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Introduction

In a survey conducted by Rakuten Insight in the Philippines, 46 percent of respondents stated


playing online games daily as of March 2020. This is supported on the current statistics of the Philippine
esports market which recorded over 43 million active gamers, steadily increasing by 12.9% yearly since
2017. This growth is supported by the growing accessibility of smartphones and mobile internet.

The online game refers to games that are played over some form of computer network, typically on the
Internet, in which you can connect with multiple players. Online gaming is one of the widely used leisure
activities by many people. For some people it is said that playing video games has several 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 specially for teenagers, youngsters and
students. According to Kuss & Griffiths (2012), teens who play online games are just having fun. They do
not just actually play because of some sort of seriousness, but also because they just want to feel relief.
During school hours, students tend to feel stressed due to loads of school works and through playing it
will relive their stress. Nowadays, online gaming is not only for the entertainment of the students but
also for learning.

It is undeniably questionable that playing online games provide them something that no one can give.
According to some research 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 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
was divided that even their health and social life is unknowingly affected. Several studies in psychology
have found out that increased time spent on the internet can lead to negative impact on a person’s
ability to communicate appropriately face-to-face with friends, peers, family members including parents
(Andersen, et.al, 2012).

Presently, evidence on whether video-gaming negatively affects academic achievement is too weak for
causal claims (Barlett, 2022). Although some researchers have reported negative correlations between
time spent video-gaming and college students’ GPA and secondary students’ school grades (Anderson,
2007), others have found no relationship between video-gaming and school grades (Ferguson, 2011).
Despite this limited empirical support, the suggestion that videogames may negatively affect academic
performance has received widespread media attention (Sabella, 2010). Thus, a more comprehensive
examination of the impact of video-gaming on academic performance is required.

Hence, in this study the researchers felt the need to determine the impact of online gaming on the
academic performance in terms of attendance and general average in major subjects of the Bachelor of
Arts in English students of Don Jose Ecleo Memorial Foundation College of Science and Technology.
Results of this study maybe beneficial to the learners, teacher and the school as it may be the basis to
formulate a learning plan that will jive the 21st century learners.

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