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STUDENTS
A Quantitative Study
Presented to the
Senior High School Department
of Asian College of Technology - Bulacao
Talisay City, Cebu
In Partial Fulfillment
of the Requirements for the Subject
APLD 03 - Practical Research 2
by
December 2022
CHAPTER 1
Rationale
Online games, which are a form of created technology, are growing more and
more popular as generations shift and as technology advances. This is especially true
now since many students are staying at home during the new normal. They had plenty
of time to spend amusing themselves, which led to the students developing a daily
habit of playing online games. Technically speaking, online games are video games
that may be played on cell phones, laptops, computers, or any other high-tech device
interactive electronic game, its primary objective is to amuse participants. There are
many different types of video games available online, such as first-person shooters,
strategy games, and massively multiplayer online role-playing games like Mobile
Legends, Wild Rift, League of Legends, Dota I or II, Vainglory, Dragon Nest,
Valorant, etc., that are widely known to be played by not only students but people in
Many games were created and became quite popular between the 1940s and
the 1960s. Simple computer equipment was used to play games. However, the years
between 1960 and 1990 marked a new chapter in the history of video games. Many
games have been created and developed to encourage online participation. Since there
are more games available online, more individuals can play them at lower costs and in
a range of genres that suit their preferences. As a result, during the past few years,
internet gaming has become increasingly popular all around the world. As technology
becomes evidently advanced in the present, online games have become more
common, and they have even ingrained themselves into students’ routines since they
introduce a variety of behaviors that affect players in different ways. Online games
will undoubtedly expand in popularity as time goes on, which implies that their
mental illness in 2019. Additionally, there are more than two billion video game
players globally, and by 2023, that figure will probably reach three billion. Video
game addiction affects 3-4% of gamers. A 2021 systematic review and meta-analysis
2 determined that 3.05% of people worldwide have gaming disorder. That implies that
Alarmingly, 8.5% of young people between the ages of 8 and 18 experience gaming
gaming is on the rise. The prevalence of depression is rising across the nation as well.
More than 29.9 million gamers were counted in the nation in 2015. The majority of
gamers were between the ages of 21 and 35, followed by teenagers between the ages
of 10 and 20. In the nation, adolescents made up 30.5% of the overall population.
Moreover, what's more alarming is that, in general, this age group already struggles
with mental health problems such as depression, mood disorders, and anxiety.
Moreover, according to Philippine News issued in 2021, it stated that the mayor of
Lapu-Lapu City, Cebu, Junard "Ahong" Chan, posted about the predicament of a
young gamer on his official Facebook page, wherein a 24-year-old local had mental
illness as a result of playing internet games frequently. The mayor of the municipality
warned adolescents and anyone who enjoys playing online games, particularly
multiplayer online battle arena (MOBA) games. The mayor emphasized the
significance of youngsters not taking their health for granted because they harmed
The fact that the online gaming addiction rate is alarmingly growing each year
according to the World Health Organization, there were 1.9 billion gamers in 2015;
2.81 billion gamers are expected to exist in 2021; and 3 billion gamers are expected to
exist in 2023, demonstrating that gaming is becoming more and more prominent. This
suggests that the number of gamers who suffer from gaming disorders will rise year
after year. That is why the researchers want to dwell on this problem, examine it in a
different light, and concentrate on how online games affect students' behavior.
Researchers believe that one way of investigating this issue is by learning how such a
phenomenon alters students' behavior and eventually interferes with their ability to
online gaming, such as proper time management, choosing the right games to play,
setting boundaries while gaming, building healthy connections online, and so on, by
understanding the impact of online games on student behavior. In this way, students
can develop their behavior and equally excel in their performance not only in school
Theoretical Background
This study is anchored on the "Negative Effects of Online Games on
Students," which is a blog written by Bassey James (2022) and posted on the
StayInformedGroup.com website.
In the blog post stated, it was claimed that some pupils' performance is
directly impacted by the negative effects of playing online video games. The
academic performance of video game-addicted students was typically worse than that
of their non-addicted classmates. Moreover, the article in the blog stated that there are
visible negative effects of video games on students, but that doesn’t mean that there
There are four main positive effects of video games on students that the article
focused on. First, it improves cognitive functions, whereby online gaming can help
people develop their cognitive abilities. The neuronal circuits in the brain are
it helps in precision and decision-making, wherein players that play online can make
decisions quickly. Playing online games teaches the brain to make decisions quickly
without sacrificing accuracy. You may undoubtedly use these games to make snap
judgments. Third, it also improves hand and eye function. This goes without saying
that internet gamers use their best hand-eye coordination when playing their games.
Players need to utilize their hands and eyes in order for every online game to be
player cooperation. To win the game for their team, players will mostly use their
skills. Teamwork is a skill that players must acquire. These premises are valid since
they provide the researchers with the view that there are also positive impacts of
online games; however, many people are reluctant to acknowledge that playing online
games can have positive effects because the negative effects seem more pronounced
and serious.
That is why the article introduced a number of negative effects of the said
online games to students. First is the lack of time for more important activities like
studying or playing outdoor games. One of the bad consequences of online video
games for anyone is that when students spend a lot of time playing video games
online, they have little time for other activities. When a great clash is scheduled for
the evening, even college homework becomes less important. As a result, there are
academic issues and low marks. Additionally, because they sit in front of screens,
these pupils don't walk about and wear out their bodies. Second is addiction, which is
one of the most dangerous issues connected to internet gaming. People lose touch
with reality, get obsessed with the virtual world, and spend all of their time playing.
The article stated that online casinos account for the majority of these, but simulations
and other games can also be risky. A person is significantly more likely to develop an
addiction if they are easily swayed. More importantly, addiction must be addressed as
behavior, wherein many students who engage in online gaming are so affected by the
games they play that they carry their fictional personas into reality. They have now
become accustomed to solving issues like their villainous video game heroes, and this
stopped right away, or they risk becoming a habit. Next is the habit of isolating
oneself from society. Online gaming will give students with learning disabilities a
sense of freedom. They become so absorbed in the game that they lose touch with
reality and isolate themselves from other people. This results in a lack of genuine
human friendships and the inability to be authentic and deal with genuine issues.
Lastly, is online gaming having a harmful impact on your health? The article
highlighted the fact that playing online games is bad for students' health as one of the
smartphone screen are very bad for kids' health. First, the view, which is constantly
tense, has a detrimental effect. Sometimes it's necessary to use headphones all the
time to put pressure on the ears. The second is how the body is positioned. If not
routinely altered, a sitting or lying position can have an adverse effect on the back and
In correlation with our study, which examines how online games affect
introducing the notion that there are notable positive effects that such online gaming
might have on individuals in addition to the negative ones. Although the article’s
main focus is the explanation of its negative impacts, it doesn’t neglect its positive
ones.
This study is also anchored on the research article entitled "Underlying Factors
of Problematic Online Gaming Behavior '' by Emin Sendurur and Polat Sendurur from
In their research article, they highlighted the idea of factors affecting excessive
game playing. They stated that being extraverted is one factor that predicts longer
gameplay. However, violence, loneliness, and social withdrawal are also connected to
useful in a video game just because it fits his or her personality. In the same way that
it can define an online self-identity, how a player acts in a virtual environment can
reflect his online mood, including whether he enjoys it and makes an effort to fulfill
tasks online. The research article also stated that one of the main causes of
problematic gameplay is the type of game. Studies have shown a connection between
direct cause-and-effect relationships. Gamers who spend a lot of time playing role-
playing or real-time strategy games, for instance, may be more prone to developing
impulsive or addictive tendencies (Azizi, Stainer, & Abel, 2018; Lee & Kim, 2017).
Problematic gaming behaviors are not always linked to all game genres. While
Internet gaming disorder patterns, players of action and adventure games typically
al., 2017).
the blog entitled "Negative Effects of Online Games to Students" sheds light on the
considered positive impacts that online games can give to their users. This may be
helpful to the researchers in looking at their problem with much more inclusivity and
not only considering the negative impacts of such phenomena. The second
by Emin Sendurur and Polat Sendurur, correlates with our study in a way that it gives
the researchers the factors to consider as to why such excessive game playing exists.
Thus, the information that the articles provide can be a solid foundation that the
researchers should evaluate and set goals to fully comprehend more about this
important matter. Moreover, the researchers can get a general idea of the components
of our study and its limitations through the articles. In order for us to draw
conclusions and find solutions for our own research, the articles also assist in
identifying the areas that require more investigation, clarity, and understanding.
This study aimed to determine the effects of online games on the behavior of
SHS students in this new normal education at ACT-Bulacao in the month of October
1.2 strand;
II. What is the description of the behavior of the SHS students in terms of:
III. What are the effects of online games on the behavior of SHS students in this
IV. What gadget policies can be implemented based on the study's findings?
Scope and Limitations
This study shall focus on finding the effects of playing online games on the
behavior of the students. Our study's major goal is to identify the consequences of
online gaming and assess whether doing so has any impact on participants' behavior.
Only SHS students at the ACT Bulacao Campus are included in this study. Given that
the researchers are merely students with constrained money and time, the chosen
respondents must be located on the ACT Bulacao Campus. The researchers can more
easily go to these locations. Online questionnaires made with Google Forms software
will be utilized as the means for gathering the data needed for the study. The study
only looks at how the behavior of the chosen students is affected by online games.
Since the researchers intend to determine how such behavior(s) can ultimately impair
one's performance in school, they also take into account the idea of how online games
affect academic achievement, but will not look so much into it. This research may
offer remedies to the issue as well as point out methods for progressively ending and
avoiding this addiction. In this regard, it would be able to address the influence of
this work. The following, in particular, could benefit greatly from important study
findings:
Students. This study will give the students apprehension, more particularly
about how this issue affects their behavior inside their classroom, in their studies, and
how they deal with their environment in general. More importantly, this study can
provide students with gadget policies that they will abide by so that they become
Parents. This study will provide the parents with enlightenment regarding the
behavior of their children, including how they are behaving inside the classroom, if
they participate well in class discussions, pass their assignments on time, and know
the level of interest of their children towards their studies. More importantly, it can
help the parents look after their children at home and monitor their behavior when it
Teachers. This study will give the teachers an overall view of the behavioral
changes of their students inside the classroom as a result of playing online games.
With this in mind, they can utilize such a view to look for ways on how they can
create a healthy atmosphere in their classroom where students can engage more in
their discussions and be more focused on their studies and not merely on playing
online games excessively, which results in detrimental effects on their behavior. More
progress and provide them with the assistance they require. Simply put, they help the
students with their issues and diminish factors that may hinder the students from their
studies. Hence, this study can help them as it gives them the idea of the consequences
of online games towards the behavior of students. With this, they may fabricate some
Society. This study will help society be vigilant about the issue of online
games. People will be able to recognize the effects of online games on a person's
behavior and how greatly it can affect people, especially students, not only in how
they function in their studies but how they deal with people outside the school
environment as well. The society will be more conscious about playing online games,
and instead of the people experiencing its negative effects, the society will be irrigated
with the positive effects of online games on their behavior that will help them display
Future Researchers. This study will aid future researchers with new
knowledge about the issue of online games. Future researchers will be able to identify
new difficulties as a result of reading and comprehending this study, and these
problems may serve as the starting point for a new branch of research on this subject
that was inspired by a problem that was discovered during our investigation.
Definition of Terms
over gaming habits, resulting in negative consequences in many aspects of your life,
game that is typically played on a mobile phone. The term also refers to all games that
Behavior. This refers to the way in which one acts or conducts oneself, especially
toward others.
Technology. This refers to the methods, systems, and devices that are the result of
Sethe. “Man in Cebu Suffers Mental Disorder Over Excessive Play of Online Game.”
mental-disorder-over-excessive-play-of-online-game.
cebudailynews.inquirer.net/156866/gaming-nation-building.
Adair, Cam. “Video Game Addiction Statistics 2022 - How Many Addicted Gamers
statistics.
thriveglobal.com/stories/the-history-of-online-gaming-and-its-advancement-today.
Gaming Behavior: Age, Intensity, and Genre. Addicta: The Turkish Journal on
Bassey, J. (2021, July 15). Negative Effects of Online Games to students. Stay
students/