Professional Documents
Culture Documents
A Proposal
Presented to
Zamboanga City
Sabdani, Alfrenzkhan A.
Amil, Ghada O.
Ibrahim, Azifard
Omar, Alibasher M.
Over the years, technology has developed constantly, and these developments
have created huge impacts to the lives of people — a lot of information has been made
made easier, etc. In connection to these, online games, one of the products of modern
technology, were introduced and had gained immense popularity especially among
today's youth — almost no high school students specifically in the Philippines are
complete strangers to games such as Mobile Legends, Call of Duty, Among Us, League of
Legends: Wild Rift, Dota I and II, CSGO, Valorant, Genshin Impact, etc.
The COVID-19 pandemic has had a major impact on people’s lives, including how
they spend their time and deal with unusual events. Schools are closed with no certainty
as to when it will be open and this is why the students are unsure on how to spend their
time. Online games have become their lifeguard during a pandemic (Poddar,2021).
These games had become too enticing to be ignored and it has become one of the habits
of the students in their daily lives especially during the pandemic where most of the
students are locked within the four corners of their homes. In a statement by (Squire,
2006), explained that "games experiences are changing the present generation's
attitudes towards work and learning”. Online games have given many challenges from
student's behaviors striking their academic behavior to constantly change positively or
negatively with their personality, as it brings various types of behavior that affects
and the country in general as it determines how both will fare (Yalcin, 2019). Since the
world has gone progressively digital, this entices students to try the appealing creation
of the developers — setting the youth being astonished with the quality of reality
developers (McAnley,2019). While numerous students turn out ready to adjust between
internet games and education, other students don’t have the same capability, which
drives them to constrain a greater amount of their time to online games rather than
studying. This results in the delay of scholarly tasks and the loss of sincerity in
education, which offers passage to influence the likelihood of such students getting ideal
scholastic outcomes.
Students who are struggling with depression, anxiety and other mental illnesses may
online games may also lead to affliction in their mental health and may encounter
Internet Gaming Disorder (IGD). The World Health Organization (WHO) in 2019
determined that IGD were included as mental health disorders. As defined in the 11th
gaming” including its context, termination, duration, intensity, frequency, and onset
activities and other life interests becomes marginal; gaming overshadows different
high school students, to the fact that it also affects their academic performance. A
substantial piece of students' relaxation break of school is spent on online games. The
purposes behind the teenagers' fascination with these games incorporate being
invigorated and effectively available while specialists and families don't have any
appropriate plan for understudies' relaxation time and there are very few choices for
their entertainment. Playing computer games to some extent can be useful, but long-
term playing leads to various physical and mental complications (Addict Health, 2009).
This study will provide an overview of the consequences of online games both
Online games have been one of the ways where a lot of students spend their free
times in; however, some take even more time playing these, affecting their time
allotment for school and other important matters. Aside from this, online games provide
a virtual environment and experiences that could impact one’s emotional, psychological
This study aims to understand the effects of online games on both academic
performance and mental health of the senior high school students of Filipino-Turkish
1. How much time do Grade 11 students of FTTS spend on playing online games?
performance?
3. How do online games affect the mental health of Grade 11 students of FTTS?
The findings of this study may provide the following benefits to the Grade 11
First, it is likely to provide new and credible information about the impacts of
online gaming on their academic performance and mental health to the Grade 11
Second, it will give the students the idea on how to reduce Internet Gaming
The research sample is bounded within the premises of one (1) selected private
school level. The respondents are the Grade 11 students of FTTS ― regardless of their
academic strands, which comprises forty-seven (44) students aged 15-19 years’ old who
This chapter presents and includes literature and studies that are related to the
output from both foreign and local perspectives that are relevant to the proposed study.
played both solo and in multiplayer mode. Online gaming, which is compatible with
both PCs and mobile devices, has been a game-changing revolution. Many genres have
been introduced into the world of gaming, capturing the attention of people of all ages
(Smith, 2019). A game can have complex clear lines of sight or simply a text-based
breakthrough when they discovered the first video game ever. The first video game
prototype was created in 1950. Although it did not make it into the spotlight because
there was no medium for its dissemination. Players were somehow unable to access the
video game at the time. Luckily, the internet gave the video game a chance to gain
popularity among players. Later came video games, and the players couldn't get enough
of the action. Gaming online became a popular concept among players almost
immediately after internet usage was introduced in many homes (Mutai, 2020). It was
due to the fact that accessing the games online was now possible, resulting in the
development of new games that made the popularity of online games escalate better. As
technology advanced, the gaming industry did not lag behind in terms of development
and trends.
Conceptual Literature
Online games are well-known forms of innovation that have turned into a
concern, particularly among young people, as it can prompt compulsion (Charlton and
psychological angle, in spite of the fact that its versatility relies upon the sorts of internet
games that offer various types of obsessive-compulsive conditions, which might draw in
life.
An early work by (Jeong, Kim, 2011) observed that the youth these days choose
the virtual world rather than this present reality to fulfill their longing desire in gaming.
Hence, dependence on internet gaming is a psychological issue that has been recognized
and depicted in different aspects. Another study by (Griffiths, 2005) guaranteed that
gaming, which includes actions in changing the state of mind through individual
conduct, flexibility, the pertinence of symptoms and relational and intrapersonal issues
because of one’s utilizations to games. A research study by (Choi, Kim, 2004) contended
that the youthful age views internet gaming as an immensely popular bandwagon from
a consistent idea where its compulsion levels range from low to high.
Online games have both positive and negative impacts on the students. The
internet has always played an important role in online games, but the excessive use of
the internet has resulted in Problematic Internet addiction. The word addiction is
commonly used in drugs but it has been alleged by some academics that excessive
addiction, there are currently a huge number of studies demonstrating that excessive
online gaming can lead to a variety of severe psychosocial repercussions for a small
percentage of those involved. (Kharisma, 2020) once said in their study that game
do besides playing games and as if this game were his life, this makes it harder for the
addiction and has been linked to negative outcomes such as poor academic
performance, family and relationship issues. Video games can isolate a person from the
real world. Users may engage in compulsive gaming, separating themselves from other
types of social interaction and focusing solely on game achievements rather than
broader life events. Nonetheless, playing online video games is one of the most popular
a game as a group or as an individual. The internet is used as the platform for the
majority of today's online video games. There are many different types of online video
game, yet it has advanced to incorporate online gaming servers and enormously
the benefits and drawbacks of online gaming. He expounded that it is good for
individuals who recognize their boundaries, but bad for those who sit in their seats for
lengthy periods of time and block themselves off from the rest of the world.
In addition, another work by (Griffiths,2012) also proves that many health and
medical consequences that may result from excessive gaming (both online and offline).
Students sometimes do not realize that they are spending too much time in one game,
the etiological meaning of these relationships with internet gaming compulsion as they
may not be novel to the problem and further exploration is required. Past research has
phobia, school phobia, and various psychosomatic symptoms (Griffiths et al., 2012).
used in treatment. Gaming has also been linked to sleep loss, insomnia, and circadian
rhythm problems, as well as depression, anger, anxiety, though more research is needed
to confirm the validity and intensity of these links. There has also been worry that
exposing teenagers and young adults to the extreme violence present in playing online
emotional aspect and eventually leading to young people committing acts of brutality.
person to new realities ― such as the visual world and this allows them to experience
thrills, entertainment and danger from the comfort of their own chair. Playing online
games allows the person to do things that they couldn't do in real life, and it keeps a
person entertained with puzzles, mind games, strategy games, and much more. The
majority of people who play online games for long periods of time do so to avoid being
sorrowful. According to one study from the (American Journal of Psychiatry, n.d.),
stated that “between 0.3 and 1.0 percent of Americans may suffer from online gaming
problems”. Although internet gaming disorder isn't entirely understood or agreed upon,
A lot of studies on the internet shows that internet addiction really does exist but
what researchers and professionals are studying is what is inside the internet that makes
it addicting for students. They said that once you start, it is never ending. It is addictive
to the fact that they ignore their priorities in school but according to Bachhuber and
games can assist students with working on their grammar, jargon and comprehension
since they can have an intuitive method for learning English or some other language.
Research Literature
Teenagers and even grown-ups are becoming snared with online games which are
turning out to be immensely prominent. Truth be told, most online games will quite
often go downhill excessively fast and lose their appeal. It is a direct result of the steadily
developing number of online games being created every now and then. These online
games have a major variable that influences the understudies in their scholarly
which is 14% higher from the year before. Correspondingly, individuals burned-through
the greater part an hour consistently playing computer games last year, with 11% going
through five hours or more. As per a similar report, male students presently go through
three hours out of each day playing computer games, two hours increase from 2016.
Besides, about 33% of children who play computer games consistently do as such for
As per new investigation from (Game Analytics, n.d.), the world's driving
computer game investigation organization, Fortnite costs gamers $10.4 million every
year. Games report features how long people devote to playing computer games,
referring to Fortnite's $8.5 billion yearly income, which relates to roughly $2.083 billion
consistently.
A very recent work by (Sidwhani, 2021) quantified that “male players spend 8 minutes
less than girls on sports and active leisure activities for every hour they play video
games, whereas girls play one video game for every hour they play video games”.
Teenagers who play neurotic online games are bound to foster medication abuse issues,
and adolescent online game fixation makes the mind inclined to different types of
compulsion. Grown-ups play online games while working, working out or investing
energy with their accomplices and kids. Youngsters who invest a lot of energy playing
online games might pursue less books that need more thought and longer consideration.
He added that “greater levels of hostility, violence, and increased aggression towards
violence may be occurring to those children and adolescents who spend a lot of time
playing combat, fighting, and violent video games than those who merely utilizes these
games”. Students or teenagers who really exploit their time by utilizing these games may
among the students and the online games. Mental health of an individual should always
be monitored and balanced in order to have a strong and stable connection to the people
around them and to the world in general. The scholastic performance of students should
affected or having afflictions with the student’s mental health can lead to interferences
online games and how it would lead to some unfavorable mental illnesses or
psychological impediments. They concluded that “excessive gaming time and escape
motives are associated with increased probability to have negative consequences among
adolescents.” Those students who exploit these games during weekdays for an extreme
period are the ones who have the uppermost likelihood to acquire depression,
the academic performance of the students in the College of Teacher Education. She
presumed that playing online has no huge distinction between the scholastic
performances of the respondents due to the fact that they still perform well in their
the students should find other leisure activities where they can engross rather than just
exploiting online games. Another similar study by (Dumrique, Castillo, 2017), stated
that online gaming is one of the habits of young teenagers nowadays as it proposes an
imaginative world where one can find it as their “stress reliever, rivalry, pleasure,
their study was analogous to the conclusion of Pajarillo-Aquino (2019); wherein they
established that involvement to online games has no severity to the student’s capability
in academics.
Given the circumstances of utilizing these games, it’s very evident that there
explicit work by (Paragas, Jarabe and Garcia, 2018) explicates to determine or discover
the negative impacts of the online games exploitation to the academic performance.
They quoted that “the child's possibilities are not expanded in school when a piece of
their time is vigorously spent on gaming, particularly internet games wherein the test
isn't simply to overcome the rival fictional character however to overcome those real
people who have dominated the games”. The researchers also highlighted Gentile,
Lynch, Linder and Walsh’s (2004) statement that “internet gaming can contrarily
impact school works by uprooting time that would have been spent in other instructive
their study that online games, aside from its very imaginative and visionary offer, has its
negative impacts regarding the academic performance of the students in school. Their
Castillo’s (2017) research wherein this shows how vast and how diverse effects it can
Theoretical Framework
This study is primarily associated on the Social Cognitive Theory (Bandura, 1986)
change". Social cognitive theory (SCT) was presented in 1986 by Bandura. The
hypothesis clarifies that human conduct results from dynamic relations between
personal, social, and natural variables. Individuals' contemplations and sentiments are
related data and abilities alluded to a social capacity just as abilities in managing and
making a move. The hypothesis clarifies that individuals can gain information simply by
noticing others, for example, by noticing the abilities, convictions, methodology, rules,
and mentalities of others. They find out with regards to the utility and appropriateness
of practices by noticing others' conduct and they wind up acting dependent on what they
behaviorism.
and systems of human conduct. Furthermore, it portrays the possible arbiters and
systems for social change. Self-guideline and objective setting are the significant parts of
SCT that are applied alongside conduct capacities. In connection to this study, students
who are dependent on playing online games might conceivably be affected by the
characters they see in internet games ― students might impersonate after the activities
of the characters in the online games. Additionally, their psyches might lead them to
contemplate violence because of mimicking the doings of the characters in the games.
Definition of Terms
The following words used in the study are defined operationally by the
Online Games - In this study, this refers to any electronic, computer, video, mobile
games that are played along with the occurrence of internet connection.
Academic Performance - In this study, this refers to a student’s capability in school
Mental Health - This refers to an individual’s mental state and includes emotional,
SCT - In this study, this refers to the Social Cognitive Theory that was proposed by
Albert Bandura.
particularly in playing online games. This is not associated with any other form of
addiction.
Mobile Legends - In this study, Mobile Legends: Bang Bang is a mobile multiplayer
Call of Duty - In this study, this refers to a first-person shooter video game franchise
published by Activision.
Innersloth.
League of Legends: Wild Rift - Similar to mobile legends ― a multiplayer online
Dota I & II - In this study, Dota is a series of strategy video games by Valve.
Valorant - In this study, Valorant is an online video game ― first-person hero shooter
developed by RiotGames.
Genshin Impact - In this study, this refers to an action role-playing game developed
by miHoYo.
Senior High School - This is the last phase in the implementation of the K-12
Grade 11 students - The first phase in the K-12 curriculum of the Philippines.
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