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The negative effects of online games to ICNHS Grade 10 students

In partial fulfillment of the requirement in


English 10

Presented by :
Ali, Aleah
Batalo, Adnan
Batulan, Kersie Braice
Dimakuta, Abdul
Escarilla, Vaughn

Presented to :
CHAPTER 1

INTRODUCTION
Online games are the most common and popular games to entertain the modern
societies. In this generation, many people especially the teenagers were addicted to the online
games.The excitements of the online games makes the teenagers eagerly wants to take higher
level of the game were they completely forgot their other activities in their everyday life.
Moreover,online games can affects our everyday routine in life. Through addiction of the
online games we forgot to take responsibility of being a students. Students tend to forgot our
responsiblity in school to the point you're willing to risk your grades just to finish and take
another level of the game. Being challenge in the game makes them want to take another
level and losing in the game make them anxious.

Online games can also cause damage in the eyes or other health problems. It also a
waste of time focusing in the online games or it will lead them to steal money
(Embezzlement) to fulfil their desire to play online games. The online computer game
industry has flourished to become the world's largest entertainment, students playing with
electronic games for long time without thinking about negative effects especially on their
classroom performance. Karzan (2017), state that playing online games has a big impact of
everyday student's performance. Although the technology today was a big help for society
but it was abused by the teenagers including students. They do cutting classes because of
addiction on the online games. Sometimes they don't attend classes even if there's important
to do on that particular subject instead they go to the computer shop and play their favorite
online game. Technology has a big impact in our society. It helps people to work in an easier
ways and it makes us to be literate person.Technology like gadgets, mobile phones, computer
desktop, and etc. has it own advantages and disadvantages.

Most games now have an online element to them; allowing users to take part inl
eader boards, join group games or chat to others. Internet connectivity in a game adds a new
opportunity for gamers as it allows players to find and play against, or with, other players.
These may be their friends or family members or even other users in the game from around
the world (in a multiplayer game).

We know that parents and carers do have questions and concerns about games,
often about the type of games their child plays, who they may be speaking to and for how
much time their child is playing. This leaflet provides an introduction to online gaming and
advice for parents specifically related to gaming.
Statement of the Problem

This study aims to know the negative effects of online games in the students performance in
grade 10 students and how they will be going to manage it will well.

1.What are the demographic profiles of the respondents in the term of:

1.1 Name (Optional)

1.2 Age

1.3 Sex

2 What are the negative effects of the online games to the Grade 10.
Students?

3. How does online games affects the performance of Grade 10 students?

Significance of the Study

The findings which this study may benefit certain people, groups, and the benefits they
may be able to gain our as follows:

Community. They will be able to benefit this study in order for them to be aware whatare the
happenings in our society.

Parents.They will be able to benefit this study so that they know how's their children
performance task in school and be aware that parents should limit their children playonline
games.

Student. They will be able to benefit the information that indicates on this study can give
awareness to the students who are addicted to the online games in this will served bases if
they will continue to do online games are not.

Teachers. They will be able to benefit this study so that they will know wat are the possible
causes of their students that can affect their classroom performance

Future Researcher / The Researcher. They will be able to benefit this study will be the
good lesson,specially the researcher itself.They know already the negative effects,if they will
go to deep research about this study will gain more knowledge,ideas and lesson awareness.

Scope and limitation of the Study

This research paper will only cover the negative effects of online games on their
classroom performance. The sample respondents will be selected from the population of
iligan City National High School in Brgy Mahayahay, particularly in the Grade 10 Jenior
High School. The researcher will conduct a survey questionnaires regarding on the negative
effects of online games and with it the researches will determine their response to the
students of the school. This study conducted within the grades if lligan City National High
School Gen. wood st,. corner Roxas Avenue, Brgy. Mahayahay, lligan City Philippines,
intended only for the students of the school.

Definition of Terms

Addiction - the need or strong desire to do or (o have for something, or a very strong liking
for something. ( MD Griffiths, 2015 ) In this study addiction means being addict of students
to online games.

Effects – something that is produced by an agency or causes; result; consequence.(Helstom.


2015) In this study effects means which is a result of an action or other cause.

Negative – consists in or characterized by the absence rather than the presence of


distinguishing features.(Bresee,2017) In this study the meaning of negative is statement that
expresses denial, disagreement, or refusal.

Online games - Is a video game that is played through the internet or any computer network
available.(Hameedah,2017) In this study online games means a games that students addicted
on online games.

Students - a person formally engaged in learning, especially one enrolled in a school or


college. ( McVitty D. 2015 ) In this study students means the person who are means addicted
on online games.

Technology - a manner of accomplishing a task especially using technical processes,


methods, or knowledge.(THIERER,2014) In this study technology means machinery and
equipment developed from the application of scientific knowledge.

Enthusiastic - having or showing intense and eager enjoyment, interest, or approval (Leroy,
2015) In this study enthusiastic means something. you show how much you like or enjoy it
by the way that you behave and talk.

Gravitational - relating to movement toward a center of gravity (LonelDinu, 2014) In this


study gravitational means the force that attracts all objects towards one another.

Cyberbullying - the use of electronic communication to bully a person, typically by sending


messages of an intimidating or threatening nature. (Menisini, 2014) In this stud cyberbullying
means bullyıing that takes place over digital devices like cell phones, computers, and tablets

Griefing - is the term given to any act in which a player sabotages or interferes with another
player’s gameplay, steals their virtual belongings (aka greed play), deliberately irritates other
players or verbally harasses others during in-game chats.

Inadequate sleep hygiene - is a form of insomnia  caused by poor sleeping habits


that disrupt consistent healthy sleep.
Chapter II

REVIEW OF THE RELATED LITERATURE AND STUDIES


This chapter presents the review of related literature that gives background
readings in the treatment of the study. Concepts and ideas gained from these reading have
opened awareness of understanding the interaction of variable that have led to the solution of
problem in this study. Computer games influence is growing continuingly as research shows
that the age of children playing games continue to be younger and internet usage among
children becomes more popular. Moreover, the internet access has become widespread since
1990s, which impacted people's working, socializing and behaviors ( Dindar & Akbulut,
2014 ).

According to the article of Chen Chou, Linda Condron, Jhon C. Belland the
research explores the social effects of internet addiction. There are four major sections. The
introduction section overviews the field and introduces definitions, terminology, and
decreased cyberbullying, increased rates of reporting and how cyberbullying may change
social media etiquette. (Watts, 2017). New technologies are changing several aspects of
everyday life, and the speed with which they are implemented and integrated makes
technology - related impacts an area of particular scientific interest. Numerous studies have
shown that new technologies can have very important therapeutic, rehabilitation, educational,
and recreational implications (Costa,2017) but other research has indicated that excessive use
of technological devices can be risky, especially for some age groups, such as adolescents
(Eleuteri, 2017).

In fact, younger generations are increasingly using mobile phones, social media,
gaming, and the Internet (Allen, 2014) and without adequate regulation skills the availability
and portability of new devices can make an over - use more likely, possibly with the end
result of developing a form of technological addiction (Billieux,2017).

Online games can negatively affect the brain, memory, and vision. They can
cause stress, anxiety, and even isolation if the addiction gets severe enough. Video games can
even kill brain cells and interrupt a person's sleep. Long-term sleep deprivation causes
drowsiness, difficulty concentrating, and depression of the immune system. Someone who
spends hours at a computer is obviously not getting any meaningful exercise, so computer
addiction can indirectly lead to poor overall physical condition and even obesity. (Chen,
2014)

Computer games' influence is growing continuingly as research shows that the


age of children playing games continue to be younger and internet usage among children
becomes more popular. Moreover, the internet access has become widespread since 1990s,
Which impacted people's working, socializing and behaviors (Dindar and Akbulut,
2014).Online games have both positive and negative effects on people, especially students.
One of the negatives is this. Many cases among students are addiction. And this addiction
may lead to worse problems. The students might steal money. (Dindar and Akbulut,2014).

Cyberbulling
Cyberbullying is bullying that takes place over digital devices like cell phones,
computers, and tablets. Cyberbullying can occur through SMS, Text, and apps, or online in
social media, forums, or gaming where people can view, participate in, or share content.
Cyberbullying includes sending, posting, or sharing negative, harmful, false, or mean content
about someone else. It can include sharing personal or private information about someone
else causing embarrassment or humiliation. Some cyberbullying crosses the line into
unlawful or criminal behavior.

Cyberbullying is also taking charge in online games through online games people is
also being victims of in-game cyberbullying have reported verbal harassment in game lobbies
and in-game chats, as well as having their gameplay experience targeted. The perpetrators of
this negative behaviour are often referred to as griefers. Bullies use online games to target
others because online multiplayer games will often have hundreds, even thousands, of
concurrent users. Within this type of environment, among a collection of distant strangers,
it’s relatively easy for players to feel a sense of anonymity. Unfortunately, this sense of
anonymity can be perceived by a minority as the perfect smokescreen for deviant behaviour.
With the belief that they have carte blanche to behave disruptively and anarchically, these
players do not appreciate that the consequences of their actions or comments in the virtual
space ‘matter’ as much as they do in the real world – allowing them to ‘act up’ in a way they
may choose to consciously avoid in real life (IRL).

(Cyberbullying Research Centre) has noted a correlation between gaming genre


and the level of bullying that occurs. In the study, MOBAs such as League of Legends were
more likely to foster cyberbullying. However, the researchers also acknowledged that other
related factors may play a part: e.g. more time spent playing a game will inevitably expose a
player to an increased risk of encountering negative behaviour. Personality and social
influences may also factor into the desire to bully others.

Cyberbullying can happen to anyone in the gaming community, regardless of age.


According to a 2017 study by non-partisan think tank the Pew Research Centre, 40% of
American adults have experienced some form of online harassment. However, although
cyberbullying does affect all age groups, it is generally children who are most susceptible to
its insidious effects. This literature review was created to raise awareness of this continuing
trend of cyberbullying among children, student or anyone.

Inadequate sleep hygiene 

Inadequate sleep hygiene entails the behaviors, practices, rituals, and habits that


result in sleep onset or maintenance difficulties and unrefreshing sleep. It is prevalent across
all age groups from young children to the elderly. Consensus statements have been published
by the American Academy of Sleep Medicine and Centers for Disease Control regarding
recommended duration of sleep for both the pediatric and adult populations.
Poor sleep hygiene exacerbates psychiatric and neurologic disorders. Increased
electronic device use before bedtime, particularly in young adults, is associated with poor
sleep quality and academic performance. Recognizing, counseling, and using therapeutic
strategies can increase sleep quantity and improve sleep quality and daytime functioning. 

Avid gamers are no strangers to pulling all-nighters to grind out their favourite
games. But this fun rebellious act of hedonism can have hugely detrimental effects on an
individuals sleep. Video game addicts are mainly the ones at risk of decreased sleep quality.
However, even casual gamers can suffer some of the effects that late-night gaming sessions
cause. In this article, we are going to run through some of the main sleep problems caused by
video game addiction.

Sleep deprivation may result from increased screen time . Delayed bedtimes and late
waking times may exacerbate rhythm desynchronization and have a negative effect on
academic performance. Psychological stimulation (i.e., an elevated mood caused by social
media use) , light-emitting screens ,and decreased sleep duration are all possible causes of
disturbed sleep. Players from various time zones frequently participate in multiplayer games.
As a result, some gamers may delay logging off or may wake up during the night to continue
gaming , resulting in inconsistent or chaotic sleep–wake patterns and sleep deprivation.
Furthermore, online gaming is associated with increased sleep latency and decreased total
rapid eye movement sleep.

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