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INTRODUCTION
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
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
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
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.
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.
a. age
b. gender; and
c. grade level.
2. How would online gaming affect the student’s behavior in:
c. in their home
4. What are the significant relationship between impacts of online gaming and the student
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
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
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
This study will highlight The Effects of Online Games to the Behavior of The Junior High
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
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
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.
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