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Leon Guinto Memorial College, Inc.

Senior High School Department

IMPACT OF ONLINE GAMES ON HEALTH CONDITION OF GRADE-12


GAS STUDENTS IN LEON GUINTO MEMORIAL COLLEGE, INC
SY 2021-2022

A Research Paper
Presented to the Senior High School Department
General Academic Strand
Leon Guinto Memorial College
Atimonan, Quezon

In Partial Fulfillment for Practical Research II

Lorvince Villareal

John Vincent Superalis

Heart Danielle Leonardo

Gerald Rempillo

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Chapter I

THE PROBLEM AND ITS SETTING

Introduction

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.

It is undeniably questionable that playing online games provide them

something that no one can give. According to some researches it is beneficial.

It enables the mind of the players to be more active, especially those puzzle-

based games. Furthermore, it helps the player to come up with decisions in

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tight situations, especially those adventure games that keep the players to be

alert, active and strategic

Students' learning takes place unexpectedly, but the inappropriate usage

of playing online games also leads in some problems such as being distracted

in school. Further, it is where the attention of the child were divided that even

their health and social life is unknowingly affected

Studies revealed that the human brain is easy to destruct and one of the

reasons is using technology. The education system tends to go with the flow

with this constant change in the society in order to get things relevant with the

generations today.

Background of the Study

Moonton Technology Co. Ltd and Shanghai Mulong Network and Technology

Co.,ltd are two Chinese developers that produced Mobile Legend. 11th of July, 2016.

Mobile legend Bang bang is a phone-only game in which two competing teams must

defend the fort to prevent it from being taken over by the opponent.The Call of Duty

franchise is set during World War II and begins with historically accurate events. The

first three games in the series chronicle the campaigns of the United States, the United

Kingdom, and the Soviet Union. After an event known as First Light, VALORANT

takes place on a version of Earth in the near future. This occurrence affects people all

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across the world, resulting in major changes in living, technology, and government

operations .People control a character ("champion") with distinct skills and battle

against a team of players or AI-controlled troops with the objective of destroying the

enemy side's "Nexus," much like they do in League of Legends. Each League of

Legends: Wild Rift battle is unique, with all champions starting off relatively weak

and gradually improving their strength over the duration of the game as they collect

items and experience. This study aims to investigate the Impact of Online Gaming on

the Health Condition of Grade 12 GAS S.Y. 2020-2021. About physical health, social

health, and emotional health. Most of the students Grade 12 GAS of LGMC are

enjoying playing several Online Game some of though are playing Mobile Legend,

Call of Duty, Valorant , and League of Legend Wildrift.

Statement of the Problem

Players generally aim to determined being a pro player in mobile

games, to represent the town of Atimonan, Quezon. Specially, the researchers

find the answer to the following.

1. What is the demographic profile of the respondents on terms of

1.1 Age

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1.2 Sex

1.3 Frequency of playing

2. What is the level of Impact of playing online games on your health condition

GAS-12 SY 2021- 2022?

2.1 Physical Health

2.2 Emotional Health

2.3 Social Health

Significance of the Study

The study will be beneficial to the following:

Future Researchers – This would serve as a future reference regarding

mobile games and they will be able to gain some idea.

Future Researchers – This would serve as a future reference regarding

mobile games and they will be able to gain some idea.

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Parents- The parent is the one that is impacted by their children since they do

not take care of themselves, causing the parent to get concerned.

Students – This serves as a reference for them if they would experience

playing mobile games and a guide to understand the facts that it

might affect your studies and gain awareness in our research.

Teachers- Since of online gaming, the instructor is affected because his pupils may

disregard themselves and their studies.

Scope and Limitation of the Study

This study aims to investigate the Impact of Online Gaming on the

health condition of Grade 12 GAS S.Y. 2021-2022.

The data collection will be conducted to the respondents will be chosen

purposively GAS students of Leon Guinto Memorial College, Inc. from 2021-

2022. The data gathered from the respondents will be chosen purposively. Will

serve as the basis for analyzing the survey results. It focuses on the impact of

online games such as Mobile Legend, Call of Duty, Valorant and League of

Legend Wildrift On the Physical health, Social health and Mental Health of the

respondents.

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Definition of Terms

Health Condition - A physical or mental ailment, illness, accident, or disturbance,

however originating or caused, is referred to as a health condition.

Online games- An online game is a video game that is played in part or entirely over

the Internet or any other available computer network. Online games can be

designed in a variety of ways, from simple text-based environments to

intricate graphics and virtual worlds. Terms of health- paying to much

attention on your mobile devices can also lead it to your unhealthy living.

Students-. A student is someone who attends school to learn something. Students can

be school-aged children, teenagers, or adults, but they can also be adults

who are studying, such as in college or university. Some gamers have also

a dream to become like a pro player/s.

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CHAPTER II

REVIEW OF RELATED LITERATURE

Foreign Literature

The study population includes all students in the second year of public

guidance schools in the city of Isfahan in the educational year of 2009-2010. The

sample size includes 564 students selected by multiple steps stratified sampling.

Dependent variables include general health in dimensions of physical health,

anxiety and sleeplessness and impaired social functioning. Data were collected

using General Health Questionnaire (GHQ-28) scale and a questionnaire on

addiction to computer games. Pearson's correlation coefficient and structural model

were used for data analysis.

There was a significant positive correlation between students' computer games

addiction and their physical and mental health in dimensions of physical health,

anxiety and sleeplessness There was a significant negative relationship between

addictions to computer games and impaired social functioning.

The aim of this descriptive correlation study was to determine the effects of

computer games addiction on physical and mental health of male and female

students of guidance schools in Isfahan city.

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The study population includes all students in the second year of public guidance

schools in Isfahan city in the educational year of 2009-2010. The sample size includes

564 students selected by multiple steps stratified sampling method. Data were

collected by using General Health Questionnaire (GHQ-28) scale and a questionnaire

on addiction to computer games. To do this research, at first 3 districts (2-4) were

selected randomly among five districts of Isfahan Board of Education. From each

district, one boy and one girl guidance school was chosen randomly. In total, 600

students were chosen for filling the questionnaires, after obtaining the permission from

Isfahan Board of Education. The questionnaires distributed among sample. 564

students filled the questionnaires and returned to the researcher.

The data collection instrument was included the form of GHQ-28 inventory of

physical and psychological health measurement. Another tool was Antwan's (2008)

questionnaire for addiction to computer. The Cranbach's alpha was reported 0.92 by

this researcher,11 since the validity and reliability of this questionnaire was not

assessed for Iran; 30 students were selected as sample for a pilot study and after data

analysis, and the reliability was measured 0.76. This questionnaire was based on

Lickert scale and scored from 1 to 5. 1was for very little and 5 score was considered

for very much.

The GHQ 28 inventory is created by Goldberg (1972) for diagnosing

psychological disorders in various centers and environments. The questions are about

the psychological condition in past month, including signs such as thought, abnormal

emotions and dimensions of behavior that are observable. Therefore, questions

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emphasize on the situation (here and now). This questionnaire is the most known

instrument for screening in psychiatry, and has a significant effect on developing

researches. This questionnaire is in forms of 30. 60. 12 and 28 questions.11

The GHQ-28 which is used in this study was standardized by Palahang12 (2005) and

Yaqubi (2005)13 in Iran. This questionnaire was used to assess health signs including

physical complain, sleep disorder, disorder of social functioning and depression.

(Zamani,2009)

Local Literature

The attainment of the objectives of the study was made possible through the

utilization of the descriptive method of research. The sampling techniques were made

through a purposive sampling, where only those students who played on-line games

were the only respondents selected to meet the population size of the study. With a

total of 126 respondents coming from PUP-LHS, all of them returned the survey

questionnaire – the main instrument of data gathering. Statistical treatment of data was

done through the use of percentage, weighted mean, and Pearson r Correlation.

Based on the results of the study, the following salient findings were drawn:

As according to the result, in terms of playing on-line games, the overall weighted

mean is 3.08 which lies on the verbal interpretation of “Sometimes”. And with the

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indicators “I play on-line games only on week-ends” and “I repeatedly play on-line

games after losing” gathered 3.37 interpreted as “often” got the highest mean.

While the level of assessment of the respondents on playing online games in the aspect

of number of hours spent in playing was assessed as 3-5 hours with the weighted mean

of 2.75.

On the other hand, in the types of games played, `League of Legends' got the

highest mean which is 3.48 interpreted as “Sometimes”. Generally, 2.38 is the

computed grand mean of types of games played and considered as “seldom” in verbal

interpretation.

However, the self-assessment of the respondents in playing On-Line Games on their

Social Behavior got an overall weighted mean of 3.2 and arrays that the verbal

interpretation of all the indicators show that the students from Grade 7- Grade 10

assessed that they all agree doing the listed indicators. This shows that even after

playing online games it does not affect their social behavior and it has a positive

effect.

As per the academic performance of the respondents the result shows that from the

126 responses, most of the students that plays on-line games obtain a grade ranging

from 86-90 interpreted as “Good” that got 68 or 53.97%. Followed by a grade ranging

from 81-85 with a description of “satisfactory” got 49 from the respondents or

38.89%. Next is the grade ranging from 91-95 which means “Very Good” got the

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second to least, which is 7 of the respondents or 5.56%, and lastly, the remaining

number which is 2 or 1.59% is the grade ranging from 75-80.

And in terms of the frequency of playing online games and the respondent's

social behavior. The indicators `I play on-line games before going to bed' got a

computed p-value of 0.040 and `I play on-line games only on week-ends' obtained a p-

value of 0.002 which is less than the level of significance of 0.05. This means that the

null hypothesis is rejected and it is significant in this study. And all remaining

variables resulted as “not significant”.

On the other hand, the relationship between the number of hours in playing and

the social behavior of the respondents does not have significant relationship since all

of the p-value are greater than the level of significance of 0.05.

While in terms of types of on-line games being played and its relationship in

the social behavior of the students, it reveals that the null hypothesis has been rejected

with p-values of Minecraft (0.030), Defense of the Ancient (0.019), Farmville (0.014),

Smite (0.014), and Candy Crush (0.004) are lower than the level of significance of

0.05.

And lastly, the frequency of playing on-line games and the academic performance of

the respondents the only indicator that has a significance is “I play on-line games only

on week-ends” that obtain a p-value of 0.026 lower than the level of significance of

0.05 and indicates that the null hypothesis is rejected. This reflects to the grade of the

respondents having good grades even when they play on-line games.

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In tenures of the types of on-line games being played by respondents and their

academic performance the result of their p-value is higher than the level of

significance 0.05 therefore the null hypothesis is accepted.

Likewise, the number of hours playing on-line games and its relation to the academic

performance all indicators got p-value higher than the level of significance of 0.05

remarking to not significant. Resulted to its null hypothesis being accepted.

As the respondents assessed, it can be inferred that Playing On-Line Games results

to a positive effect in the social behavior of the respondents. Even if the respondents

play online games still the personal interaction with others are not affected. They still

do have their friends personally and are able to socialize effectively.

Meanwhile, since most of the student respondents are male and they are more

frequently engaged in playing on-line games, the school administrators and teacher in

collaboration of the parents might consider to promote physical health, sportsmanship,

camaraderie and pro-social skills to the students instead of getting engaged with online

games.

(Dumriqu,2017).

Research Paradigm

INPUT PROCESS OUTPUT

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•What is the
• PAMPLHET ON
demographic TIPS ON HOW TO
CONTROL ONLINE
profile of the •ANALYSIS GAMES
DATA
respondents

on terms of

1.1 Age

1.2 Sex

1.3

Frequency of

gaming.

• Survey

Chapter III

METHODOLOGY

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This chapter presents the methods utilized by the researchers in conducting

the study. This includes the research design, research locale, population, research

instruments, data gathering procedure and treatment of data.

Locale of the Study

The locale of the study will be Leon Guinto Memorial College, Inc. Since the

selected respondents or students where Impact of Playing Online Games in Health

Condition 2021-2022.

Research Design

In this study, the researchers will use descriptive type of research and Where can

you find out the impact of Online Gaming on the health condition.

Respondents

The respondents of the study are selected great well GAS students of LGMC SY

2021-2022. There are purposively chosen since they are knowledgeable about the

topic. That's why they were chosen: they're the ones who play mobile games, which

includes everyone who plays online games.

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Research Instrument

The researcher will use a questionnaire as an instrument in conducting the study in

which this questionnaire contains questions that will serve as data for analyzing the

Impact of the Online Gaming on the health condition of Grade- 12-GAS-S.Y.-2021-

2022.

The instrument will aim to gather information about the respondents in terms of

their age, sex, and frequency of playing. Aims to know the Impact of online games in

health the condition in terms of Physical Health, Social Health, and Emotional

Health.

Table 1

LIKERT SCALE

Point Scale Range Interval Description Description

Analysis

4 3.26-4.00 Strongly Agree SA

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3 2.51-3.25 Agree A

2 1.76-2.50 Disagree D

1 1.00-1.75 Strongly Disagree SD

Data Gathering and Procedure

Because of the pandemic, the researchers will create a google form with their

questions and distribute it to their target respondents via messenger. The data that

researchers require will be acquired from respondents in a purposeful manner. It

focuses on the physical, social, and mental health effects of online games including

Mobile Legend, Call of Duty, Valorant, and League of Legend Wildrift.

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Statistical Treatment

The researchers used the percentage and weighted mean in determining the frequency

of Impact of Online Gaming on the health condition of Grade 12 GAS S.Y.-2021-2022

1. Percentage

A Percentage describes how many parts there are out of one hundred parts of a

particular thing. This will be used in the profile of student dancers to determine

their perceived effects of being part of a dance troupe.

f
P= X 100
N

Where:

P = percentage

f = frequency

N = total number of respondents

2. Weighted Mean

Mean will be used to analyze and interpret the general data.

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4 f +3 f +2 f +1 f
WM=
N

Where:P

WM = Weighted Mean

f = frequency

N = total number of respondents

The following Likert scale will be utilized to interpret and analyze the computed data

Questionnaire

Name (Optional) :

Age:

Gender: Male-

Female-

1. What Mobile / Online Games do you play?

Mobile Legends (Ml) Call of Duty( COD) League of Legend Valorant

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Wildrift (Lol)

2. How often do you play online games?

Everyday 3times a week Once a week Twice a

week

3. How long do you play online games?

1 to 3 hours 4 to 7 hours 8 to 10 hours 10 to 12 hours 12 hrs and

more

4. Is it possible that your health will be harmed if you are hooked to playing online

games?

YES NO

When you are addicted to playing online games, what will be affected and destroyed?

PHYSICAL HEALTH SOCIAL HEALTH EMOTIONAL HEALTH AOA

Instruction:

Check if Strongly Agree, Agree, Strongly Agree Disagree Strongly

Disagree, and Strongly Disagree are Agree Disagree

the options for you.

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(SA) (A) (DA) (SD)

Physical Health

Do you believe that playing online

games has had an impact on your

physical health?

Playing online games is one of the

reasons of hazy vision.

Playing online games leads to skipping

meals.

Online gaming causes lack of sleep.

Is your body weakening as a result of

your addiction to online games?

Emotional Health

Online Games have an impact on your

habit of carrying your feelings or

emotions.

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Online games affects your emotional

management.

Is it up to the individual to make the

decision so that he or she does not

have health problems?

Playing online games has the potential

to be both good and dangerous to your

emotional health?

Online games may cause trauma due

to in game trashtalking.

Social Health

Playing Online Games is robbing you

of time to socialize.

You can become a professional player

by playing online games, and as a

result, you will become famous and

wealthy.

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People nowadays, particularly teens,

are addicted to internet gaming to the

point where they lose track of time,

obligations, and roles.

Online games causes trust issues.

Disobeying parents and disregarding

what parents told them to do.

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