Professional Documents
Culture Documents
A Research Study
In Partial Fulfillment of the Requirement in
PRACTICAL RESEARCH I
Submitted by:
STEM/Darwin
Barbac, Albern Neumill C.
Approved by:
DATE: ______________________
CHAPTER I
INTRODUCTION
Behavioral problems are prevalent and debilitating disorders for teachers, families,
and the very children and adolescents causing many issues, which are associated with
high rates of social problems. Computer games have changed to one of the leading forms
COVID-19 upon its entry into the world as a global pandemic has caused schooling
to suspend face to face schooling. And resort to distance learning. Thus, learners use the
But aside from attending to this distant classes using the internet as means, children
and adolescents fill their time with playing these games, and are affected by and learn
from them. These impacts might be either positive or negative depending upon the
objectives of the designers, genre of game, and the allocated time. However, most studies
have concentrated on negative impacts due to the concerns about the side effects of the
computer games.
Students who are playing these online games said that they are playing these games
just for fun, to keep them away from things that bothers them, or their problem, without
knowing that there are a lot of effects when playing these online games. It requires much
of the player's time, leaving school activities and home works unattended. And some
students ditching online class just to play games like Mobile Legends and Valorant. That
is why they are addicted because of the event of online games and they don't mind what
they are doing. Most victims of these phenomena is unpredictable, boys and girls
including primary and secondary students, both junior and senior highschool.
Games are part of our contemporary culture. Social science scholars have agreed that
games are not a new phenomenon and that the diffusion of games to the masses was a
crises, for example, Polish nationalistic uprising, Cold War, and the pro-Castro movement
in the early 80s. Today, games are more than military strategy tools. They are an element
of culture. Games have changed our society due to their impact on our economy.
The term online game is in sharp competition with video games, and arcade games.
Video games and console games usually mean games connected to a TV, whereas arcade
games means games placed in public spaces. Computer games on the other hand, are
occasionally used to mean games played on a personal computer. However, since all of
these areas have been developed in close parallel and because all of these games are played
on computers, most researchers use the term computer game to represent all of these areas
as a whole. Computer games first came into existence in the 1960s with the introduction
of a shoot up game. Since the computer games have become a regular part of life for many
people due to its increased popularity. The computer game has changed from being
Development in technology brings many things that people don’t have many years
back. One these things are online gaming that is provided by the internet. Online gaming is
one of the widely used leisure activities by many people. It enables the mind of the players
to be more active, especially those puzzle based games. It helps the player to come up with
decisions in tight situations, especially those adventure games that keep the players to be
alert, active and strategic. Playing these types of games makes the player experienced
different feelings because it is as if the player is really the one taking the challenges.
Despite those benefits, playing these games also bring negative effects. It requires much of
the players time, leaving school activities and home works unattended.
Objectives of the study
This study generally aims to know about the relationship of Online Games and
Playing games socially as part of balanced lifestyle seems to have some positive effects.
Playing violent games is linked to several negative problems. The portrayal of women in
video games can have a negative effect on the gender views of men and the identity and
self-worth of women.
Students and educators need to be aware of the dangers of excessive gaming. It can
have academic, social, and spiritual consequences. Students have been known to
completely disconnect from their friends and surroundings when playing games like
Mobile Legends. As was shown by several statistics presented earlier a small percentage
of students, especially men, spend a huge amount of time playing video games. Balance
Fraser (2012) mentions that kids are among the most vulnerable to video game
addiction, experts said, and may become violent when their "drug" is taken away. Video
game and Internet addiction usually point to other mental problems including anxiety,
The issue of game addiction is getting spread widely and uncontrollable. Gaming
addiction became s mysterious problem which is still difficult to treated, more terrifying
than alcohol or drugs addiction. Whereas, in fact, Dr Shumaila Yousafzai (2009) from
Cardiff Business School said popular online video games warned players not to overuse
their products. These warning messages also suggest that the online video game industry
might know how high the percentage of over-users is, how much time gamers spend
playing and what specific features make a particular game more engrossing and addictive
than others (Yousafzai, 2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from
the University of Derby, said warning messages were not enough. As a first step online
game developers and publishers need to look into the structural features of the game design,
for example the character development, rapid absorption rate, and multi-player features
which could make them addictive and or problematic for some gamers (Hussain,
2008).Parents across the globe are increasingly concerned about their online gaming habits.
They are sure that there is a problem but counselors unfamiliar with online gaming
addiction don’t understand how seductive they can be (Young, 2009, p.4).
CHAPTER III
Theoretical Framework
gamer’s perspective using ethnographic methods. My motivation for writing about what I
communities. I see social problems all around me, and I think games could be a powerful
tool in exploring these social problems. Games are inherently interactive in the sense that
they require players to make choices to progress a narrative, and this choice-making
process has the potential to challenge people to think reflectively about moral, ethical, and
social problems. Previous research has focused on games from a game theory perspective
(Smith, 2005, Zagal, Rick, & Hsi, 2006), where an examination of game rules leads to ideas
about how people will behave and therefore how designing in certain ways can construct
certain types of communities, but I argue that looking at rules and constructed models does
not adequately explain actual player behavior. My interest in game theory literature
stemmed from an experience I had while playing through Star Wars: Knights of the Old
Republic (KotOR) (Bioware, 2003) twice a few years ago (in a galaxy far, far away).
Knights of the Old Republic is a computer role-playing game (CRPG) which lets players
make moral choices as a Jedi Knight. I wanted to play once making all the Light Side
choices and once making all the Dark Side choices, so I could see the whole set of
outcomes for the progression of the story that the developers designed into the game. While
I was playing a Dark Jedi, I noticed that sometimes the choices I made were the same ones
I made as a Light Jedi. For example, in the game, I was presented with the classic game
theory model, the Prisoner’s Dilemma (Felkins, 2001, PD), only in KotOR it had Star Wars
trappings. I had to choose whether to betray a friend (a Wookiee warrior) for selfish
reasons, and he had to make the same decision of whether to betray me. In both cases, I
chose to stand by my hairy friend. I’d never betray a friend as a Light Jedi, of course,
because I was being selfless. As a Dark Jedi, however, I reasoned that if I betrayed my
friend for immediate benefit, we would not be able to use each other for mutual personal
gain in the future, so I actually ended up standing by him in my second play-through, too.
Wow. Making a selfless choice and making a selfish choice actually lead to the same
conclusion. Game theory simulates considering future interactions with each other by
modeling iterated versions of the Prisoner’s Dilemma (Felkins, 2001, PD). In this model, it
has been demonstrated that the most benefiting choice is to initially cooperate with the
other person with no betrayal. Then, in all subsequent iterations, the choice should be to
reward or penalize the other person by either cooperating or betraying him or her
depending on what the other person did in the previous iteration. If both parties were to do
this, they would never betray each other. Yet, KotOR did not present this scenario as a
recurring one. My choices were motivated by how I saw myself playing a particular
character rather than “rational” thought as presented in traditional game theory literature.
My point here is that the choices I made while playing KotOR were more complex and tied
to how I saw myself playing a particular person in a socially situated world than the
reasoned choices I would have made in an abstract construct. This mirrors Gee (2003)
when he writes about playersrole-playing what they want their characters to be.
The Prisoner’s Dilemma is part of a larger set of situations that economists and game
theorists call “social dilemmas” (Hardin, 1968, Axelrod, 1985, Felkins, 2001, SD) only
most social dilemmas have many people making choices of whether to cooperate or
immediate self-serving choice is not the same as the choice he or she would make to benefit
the community as a whole. A common feature of many models of social dilemmas is that
the whole community benefits when a certain number of people cooperate. In other words,
not everyone has to cooperate just a critical number of them to benefit everyone. What this
means is that someone could defect and “free-ride” so long as enough people are
cooperating. It’s relatively easy to show how two people can rationalize cooperating with
each other (by not betraying each other and maximizing their benefit over time). It’s much
harder to convince someone who belongs to a larger community that cooperating makes
sense.
The body of literature from people looking at social dilemmas in games has mostly
focused on how different games support cooperation through various game mechanics and
rules. If a team of players is trying to figure out how to most efficiently beat another team
of players or a set scenario in the game, they will choose to do such and such because of
certain game rules and how the game works. I found, however, that my experiences with
games, in general, and with World of Warcraft, in particular, showed that the choices being
made in certain situations—even ones which could clearly map onto social dilemma
models—weren’t so “cut and dry” and “rational.” One could argue about game mechanics
all one wanted, but a sense of actual game playing behavior in a real game context rather
than some sort of construct will never be realized. Smith (2005, p. 7) made this same
comment when he said, “One challenge for video game studies, which has so far been
largely neglected, is the examination of the relationship between game design and actual
player behavior.” I would take that argument further by saying real social situations—like
the ones I experienced inWorld of Warcraft—are messy and complex. Rationality does not
equal emotional, self-identification, nor does intention equal action, and even if it did, a lot
of decisions are being made without full knowledge of their consequences or how it affects
other players. Using ethnographic methods (Steinkuehler, 2004, Wolcott, 1997, Hayano,
1982) lets me both write about my personal experiences and explore issues of cooperation
in a real-world social space. Of particular use is the idea of divisions of labor (Strauss,
1985, Stevens, 2000), where the different tasks associated with a particular project are
assumed by different people depending on social factors. In WoW, those factors include
game mechanics and relationships of trust. I strongly believe that some “virtual” worlds,
like World of Warcraft, are every bit as “real” as our day-to-day off-screen world, in terms
Failing Grades
Research Hypothesis
H0: There is no correlation between online games and students grades in senior
highschool.
H1: There is a correlation between online games and students grades in senior
highschool.
OPERATIONAL DEFINITION OF TERMS
2. Online Games- is a video game that is either partially or primarily played through
the Internet or another computer network. It has a attracted players from variety of
binary form.
6. Playing- Engage in activity for enjoyment and recreation rather than a serious or
practical purpose.
someone or something.
especially in industry.
CHAPTER IV
METHODOLOGY
The locale of the study will be conducted in Senior High School in ACLC College of
Ormoc. This is because the respondents of the study will be Grade 11 and 12 students:
Senior High School Department. This is assure the easy way to to the respondents.
Research Design
The research design will be in a Qualitative Design. There will be tables to represent
The respondents of the research study will be the Grade 11 and 12 students of VNHS,
WLC, STI Ormoc, and ACLC College of Ormoc: Senior High of school year 2020-2021.
Research Instrument
respondents. The respondents will be given time to fill up the questionnaires and collect
After collecting and tabulating the gathered data from the respondents, the
researcher was able to obtain the computed data through Microsoft Excel. The researcher
found out that there is no direct relationship between the students playing online games to
the grades of the student. These are the following data that will support this result:
Facebook
Name Birthdate Age Sex School Phone No.
Account
Jhon Sherwin J. 07/28/2004 16 Male VNHS 09645790103 Jhon Sherwin
Matutes Matutes
Jorge S. Solano 11/21/2003 17 Male VNHS 09518171396 Jorge Solano
Daniel Tom O. 07/02/2004 16 Male ACLC 09566530589 DanielTom Oro
Chuydarm (Ormoc) Chuydarm
Ella Jhon M. 06/08/2004 16 Female WLC 09098732031 Ella Jhon
Codilla (Ormoc) Codilla
Raymond C. 03/04/2004 16 Male ACLC 09510348228 Raymond
Amabao (Ormoc) Caputol Amabao
Francis N. 01/22/2003 18 Male ACLC 09385017616 Francis N.
Miranday (Ormoc) Miranday
Jay P. Giganto 10/05/2003 17 Male ACLC 09272860147 Jay Giganto
(Ormoc)
Lanie R. 03/26/2004 16 Female VNHS 09510403139 Lanie Roble
Logagay
Mary Grace G. 12/06/2004 16 Female VNHS 09662541443 Mary Grace
Campos Campos
Reca A. 08/22/2003 17 Female ACLC 09467129734 Reca Corcelles
Corcelles (Ormoc)
Divine A. Otida 07/06/2004 16 Female ACLC 09750868847 Divine Andrade
(Ormoc) Otida
Trisha Marie J. 04/16/2004 16 Female ACLC 09662975830 Trisha Marie
Castulo (Ormoc) Castulo
Ivan G. Delos 09/10/2003 17 Male VNHS 09317287555 Ivan Garces
Reyes Delos Reyes
Michaela Jane 11/19/2002 18 Female VNHS 0938125159 Michaela
E. Gallardo
Shelly May L. 03/04/2004 16 Female ACLC 09460760909 Shelly May
Marapoc (Ormoc) Labor Marapoc
Alexa Bianca B. 06/18/2004 16 Female WLC 09956623778 Alexa Bianca
Tan (Ormoc) Tan
Franco N. 02/19/2003 17 Male VNHS 09385017616 Franco N.
Miranday Miranday
Rhona Mae L. 09/24/2004 16 Female ACLC 09095167951 Rhona Mae
Bulawan (Ormoc) Bulawan
Christian C. 12/06/2003 17 Male VNHS 09382757677 Christian
Tordillo Tordillo
Joey M. 12/15/2003 17 Male VNHS 09123456789 Joey Boncales
Boncales
Jalou R. Quinal 09/18/2004 16 Female VNHS 09457626187 Jalou Ramos
Quinal
Michelle C. 12/17/2003 17 Female VNHS 09364904714 Michelle Cuesta
Pepito Pepito
Dan Justine C. 01/17/2004 17 Male ACLC 09458511451 Dan Justine
Ibarra (Ormoc) Congson Ibarra
Jomar O. 01/24/2004 17 Male ACLC 09672816305 Jomar Orosio
Lumapas (Ormoc)
Jamester Joe 01/03/2004 17 Male KNHS 09082870661 Jamester Joe
Mantua Mantua
Lourenz Nino C. 01/18/2004 17 Male VNHS 09260464729 Lourenz Nino
Libres
Janah Marie G. 01/19/2005 16 Female VNHS 09508630700 Janah Marie
Acebuche Acebuche
Mary Zhylle 06/02/2004 16 Female VNHS 09128697045 Zhylle Martinez
Khaye S.
Martinez
Mitcheca April 04/21/2004 16 Female VNHS 09460012797 Mitcheca April
C. Aligway Chu Aligway
Vincent R. 08/18/2004 16 Male VNHS 09518523202 Vincent Gadiano
Gadiano
Darwin M. 01/28/2004 17 Male VNHS 09501392785 Darwin Yunson
Yunson
Earl Fritz G. 07/28/2002 18 Male VNHS 09518332803 Earl Fritz
Bacongco
Jomer Anthony 03/08/2004 16 Male VNHS 09514196865 Jomer Sansaet
P. Sansaet
Brent Yuri P. 05/07/2003 17 Male VNHS 09514196258 Brent Yuri
Licana Licana
Reina Mae C. 02/22/2004 17 Female Female 09207517326 Reina Mae
Porcare Porcare
Nick Andre N. 09/19/2004 16 Male WLC 09154388206 Nick Andre
Suson (Ormoc) Suson
Yosh S. Carreon 07/16/2004 16 Male WLC 09454330377 Yosh Carreon
(Ormoc)
Krystel Y. Gasal 11/14/2002 18 Female STI 09510454901 Krystel Yungco
(Ormoc) Gasal
Cherenel Joy C. 04/26/2004 16 Female VNHS 09668333069 Chernel Joy
Velasco Velasco
Norlie Shane G. 05/08/2004 16 Male VNHS 09545360479 Norlie Shane G.
Apuya Apuya
Ken E. Apostol 09/17/2003 17 Male VNHS 09293926029 Kenzo Apostol
Ivan R. Orogan 09/07/2003 17 Male STI 09217387652 Ivan Orogan
(Ormoc)
Earl Justin 03/29/2005 15 Male VNHS 09380094321 Earl Justin
Ponteros Ponteros
Aya M. Diasalo 08/23/2002 18 Female VNHS 09420095331 Aya Diasolo
Arthur Beo M. 07/05/2004 16 Male VNHS 09241259232 Arthur Diasalo
Diasalo
Bryle D. Adolfo 07/13/2003 17 Male VNHS 09196378323 Bryle
Clint Aligway 08/07/2004 16 Male VNHS 09435553845 Clint Aligway
Robert P. Flores 11/24/2002 18 Male WLC 09876562376 Rob Flores
(Ormoc)
Albern Neumill 09/30/2003 17 Male ALCL 09196388652 Neumill Barbac
C. Barbac (Ormoc)
The table shows the 50 respondents of this research, 25 of which are male, and the
Name Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10
Jhon Sherwin J. Yes Yes No Yes No No Yes No Yes Yes
Matutes
Jorge S. Solano Yes Yes No Yes No No Yes No Yes Yes
Daniel Tom O. Yes Yes No Yes No No No No Yes No
Chuydarm
Ella Jhon M. Yes No No No No No No No Yes No
Codilla
Raymond C. Yes Yes No Yes No Yes Yes No Yes Yes
Amabao
Francis N. Yes Yes No Yes No Yes Yes No Yes Yes
Miranday
Jay P. Giganto Yes Yes No Yes No No Yes No Yes Yes
Lanie R. Yes Yes No No No No Yes No Yes No
Logagay
Mary Grace G. Yes Yes No No No No No No Yes No
Campos
Reca A. Yes Yes No Yes No No No No Yes No
Corcelles
Divine A. Otida Yes Yes No No No No No No Yes No
Trisha Marie J. Yes Yes No Yes No No Yes No Yes No
Castulo
Ivan G. Delos Yes Yes No Yes No No Yes No Yes Yes
Reyes
Michaela Jane Yes No No Yes No No No No Yes No
E. Gallardo
Shelly May L. Yes No No No No No No No Yes No
Marapoc
Alexa Bianca B. Yes Yes No No No No No No Yes Yes
Tan
Franco N. Yes Yes No Yes No Yes Yes No Yes No
Miranday
Rhona Mae L. Yes No No No No No No No Yes No
Bulawan
Christian C. Yes Yes No Yes No No Yes No Yes Yes
Tordillo
Joey M. Yes Yes No Yes No No Yes No Yes Yes
Boncales
Jalou R. Quinal Yes No No Yes No No No No Yes Yes
Michelle C. Yes Yes No Yes No No No No Yes Yes
Pepito
Dan Justine C. Yes Yes No Yes No No Yes No Yes Yes
Ibarra
Jomar O. Yes Yes No Yes No Yes Yes No Yes Yes
Lumapas
Jamester Joe Yes Yes No Yes No No Yes No Yes No
Mantua
Lourenz Nino C. Yes Yes No Yes No No Yes No Yes Yes
Libres
Janah Marie G. Yes No No No No No No No Yes No
Acebuche
Mary Zhylle Yes Yes No No No No No No Yes No
Khaye S.
Martinez
Mitcheca April Yes Yes No Yes No No Yes No Yes No
C. Aligway
Vincent R. Yes No No Yes No No No No Yes No
Gadiano
Darwin M. Yes Yes No Yes No No Yes No Yes Yes
Yunson
Earl Fritz G. Yes Yes No Yes No No Yes No Yes No
Bacongco
Jomer Anthony Yes Yes No Yes No No Yes No Yes Yes
P. Sansaet
Brent Yuri P. Yes Yes No Yes No Yes Yes No Yes Yes
Licana
Reina Mae C. Yes No No Yes No No No No Yes No
Porcare
Nick Andre N. Yes Yes No Yes No No Yes No Yes No
Suson
Yosh S. Carreon Yes Yes No No No No Yes No Yes No
Krystel Y. Gasal Yes No No No No No No No Yes No
Cherenel Joy C. Yes Yes No Yes No No No No Yes No
Velasco
Norlie Shane G. Yes Yes No Yes No No Yes No Yes No
Apuya
Ken E. Apostol Yes Yes No Yes No Yes Yes No Yes Yes
Ivan R. Orogan Yes Yes No Yes No No Yes No Yes Yes
Earl Justin Yes Yes No Yes No No Yes No Yes Yes
Ponteros
Aya M. Diasalo Yes No No No No No No No Yes No
Arthur Beo M. Yes Yes No Yes No No Yes No Yes Yes
Diasalo
Bryle D. Adolfo Yes Yes No Yes No Yes Yes No Yes No
Clint Aligway Yes Yes No Yes No Yes Yes No Yes Yes
Robert P. Flores Yes Yes No Yes No Yes Yes No Yes Yes
Albern Neumill Yes Yes No Yes No No Yes No Yes Yes
C. Barbac
• In Question 1 (Have you ever play online games?), all the respondents say yes.
• In Question 3 (Is playing online games a must do activity for you?), all
• In Question 4 (Does playing online games take you away from your problem?),
• In Question 5 (Is playing online games important to you?), all the respondents say
no.
• In Question 6 (Have you ever try ditching your class to play online games?), most
• In Question 7 (Does your grades suffer because of playing online games?), most of
• In Question 8 (Does playing online games is worth your time than doing your
• In Question 9 (Do you value your studies than playing online games?), all the
• In Question 10 (Do you think that online games is a hindrance to your studies?),
Summary
Based on the responses of the research respondents, playing online games affect
school performance since most of them have grades which suffer due to online gaming.
If taken seriously along with studies, surely it will take negative effects especially
that schooling during this pandemic relies so much online. But if online gaming is just
made as a past time and a sort to entertain oneself, it could not interfere with ones’
studies.
LITERATURE CITED
Baños.
Greetings!
I, Albern Neumill C. Barbac, a grade 11 student of ACLC College of Ormoc. Our Practical Research I
Instructor, Mr. Jondave Sios-e gave us a task to conduct a research. In connection to this, I will be
conducting a study entitled “Effect of Online Gaming to Senior Highschool Students During the
Pandemic”. The purpose of this study is to know the effects of Online Games and Students grades in
Senior High School.
Sincerely yours,
Noted by:
Approved by:
ANASTACIO B. MOLATO
School Principal, ACLC College of Ormoc
Appendix II. Letter to the Respondents
Dear Respondents,
Greetings!
study will be held on the 4th quarter this semester. Your cooperation with
this matter is highly appreciated. Rest assured that the info will be bound
Objectives: This study generally aims to know about the relationship of Online Games and
Students grades in SHS ACLC College of Ormoc.
1.The impact of online games in the students grades.
2.To identify the factors influencing the students addiction to computer games
Questions No Yes
1. Have you ever play online games?
2. Does playing online games affect your
performance in school?
3. Is playing online games is a must do activity for
you?
4. Does playing online games takes you away
from your problem?
5. Is playing online games important to you?
6. Have you ever try ditching your class to play
online games?
7. Does your grades suffer because of playing
online games?
8. Does playing online games is worth your time
than doing your school activities?
9. Do you value your studies than playing online
games?
10. Do you think that online games is a hindrance
of your studies?
B.
Directions: Read the questions carefully and answer based on your opinion.
5. What do you think is the reason why some students play online games?
Answer: