You are on page 1of 5

1

CHAPTER 1:

INTRODUCTION

The Internet is a source of information that plays an important role in developing

one’s mind and life experiences by creating productive work in schools, offices, and

even at home. Nowadays, this can be a person’s most efficient strategic tool for

enabling themselves to take charge and cope with the fast growing technology.

However, the influence of these machines on youth is undeniably questionable.

As to what Rock said, all these technologies are very good at distracting people. In line

with this development, online gaming was created to give entertainment to people.

Online gaming is one of the widely used leisure activities by many people. It is said that

playing video games has a number of reasons to be played, for it can be stress reliever,

challenge and competition, relaxation, enjoyment, social interaction, and even mentally

escaping. Dumrique and Castillo (2018).

Due to the current pandemic online gaming is more trending because one of the

government health protocols ages 20 and below are not allowed to go out. They are too

busy using gadgets not only for their online classes but also in online gaming to

entertain themselves during vacant time and also serves as stress relievers to others.

21st century students are learners that live using an internet browser; it's already

been part of their lives. The Internet is a very useful tool for everyone, particularly for

students; they can easily access information or get data that can help them in their

studies. Considering that because of the internet they can easily share files, documents,
2

pictures, videos, applications and especially online games. But nowadays, students play

online games for a longer period of time, they are more tempted to play online games.

Dumrique and Castillo (2018).

For most people, online gaming is one of the best pastimes that they acquire,

especially for teenagers, youngsters and students. According to Kuss and Griffiths.

Background of the Study

Online games are video games that can be played using gadgets like mobile

phones, computers, etc. It is a modern type of gaming platform as long as you have

access to the internet you can play online games. As time goes on with our current

generation as well as with the development of technology specifically the internet and

gadgets the numbers of invented games multiply. In 2019, revenue in the online games

segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in

the United States (Skeldon, 2020).

Video gaming is a very common adult leisure activity (Pew Research Center,

2018). From 5.1 hours per week in 2011 to 6.5 hours per week in 2017, the amount of

time spent playing video games has gradually risen (The Neilsen Company, 2017).

Video gaming is known to have certain advantages, such as enhancing concentration,

multitasking, and working memory, but when it is used comes with expenses. By spe-

by-spe Changed Word.

Games online is one of the technologies that caught attention over the last

decade. Despite the positive effects, parents frowned because of the potential of the

overuse of this technology which leads to addiction by students. The dark side of
3

playing online games becomes an issue of debate in society. Thus, this study is

conducted to determine the associations of playing online games towards academic

performance. (Verecio,2018)

On the other side they don’t know too much usage of online games has an

adverse impact on our health. Instead of playing physical activities, board games and

doing their school work they rather choose to play online games for their satisfaction.

Online gaming may be one experience that may have more harmful effects than

good. For one, it may cause addiction and time meant for other activities may be

consumed in online gaming. Online harassment may also occur especially with children

who get involved in online gaming. Children playing games online may lead to online

abuse. Children may also download games from sites that may infect computers with

the virus. (See Conference,2013)

The researchers notice that being addicted to online games can have a big effect

to student performance in school including; lack of attention instead of listening some

are sleeping because they spent too much time playing before they go to school, having

low grades they prioritize to play online games instead of studying and doing their

school works, having a bad record to their schools some are committing truancy and

cutting of classes just to play online games reason of getting bored in their classes.

Every school implements a law that forbids the students to use their cellular phone

during classes even during online classes but this law is obviously refused by most of

the students.

This study focuses on how online games affect the academic performance of

Senior High School Students.


4

Scope and Delimitation of the Study

This study was mainly concerned and limited only with the impacts of online

gaming among the Senior High School Students academic performances in different

schools in Marikina City, two (2) private schools and two (2) public schools. The study

will be conducted having ten (10) students per school in Systems Technology Institute,

National Christian Life College, Sta. Elena High School and Pamantasan ng Lungsod

ng Marikina academic year 2020-2021. It will be conducted during the months of

December to February. We will do the survey through Google Forms, it will be posted in

social media or through direct message. This study is designed as a quasi-experimental

study, aiming to know the effect of online games to the academic performance of Senior

High School students.

Statement of the Problem

The study aims to know the effects of online games to academic performance of

the students in selected schools in Marikina by answering the following questions:

1. Personal Information of the Student:

 a. Gender

 b. Age

2. What device is being used? (Mobile/Computer)

3. What online games do the respondents play? (Call of Duty Mobile, Mobile Legends,

League of Legends: Wild Rifts, ect.)


5

4. How long do the respondents play?

5. What is their general average?

 a. 9th grade

 b. 10th grade

 c. 11th grade

 d. Current

You might also like