You are on page 1of 5

Chapter I

INTRODUCTION

Background of the study

One of the things that has revolutionized many facets of life is the advent of online

games. Online gaming in particular has expanded as a result of the expansion in internet

usage. It is crucial to investigate the consequences of online gaming on these pupils given

the growing number of Dingras Faith Academy Inc. (DFAI) students who become addicted

to it. This study aims to determine the causes of students' addiction to online games and any

potential effects on their behavior and activities.

Simone Vibert, Ali Bissoondath, and Stuart Wood (2023) perform some research

that the fact that many students' favorite pastimes include playing video games online.

Given its good effects as a superb mental workout, it demonstrates its own value. It involves

advancement in logical thinking. Online gaming does have certain disadvantages, too,

despite all of its inherent advantages. Online gaming may have significant negative effects,

especially on students' lives because it can distract them and interfere with important

responses to non-game life actions like academic performance, health, and social life.

Today, DFAI students, parents, and teachers are concerned about the number of students

who play online video games. Several studies that have high regard for internet gaming have

been done, but the number of students who are unable to stop playing online games are

uprising. A study by Griffiths, Kuss, and King (2012) looked at the addiction to massively

multiplayer online role-playing games, which is not just a problem for men. Online gaming

was found to be the most addicting internet activity by Wan and Chiu (2016). This study

aims to maintain the typical social habits of students while also enhancing their academic
achievement. One strategy to assist young people in reducing their addiction to online

games is by increasing awareness of the issue. People can now connect to the internet world

around-the-clock, no matter where they are. It would also be odd to observe a bunch of

adolescents playing internet games together.

This research draws attention to this issue by emphasizing the significance of

maintaining balance in one's life, specifically a balance between online and offline

interactions. Raising awareness among students about what they are missing out on as a

result of their excessive use of online games would aid in the reduction of their addiction.

Finding out what behaviors they acquire when playing online games is the aim of this

research. This study also looks into how playing online games affects students' behavior in

terms of academics. Students experience incidents as a result of their addiction to internet

gaming. According to Egli and Myers (2008), said that for instance, students may find it

difficult to stop playing online games if it becomes a habit. When someone wants to play the

game, there may not always be money available since they will go to whatever lengths to

satisfy their desire, which may include stealing from their parents or others.

Statement of the problem

The purpose of the study aimed to correlate the The Effects of Online Games to the

Behavior of The Junior High School Students of Dingras Faith Academy, Incorporated.

Specifically, the study aimed to answer the following questions:

1.How are the respondent described in terms of:

a. age

b. gender; and

c. grade level.
2. How would online gaming affect the student’s behavior in:

a. dealing with their families and friends

b. their performance at school

c. in their home

3. What are the perceived action of online games to student behavior?

a. when students play games excessively, it may lead to addiction.

b. constantly changing positively or negatively in their personality

4. What are the significant relationship between impacts of online gaming and the student

school academic performance?

Significance of the study

This study focuses on the effects of online games to the behaviour of students, most

significantly in this era where people are closer to the digital world more than ever due to

the current pandemic. The result of the study benefits the following:

STUDENTS. The primary recipients of this research are the students who are greatly

affected by the pandemic in which they were exposed to online games that resulted to

procrastination on school work wasting the time window they are given. This study should

offer strategies on how to overcome procrastination on their school works.


Teachers. This research would help the teachers provide solutions on the effects of online

games to the social behaviour of students. This could also offer them learning insights to

guide and provide more engaging tasks so that students' behaviour towards online games

would be evaded.

Parents. This research would help the parent guide their child since it is the responsibility

of the parents to monitor and to discipline their children. This could give them

understanding of the child’s mental health in the midst of a pandemic, school stress, and

balancing out every single thing in their lives in isolation.

Future Researchers. This research would help future researchers look into the more in-

depth issue that grows into the social behaviour of the students towards playing online

games. This paper may serve as a groundwork for future studies.

Scope and Delimitation of the Study

This study will highlight The Effects of Online Games to the Behavior of The Junior High

School Students of Dingras Faith Academy, Incorporated

Gathering of Data. Ninety (90) respondents from Junior High School from Dingras Faith

Academy INC. 2022 – 2023 will be chosen as respondents for this study. They will be

answering a survey form or questionnaire regarding of the research being conducted. The

researchers will make a letter that will be given to the respondents entailing that any

information being gathered will remain confidential and will be used only for research

purposes. After answering the questions, the researchers will gather and tally all the data

based on the answers provided by the respondents.


Definitions of Terms

The researchers defined the following terminologies based on the effects of online games

used in the study in order to provide further clarity about the content of the research being

conducted.

Addiction – the state or fact of being tied to a particular substance, item, or activity

Academic performance – refers to a student's performance in the classroom, including

their attendance, grades, and participation.

Effects – mention the overall effect that games have had on the students.

Gadgets – a small mechanical or electronic tool or device, especially one that is intelligent

or creative.

Internet – is a worldwide system of computer networks.

Online games – describes any video game that allows for online player interaction.

Social Interaction – the process by which people seek to impose interactional control over

one another during social interactions.

Technology – Technology, or as it is sometimes referred to, the changes and manipulation

of the human environment, is the application of scientific knowledge to the practical

objectives of human life.

You might also like