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ARELLANO UNIVERSITY

Andres Bonifacio Campus


College of Arts and Sciences
Psychology Department

The Impact of Online Games to the


Academic Performance of 2nd Year Psychology Student
in Arellano University

In Partial Fulfillment of the Requirements


for the Experimental Psychology

Submitted by:

Agdan, Leo Godfrey N.

Martinez, Djanine Wen M.

Tan, John Michael M.

March 2023
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Introduction

Since its inception in 1980, the appeal of online gaming has grown steadily. Yet, there have been

growing worries regarding adverse impacts for a tiny percentage as a result of the rise in studies

on the subject of problematic gaming. These students neglect other vital activities and play online

games for longer than they intended, which negatively affects their performance in a variety of

areas, particularly in academic achievement.

With the students getting addicted into playing online games and focusing more on playing

online games their academic performances are declining and most of them are failing to pass

because of missing homework and activities. With the rising popularity of online games and the

pandemic occurring online games grows more and more students being fully submerged into their

gadgets all the time. Which is why the researchers wanted to know if it truly affects or impacts the

student’s academic performance.

In order to ascertain the correlations between playing online games and students' academic

achievement, this study was done. Finding out how online gaming affects students is the goal of

this study. Its goal is to ascertain how the performance in academic settings is impacted by online

games.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Background of the Study

Online gaming addiction is a topic of increasing research interest. Since the early 2000s,

there has been a significant increase in the number of empirical studies examining various aspects

of problematic online gaming and online gaming addiction. Online game is very popular today to

this modern era. Students nowadays are very prone to the gigantic influence of technology. They

have most the major portion on the online gaming rather than their school performance or

academic matters.

Knowing that there is a huge scratch to academic performance when you become addictive on

using technology, epidemics are continuously touching students one by one. The researcher was

triggered to find out where the students will be when they unceasingly connected regarding on

this staple. Education is an important element of investment in human and economic growth.

Many teachers, parents and netizens are continuously clamored for a tighter clamp over online

gaming. Protest mainly focused on how the trend is becoming a cause of distraction among

students in their studies. The fact that most of the students living on informative lifestyle where

everything is updated, online game became one of the necessities of students. For some

ideologies like the 2nd year Psychology students in Arellano University, playing online games like

Mobile Legends, Rules of Survival, Clash of Clans, Dota and so on has a number of reasons to be

played, for it can be stress reliever, challenge and competition, relaxation, enjoyment, social

interaction, and even mentally escaping from the real world. For most of these students, online
gaming is one of the best past-time that they acquire. It is undeniably questionable that playing

online games provide something that no one can give. 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 to the

generations today. The dark side of playing online games became an issue of debate in school and

the whole Education Department at large.

Thus, this study is conducted to determine the associations of playing online games towards

students’ academic performance. The researcher of this study felt need to find out how online

games Impact to the academic performance of 2nd year Psychology student in Arellano University.

The purpose of this study is to determine the implication of online gaming to the students. It has

an aim to find out how online games Impact to the academic performance.

Theoretical Framework

According to Csikszentmihalyi (1990), the concept of flow, or optimal experiences, stands at the

center of positive psychology. Flow refers to a state in which someone focuses completely on a

pleasant activity, with individuals perceiving a balance between skills and challenges.

Characteristics of flow experiences include clear goals, immediate feedback, loss of a sense of

passing time, loss of self-consciousness, an integration of self with the activity, increased

concentration on the activity, and a sense of control (see also Pace, 2004; Chen, 2006). They also

believe that online games have many features that encourage flow states, including the provision

of rich and immediate feedback to player actions, enjoyment, playfulness, and the ability to induce

high levels of player concentration.


ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Conceptual Paradigm

INPUT PROCESS OUTCOME

The Impact of The researcher will Online games had


Online Games to the conduct survey negative impact on
Academic questionnaire to the student’s
Performance of 2nd gather information academic
Year Psychology that gather by the performance.
Student in Arellano researcher will help
University further to the study.

Figure 1 - Research Paradigm: The Impact of Online Games to the Academic Performance of 2nd Year
Psychology Student in Arellano University
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Statement of the Problem

The general objective of this study is to know the Impact of Online Games to Academic

Performance of 2nd year Psychology Student in Arellano University. Specifically, the study sought

to answer the following questions.

1. How many hours in a day do the respondents spend playing online games?

2. What are the impacts of online games to the academic performance of the students?

3. What encouraged the students to play online games?

Hypothesis

Hσ: Most of the participants from the 2nd Year, AB Psychology in Arellano University, Andres

Bonifacio Campus have agreed that playing online games had negative impact on their academic

performances.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Scope and Delimitation of the Study

The respondents of the study are fifty (50) Sophomore students from the Department of

Psychology, who are enrolled in Arellano University – Andres Bonifacio Campus for school year

2022-2023. The study focus on the Impact of Online Games to Student’s Academic Performance.

Significance of the Study

This study focused on the Impact of Online Games to the Academic Performance of 2nd Year

Psychology Student in Arellano University. Moreover, the results of the study will benefit the

following:

The research would be beneficial for students who wants to know the impact of online games

in their academic performance.

Future Researchers may find this study beneficial and use it as a reference and a guide when

conducting related research. Also, they have the capacity to develop existing concepts further.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Definition of Terms

For clearer understanding of the terms used in the study, below are their operational

definitions:

Academic performance - How students deal with their studies and how they cope with or

accomplish different task given to them by their teachers or professors.

Impact - The action of one object coming forcibly into contact with another and a marked effect

or influence.

Internet - A global computer network providing a variety of information and communication

facilities, consisting of interconnected network using standardized communication protocols.

Online game - A game played by electronically manipulating images produced by computer

program which is available on or performed using the internet or other computer network.

.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Chapter II

REVIEW OF RELATED LITERATURE

This chapter contains the related and relevant literature and studies found by the researcher in

the conduct of their research titled “The impact of online games in academic performance of 2 nd

year Psychology student in Arellano in University.

The review of related studies is useful in developing researcher’s study and background and is

essential when the researchers are not completely familiar with the studies previously done in the

area. Since research is a tool of science, a review of related literature links past researchers to

exciting knowledge to form the direction for the present study.

According to Aquino (2019), the advent and development of technology brings many things

which may either ease or make life of people more difficult and complicated. One of results of this

development is the opening of online gaming through the internet which has become addictive

and one of the widely used leisure activities by many people and teenagers. Online gaming is a

technology rather than a genre; a mechanism for connecting players together rather than a

particular pattern of game play. Online games are played over some form of computer network,

now typically on the Internet.


According to Malak (2019), Social media addiction became a serious concern that has received

more attention from the public health sector due to its addictive features and its correlated

psychological consequences. Thus, this study aimed to analyze the direct effect of SMA on

academic performance, and the indirect effects on psychological reactions among university.

social media addiction had an indirect effect on academic performance, however; it has a direct

impact on students’ stress and anxiety levels. The stress could influence anxiety levels, which could

directly affect students’ academic performance. Further, students’ stress levels had a direct effect

on anxiety, which could result in depression. Given the importance of social media addiction and

its potentially substantive effects on students’ psychological reactions and impact of these

reactions on academic performance, similar studies are recommended in other universities

various fields to obtain a more conclusive result.

According to Yuanzhe Li. (2022), due to the popularity and advancement of 4G/5G networks,

mobile games have already currently become profitable tools for major internet platforms. These

games are even refined to cover almost all age groups of the population rather than the young

people. Yet in the perception of the public, mobile games have always seemed to be associated

with various derogatory terms such as interfering with learning, addiction, and violence. K12

students usually have less self-control capability, and they are undoubtedly the biggest advocates

of mobile games. This paper summarizes the technological development of mobile games from

the aspects of hardware and software in chronological order. The psychological and social

problems that mobile games have brought to K12 students are analyzed from a neutral

perspective. At the end of the paper, the future development of educational games and current

limitations of mobile games are also given for the explorations of future trends of game-based

education. This position paper aims to provide the insight of what psychosocial impacts that the
current mobile games have on the student, and it may also serve as a reference for the how the

game-based education has been developing according to the mobile technology wise.

According to Abbasi and Jagaveeran (2021), smartphone addiction and its negative effects on

academic performance have received attention from both scholars and practitioners. The gist of

this study is to explore the impact of the type of content use on smartphone addiction and

academic performance by considering physical activity as a potential moderator. The data were

gathered from 250 undergraduate students and statistically analyzed using the partial least

squares structural equation modelling technique. The results show that entertainment, social

networking sites, and game-related use have positive effects on smartphone addiction. Although

study-related use has a positive effect on academic performance, game-related use has a negative

effect. Furthermore, physical activity moderates negatively the impact of game-related use on

academic performance. The results extend the literature on smartphone addiction by introducing

physical activity as a preventive factor and will be useful for policymakers and parents to

understand the importance of developing and promoting physical activity among young adults.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Chapter III

RESEARCH METHODOLOGY

The methodologies and procedures that the researchers utilized to create this research article

were displayed in this part of the study. This comprises the procedures that were followed, the

study's research design, how the data were used after being gathered, the study's tools, and the

statistical analysis of the data.

Research Design

The researchers employed a qualitative design to attain their goals and learn how online games

affected the academic performance of 2nd year psychology students at Arellano University. The

descriptive questionnaire that was distributed in Face to Face served as the study method for data

collecting. The approach allowed for the collection of objective data throughout the study by

enabling the researcher to ask all respondents the same questions with predefined answers.

Sampling Procedure/Respondents

In this study, the researchers used purposive sampling to obtain the sample. In this study, the

researcher used purposive sampling as the sampling technique. Using purposive sampling it will

easier for the researcher to choose a respondent by relies on their judgment. Purposive sampling

is a process of selecting sample by taking subject that is not based on the level, but it is taken

based on the specific purposed.


ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Research Instrument

The study's questionnaire was created by the researchers and approved by subject-matter

experts. Using Survey questionnaire as a tool, the survey. The researchers undersigned choose to

utilize Survey questionnaire since it is more secure and inexpensive in terms of both money and

time. Also, it is the best method for disseminating the questionnaires used to gather data.

In order to collect data that would appropriately answer the research questions, the

researchers' questionnaire was separated into various sections on a Survey questionnaire. The first

part of the questionnaire is about the playing time of the students. The second part of the

questionnaire is what is the effect of online games on their academic performance.

Data Gathering Procedure

The researchers choose the 2nd year A.B psychology student as their respondents. Because of

the Face to Face classes researchers can meet the respondents face to face so the researchers

made the survey questionnaire and distribute to the respondent. The researchers then asked for

consent if it is okay for the respondents to answer the survey questionnaire. The answers of the

respondents were then collected after the respondents answer the survey questionnaire.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Ethical Considerations

The researchers sought the consent and approval of their professor to execute the study at

Arellano University Andres Bonifacio Campus as part of their requirements. The researchers made

the questionnaire without any discrimination and would not cause harm to the respondents.

Before the researchers begin handling out the questionnaires the researchers ask for consent of

the respondents. The researchers did not use force to the respondents to answer the survey

questionnaire the researchers asked them to answer the survey questionnaire on their free time

and the researchers made sure that the survey questionnaire were not biased.
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

QUESTIONNAIRE

This questionnaire was validated by two research professor, Elica E. Malibiran and Rowena

Golven. Each question is appropriate to each statement of the problem.

Sop 1

1. Do you play online games more than 5 hours per day?

- Do you prefer spend most of your time of the day playing online games?

- Do you want to play online games all the time and stop only when it's time to eat or

sleep?

- Have you got enough sleep because of playing online games?

- Are you playing online games to kill your hours?

Sop 2

2. Have you ever missed doing your homework because of playing online games?

- Are you not eating in the right time because of online games?

- Are you lacking sleep and feeling weak because of playing online games?

- Have you had a failing grade because of not passing your outputs and the reason is playing

online games?

- You forgot to pass your output because of playing online games?

Sop 3

3. What encouraged the students to play online games?


- Did your friends encourage you to play online games?

- Did your idol encourage you to play online games?

- Did you play online games because of boredom?

- Did you play online games to have friends?


ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department

Chapter IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter of the paper presents the data gathered from 30 students from 2 nd year AB Psychology, who

served as respondent of this research. It is also providing the analysis and interpretation of the data that

has been organized according to research question enumerated.

Demographic Profile of the Respondent

FREQUENCY
Gender:
Male 10
Female 20
47% Agree
53%

Disagree

Graph 1. Do you prefer spend most of your time of the day playing online games?

Graph 1 shows the percentage of the respondents reply about they spend most their time to play online

games which is the reason is to play online games. Results revealed that 47% out of 30 respondents agreed

that online game is the reason why they prefer play online games most their time of day. While 53% of the

respondents disagree because they are not spending their time to play online games.

38% Agree
62%
Disagree

Graph 2. Do you want to play online games all the time and stop only when it's time to eat or sleep?

Graph 2 shows the percentage of the respondents regarding on having play online games all the time

because of playing online games like Mobile Legends, Rules of Survival, Clash of Clans etc. Result appears

that are 38% out of 30 respondents agree that they are stop when it’s time to eat or sleep. While 62%

respondents disagree, they are not stop playing online games even it’s time to eat or sleep.
46% Agree

54% Disagree

Graph 3. Have you got enough sleep because of playing online games?

Graph 3 shows the percentage of the respondents concerning if they are got enough sleep because

playing online games. Result come into sight that are 54% out of 30 respondents agree believed

that they got enough sleep because of playing games. While 46% respondents disagree that they

are didn't get enough sleep because of playing online games.

22%
Agree

Disagree
78%

Graph 4. Are you playing online games to kill your hours?

Graph 4 shows the percentage of the respondents as to playing online game to kill their hours.

Result revealed that only 22% out of 30 respondents agree that they kill their hours to playing
online games. While 78% respondent disagree because they didn’t kill their hours to playing online

games.

30% Agree

70% Disagree

Graph 5. Are you not eating in the right time because of online games?

Graph 5 shows the percentage of the respondents regarding on that they are not eating in the

right time because of online games. Result discovered that only 30% out of 30 respondents are

agree that they are not eating in the right time. While 70% respondent disagree because they are

eating in right time.

36%
Agree

64%
Disagree

Graph 6. Are you lacking sleep and feeling weak because of playing online games?
Graph 6 shows the percentage of the respondents concerning on lacking sleep and feeling weak

because of playing online games. Result come into view that 36% out of 30 respondents agree

that they lacking sleep and feeling weak. While 64% respondents disagree, said that they have

enough sleep because of playing online games.

7%

Agree

Disagree
93%

Graph 7. Have you had a failing grade because of not passing your outputs and the reason is

playing online games?

Graph 7 shows the percentage of the respondents about that have failing grade because of not

passing they outputs and the reason is playing online games. Result come into sight that 7% out

of 30 respondents agree that they having failing grades because did not passing they outputs.

While 93% respondents disagree said that they did not have failing grade because they passing

their outputs even they are playing online games.


3%

Agree

97% Disagree

Graph 8. You forgot to pass your output because of playing online games?

Graph 8 shows the percentage of the forgot to pass they output because of playing online games.

Result revealed that there 97 % out of 30 respondent agree they forgot to pass their output

because of playing online games. While there are 3% respondents disagree said that they did not

forgot to pass their output.

36%
Agree

64%
Disagree

Graph 9. Did your friends encourage you to play online games?

Graph 9 shows the percentage of the respondents that their friend encourages them to play online

games. Result appears that there are 64% out of 30 respondent agree that they are encourages
by their friend to play online games. While there are 36% respondents disagree, that they didn’t

encourages by friends to play online games.

4%

Agree

Disagree

96%

Graph 10. Did your idol encourage you to play online games?

Graph 10 shows the percentage of the respondents about that they idol encourage them to play

online games. Result revealed that there are 96% out of 30 respondent agree that they encourage

by their idol to play online games. While there are 4% respondents disagree, that they did not

encourage by their idol to play online games.

30%
Agree
70%
Disagree

Graph 11. Did you play online games because of boredom?


Graph 11 shows the percentage of the respondents about that they play online games because of

boredom. Result revealed that there are 70% out of 30 respondent agree that they play online

games because of boredom. While there are 30% respondents disagree, that they didn’t play

online games because of boredom.

2%

Agree

Disagree
98%

Graph 12. Did you play online games to have friends?

Graph 12 shows the percentage of the respondents about that they play online games to have

friends. Result revealed that there are 98% out of 30 respondent agree that they play online games

to have friends. While there are 2% respondents disagree, that they didn’t play online games to

have friends.
Reference:

Aquino (2019), https://garph.co.uk/IJARMSS/Mar2019/G-2629.pdf

Malak (2019), https://www.tandfonline.com/doi/abs/10.1080/0144929X.2021.1891460

Yuanzhe Li. (2022), https://www.frontiersin.org/articles/10.3389/feduc.2022.843090/full

Abbasi and Jagaveeran (2021)

https://www.sciencedirect.com/science/article/abs/pii/S0160791X20313245?dgcid=rss_sd_all

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