Professional Documents
Culture Documents
CHAPTER 1:
INTRODUCTION
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.
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
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.
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.
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
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).
multitasking, and working memory, but when it is used comes with expenses. By spe-
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
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 researchers notice that being addicted to online games can have a big effect
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
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
December to February. We will do the survey through Google Forms, it will be posted in
study, aiming to know the effect of online games to the academic performance of Senior
The study aims to know the effects of online games to academic performance of
a. Gender
b. Age
3. What online games do the respondents play? (Call of Duty Mobile, Mobile Legends,
d. Current