professional Documents
Culture Documents
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
Rationale .................................................................................................... 1
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
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
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
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
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
The conceptual framework in figure 1 covers the over-context of this study. It presents
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
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.
1.1. Age
1.3. Year
1.5. Scholarship
1.6. Hobbies
2. What are the reasons that can lead to addiction of respondents towards online games?
a. Physical Aspects
b. Mental Aspects
c. Social Aspects
d. Spiritual Aspects
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
The researchers believe that this study could contribute something. This study is
Students. This study may give information to the students about how online gaming
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
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
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
Islam. Islam is an Arabic term derived from the word "Salam" which means peace; it
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
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
conduct laying down fundamental principles and not the details provisions (Question and
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
(Grohol, 1992)
role-playing game.
Perception. The way you think about or understanding someone or something. (Merriam
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
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
Related literature
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'
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
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.
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
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
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-
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,
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
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
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
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
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
Physical Aspects
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
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
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
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
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
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
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
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
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
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.
This study will be conducted at MSU – King Faisal Center Islamic, Asian Arabic Studies
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.
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
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
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
P = F/n x 100
P = Percentage
Where : F = Frequency
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
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
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
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
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
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
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
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
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%
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,
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
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
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
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
Chapter 5
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS
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
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
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
Based from the gathered data, the following findings were drawn:
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
Therefore, people engaged in this activity should be more careful and used online games
as diversion.
Recommendations
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
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
4.1 Positive effects of using online games as pastime for some students;