Professional Documents
Culture Documents
Group 2 Research Chapter 1 4 (Perfect)
Group 2 Research Chapter 1 4 (Perfect)
Submitted by:
March 2023
ARELLANO UNIVERSITY
Andres Bonifacio Campus
College of Arts and Sciences
Psychology Department
CHAPTER I
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
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
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
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
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
Conceptual Paradigm
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
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
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?
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
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.
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
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
Impact - The action of one object coming forcibly into contact with another and a marked effect
or influence.
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
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
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
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,
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
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
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
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
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
Sop 1
- 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?
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?
Sop 3
Chapter IV
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
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
22%
Agree
Disagree
78%
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
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
7%
Agree
Disagree
93%
Graph 7. Have you had a failing grade because of not passing your outputs and the reason is
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
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
36%
Agree
64%
Disagree
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
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
30%
Agree
70%
Disagree
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
2%
Agree
Disagree
98%
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:
https://www.sciencedirect.com/science/article/abs/pii/S0160791X20313245?dgcid=rss_sd_all