Professional Documents
Culture Documents
CHAPTER 1
The increasing prevalence of digital games and their impact on various aspects of
individuals' lives have raised concerns about their influence on the social behavior of
senior high school students. Understanding the relationship between playing digital
games and social behavior is crucial for educators, parents, and policymakers to address
potential challenges and maximize the benefits of gaming in this age group. Therefore,
the problem statement for this study is "What is the relationship between playing digital
Digital games have become an integral part of senior high school students' lives,
concerns have arisen regarding the potential impact of gaming on students' social
behavior. While games can enhance communication skills and teamwork, excessive
gaming may lead to social isolation and negative influences from violent content.
investigation. Understanding the link between gaming and social behavior will provide
valuable insights for promoting healthy gaming habits and supporting students' social
development.
2
Introduction
In today's digital age, playing digital games has become a popular form of
entertainment and leisure activity among individuals of all age groups, including senior
high school students. Digital games provide immersive and interactive experiences that
allow players to explore virtual worlds, engage in challenging tasks, and interact with
other players in online environments. As the popularity of digital games continues to rise,
it is essential to understand the potential impact they may have on the social behavior of
The relationship between playing digital games and social behavior among senior
high school students is complex and multifaceted. On one hand, digital games can
provide opportunities for social interaction and collaboration, as many games offer
multiplayer modes or online communities where players can connect and engage with
peers who share similar interests. These interactions can enhance communication skills,
among students.
This study aims to explore the relationship between playing digital games and
social behavior among senior high school students. It seeks to investigate the frequency
and duration of digital game playing, examine the effects of gaming on interpersonal
extracurricular activities. Additionally, the study aims to identify potential positive and
1. What is the general profile of the respondents in terms of: age, gender, grade,
section.
2. How does playing digital games affect the social behavior of senior high school
3. What are the potential positive and negative impacts of playing digital games on
Theoretical Framework
This study aims to investigate the relationship between digital games and the
behavior of ACLC Senior High School students. It will examine the potential impacts of
formation and impact of emotional bonds between individuals. It suggests that early
influence their social behavior throughout their lives. Attachment theory highlights the
interactions.
Conceptual Framework
Students Social
Digital Games
Behavior
There is a correlation between digital game playing and students' social behavior.
It proposes that digital game playing can have both positive and negative effects on social
behavior outcomes. Positive effects may include the development of communication and
collaboration skills, increased social connectedness within gaming communities, and the
potential for skill transfer to real-life interactions. Negative effects may involve excessive
The mediating factors help to explain the variability in the correlation between
digital game playing and social behavior. They highlight the importance of individual and
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contextual factors in shaping the impact of digital games on social behavior outcomes.
Understanding these mediating factors can provide insights into how to promote positive
social behavior among students who engage in digital game playing and mitigate any
Null Hypothesis
There is no relationship between playing digital games and the social behavior of
Assumptions
3. ACLC Senior High School students improve time management for gaming
balance.
Parent: The study provides insights for parents and guardians regarding the role of
between gaming habits and social behavior can assist parents in making informed
decisions about their children's gaming activities and promoting healthy gaming habits.
6
Teacher: The study provides teachers with a better understanding of how playing digital
games can influence the social behavior of their students. By being aware of the potential
impact, teachers can adapt their teaching approaches and classroom strategies to address
the social needs and challenges of students who engage in digital gaming.
Student: The study helps students gain a better understanding of how their engagement
with digital games may impact their social behavior. It raises awareness about the
potential positive and negative effects, allowing students to reflect on their gaming habits
Future Research: The study provides a foundation for future researchers to build upon.
It offers insights into the relationship between digital game playing and social behavior
among senior high school students, serving as a starting point for more in-depth and
The scope is the relationship between playing digital games and the social
behavior of senior high school students. It will investigate various aspects such as the
frequency and duration of game playing, types of games preferred, and the impact on
Definition of Terms
Digital games: Interactive electronic games that can be played on various devices such
as computers, gaming consoles, or mobile devices. These games often involve virtual
Social behavior: The actions, interactions, and conduct of individuals within a social
context. It encompasses how individuals relate to and interact with others, including their
Senior high school students: Refers to students who are typically in their final years of
high school education, usually between the ages of 15 and 18 years old. These students
this study, it refers to the social connections, interactions, and associations formed by
Online gaming: Refers to the act of playing digital games over the internet. It involves
information, emotions, and actions between individuals or groups. In the context of this
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study, it pertains to the social exchanges and interactions that occur among senior high
Citation
Bowlby, J. (1969). Attachment. Attachment and loss: Vol. 1. Loss. New York: Basic Books.
9
CHAPTER 2
Review of Related Literature and Studies
A.) Computer
Computer games have become widely popular over the past decade, ranging from
simple text-based games to complex 3D graphics and virtual worlds. These games have
advancements and the internet (Herodotou, 2009). Massively Multi-User Online Games
(MMOGs) provide opportunities for players to interact and form relationships through
avatars. Many gamers spend a significant amount of time in these games, forming
Some researchers argue that gamers who primarily form relationships in gaming
environments may face difficulties in forming relationships in the real world, perceiving
online relationships as safer (Peters and Malesky, 2008). However, other studies suggest
relationships (Stiles, 2010). Personality traits, such as extraversion, have been identified
as strong predictors of motivation for playing online games (Park et al., 2011).
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C.) Gender
Gender studies indicate that MMOGs are generally preferred by male gamers, but
there has been an increase in the number of female gamers in recent years (Jansz and
Martens, 2005; Lenhart et al., 2008). Male gamers tend to make friends within the game
environment, while female gamers are more likely to form relationships in the real world
(Cole and Griffiths, 2007). Gamers' preferences for playing with friends and family
members vary, with some preferring to play games in isolation and others enjoying
playing with their loved ones (Jansz & Martens, 2005; Cole and Griffiths, 2007).
Personal traits play a role in game preferences and social interactions. Shyness
has been associated with the development of better quality online friendships, while
extraversion has been identified as a strong motivation predictor for playing online games
(Sheeks and Birchmeier, 2007; Park et al., 2011). Gamers with high extraversion scores
tend to enjoy games that require social interactions (Fang and Zhu, 2011). Furthermore,
gamers' satisfaction and motivation to spend time in MMOGs can be influenced by their
extraversion and the perceived opportunities for social interaction within the game (Park
et al., 2010).
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Playing video games may increase aggressive behaviors because violent acts are
continually repeated throughout the video game. This method of repetition has long been
Anderson, 2003). Research has also found that, controlling for prior aggression children
who played more violent video games during the beginning of the school year showed
more aggression than other children later in the school year. (Pediatrics, Nov. 2008).
Ahmadi (1998) indicates that an adolescent who plays computer games has a
higher violence and aggression rate than those who does not play computer games. Azad
Fallah et al (2001) in their study investigated the relationship between games and social
skills of
258 male students of first grade of high school. The results showed a significant
relationship between the game-type and presence of others in the game location. In
addition, Payne et al (2000) studied the role of computer games on social isolation, low
self-esteem and violence. The results showed no relationship between playing computer
games and self-esteem in girls, but there was a negative relationship between the two in
boys.
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This study was conducted to assess and find out the impact of on-line gaming on
the academic performance and social behavior of the students in the Polytechnic
answers on the significant relationship between playing on-line games and academic
performance and to social behavior of the students. The study revealed that boys are more
of a player compared to girls who often play games that require three or more players like
League of Legends, Clash of Clans, Crossfire and many more to mention. It is also stated
that those who play online games are around 14-15 years old who are believed to be in
the Grade 8 level. These students who often play games have an average weekly
allowance of 101 pesos to 500pesos. Playing online games do not affect their grades
badly for they know how to limit themselves. They know that they need to control
themselves in order to function well in their class that is why they only play games during
vacation and weekends with a lot of time compared when they have classes. Even though
they play online games; they know how to socialize well and they can perform very well
when it comes to academic performance. However, it is inevitable not to play even for
half an hour especially when they are accustomed to it. Therefore, it is just a matter of
discipline.
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Synthesis
Computer games have transformed into socially interactive platforms, and players
form relationships through avatars. The impact of gaming on social behavior is debated,
with personality traits playing a role. Gender differences exist in gaming preferences and
relationship formation. Personal traits like shyness and extraversion influence game
Research indicates that playing video games, particularly those with violent
content, may contribute to increased aggression. The repetition of violent acts in video
games and the presence of others in game locations can influence social skills and
aggressive behavior. However, the relationship between playing computer games and
The study concluded that online gaming had minimal negative effects on the
academic performance and social behavior of the students in the Polytechnic University
balance their gaming activities with their academic responsibilities, emphasizing the role
Citations
Fang,Z. Zhu, M. (2011). Extraversion and Computer Game Play: Who Plays What
Games? Human Computer Interaction, 659-667.
Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2004). Demographic factors and
playing variables in online gaming. CyberPsychology and Behavior, 7,487– 497.
Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing
video games. New Media and Society, 7, 333-355.
Jeng, S.-P., Teng, C-I. (2008). Personality and motivations for playing online
games.Social Behavior and Personality, 36 (8),1053-1060.
Krotoski, A. (2004). Chicks and joysticks: an exploration of women and gaming. London:
Entertainment and Leisure Software Publishers Association.
Lenhart, A., Kahne, J., Middaugh, E., Macgill, E. R., Evans, C., & Vitak, J. (2008).
Teens, video games, and civics. Washington, DC: Pew Internet; American Life Project.
Park, J., Song, Y., & Teng, C. I. (2011). Exploring the links between personality traits
and motivations to play online games. Cyberpsychology, Behavior, and Social
Networking, 14(12), 747-751.
Sheeks,M., & Birchmeier, Z.(2007). Shyness, sociability, and the use of computer-
mediated communication in relationship development. CyberPsychology and Behavior,
10, 64- 70.
CHAPTER 3
Research Methodology
To explore the relationship between digital games and social behavior among
senior high school students, a mixed-method research approach will be employed. This
approach will involve both quantitative and qualitative methods to gather comprehensive
Research Design
The research design for studying the relationship between digital games and
social behavior of senior high school students will employ a quantitative correlational
research design. This design allows for the examination of the association between digital
game playing and social behavior, providing valuable insights into the nature and
Research Locale
primary research locale for the study. ACLC Commonwealth is a Senior High School
located in Commonwealth Avenue, Quezon City. The institution offers various academic
tracks and programs to cater to the diverse educational needs of its students.
The study will focus on ACLC Senior High School students as the respondents. A
total of 41 students from different grade levels and academic tracks will be included in
the research. The selection of respondents will be based on specific criteria to ensure their
The inclusion criteria for the respondents may include factors such as age 17 and
below to 20 and above, enrollment in ACLC Senior High School, and active engagement
in digital game playing. Both male and female students will be represented to capture a
By focusing on ACLC Senior High School students, the study aims to gain
insights into the relationship between digital games and social behavior within this
specific educational setting. The findings from these respondents will contribute to a
better understanding of how digital game playing influences social behavior among
Research Instrument
The research instrument used for this study is a Google Form questionnaire. The
Google Form questionnaire will be designed to gather data from senior high school
students regarding their digital game playing habits and social behavior.
The Google Form questionnaire will consist of a series of questions that cover
various aspects related to digital game playing and social behavior. The questions will be
multiple choices question, where respondents can select pre-defined response options.
These questions will assess factors such as the frequency and duration of digital game
electronically, and they will be able to provide their responses online. The use of a digital
questionnaire offers convenience and ease of data collection, allowing for efficient data
aims to gather comprehensive data on the relationship between digital games and social
behavior among senior high school students. The data collected will be analyzed to
explore the potential effects of digital game playing on various aspects of social behavior.
For the study on the relationship between digital games and social behavior of
senior high school students the proportion can be calculated as the ratio of the sample
size
In this study, random sampling was employed to select the participants. Random
sampling involves randomly selecting individuals from the target population, giving each
member an equal chance of being included in the sample. This method helps to ensure
that the sample is representative of the larger population and reduces the potential for
bias. Random sampling increases the generalizability of the findings, allowing for
broader conclusions to be drawn about the relationship between digital games and social
Research Procedure
1. Define the research objectives: Clearly outline the specific objectives of the study,
such as examining the relationship between digital games and social behavior
2. Review the literature: Conduct a thorough review of existing literature and studies
related to digital games and social behavior. This step helps to identify relevant
theories, concepts, and previous findings that can guide the research.
relevant questions to assess digital game playing habits and social behavior. In
this case, the research instrument includes questions that can be represented using
a pie graph.
4. Sampling: Randomly select participants from the senior high school student
population using random sampling. Determine the sample size based on statistical
Collect their responses and ensure that the data is accurately recorded.
6. Data analysis: Analyze the collected data using appropriate statistical methods. In
this case, use the responses to create a pie graph that visually represents the
7. Interpretation of results: Interpret the analyzed data and pie graph to draw
the pie graph to understand the relationship between digital games and social
graph in the report to visually present the distribution of responses. Present the
findings in a clear and concise manner, providing explanations and insights based
behavior among senior high school students who engage in digital game playing.
Consider any limitations of the study and suggest areas for further research.
digital game playing and social behavior among senior high school students. It provides
insights into whether an increase or decrease in digital game playing is related to changes
in social
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behavior outcomes. The correlation coefficient can help determine the magnitude and
By utilizing data visualization (pie graph) and conducting correlation analysis, the
game playing and social behavior among senior high school students. The data
relationship. These analyses together contribute to a more robust interpretation of the data
CHAPTER 4
Based on the graphical data, the majority of the respondents, accounting for
43.9% (18), were aged 17 years old and below, which represents the highest percentage.
The second highest percentage, 39%, was observed among respondents aged 18 years
respondents (4 participants), was aged 20 years old and above. The age group of 19 years
old had a percentage of 7.3%, with 3 respondents falling within this category.
22
Pie Graph 2
GENDER
53.7% (22), identified as female. Conversely, 43.9% (18) of the respondents identified as
male,
Pie Graph 3
Grade Level
According to the pie graph, the data reveals that the highest percentage,
Pie Graph 4
Section
The data indicates that the majority of the respondents, comprising (28) 68.3%,
belong to the ICT track, whereas (13) 31.7% are from the ABM track.
Pie Graph 5
The data reveals that the majority of the respondents, accounting for (31) 75.6%,
allocate 1-2 hours to play digital games. 12.2% (5) of the respondents spend 30 minutes
to 1 hour, while 9.8% (4) spend 3-4 hours. Lastly, 2.4% (1) of the respondents dedicate
Pie Graph 6
According to the graph, the most popular genre among the respondents is MOBA,
comprising 51.2% (21) of the participants. Following closely behind is the first-person
shooter (FPS) genre, accounting for 24.4% (10) of the respondents. Role-playing games
(RPGs) were played by 12.2% (5) of the participants. The genres with the lowest
percentage of players are fighting and sports, each with 2.4% (1) of the respondents.
Pie Graph 7
According to the data, the majority, or 73.2%, (30) of the respondents prefer to
play games with others, while 26.8% (11) prefer to play alone.
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Pie Graph 8
According to the data, the majority, or 92.7%, (38) of the respondents prefer to
play online multiplayer games, while (3) 7.3% prefer to play offline single-player games.
Pie Graph 9
According to the pie graph 80.5% (33) of the respondents are moderate players.
14.6% (6) of the respondents were casual players and 4.9% (2) of the respondents were
avid players
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Pie Graph 10
The data indicates that the majority of the respondents, comprising (32) 78%,
have a favorable interpersonal relationship. 14.6% (6) of the respondents have an average
interpersonal relationship, while (2) 4.9% have an exceptional interpersonal relationship.
Conversely, 2.4% (1) of the respondents exhibit a poor interpersonal relationship.
Pie Graph 11
According to the data, the majority of the respondents, accounting for (33) 80.5%,
acknowledge that playing digital games has an impact on their interpersonal relationship
with friends and peers. 12.2% (5) of the respondents remained neutral on this matter,
while
(2) 4.9% strongly agreed. Conversely, 2.4% (1) of the respondents disagreed with the
influence of digital games on their interpersonal relationships.
27
Pie Graph 12
87.8%, reported that they have observed improvements in their communication skills as a
result of playing digital games. Conversely, 12.2% (5) of the respondents stated that they
did not notice any changes in their communication skills through the help of playing
digital games.
Pie Graph 13
According to the data, the majority of the respondents, accounting for (30) 73.2%,
do not participate in any extracurricular activities outside of school. On the other hand,
26.8% (11) of the respondents are engaged in extracurricular activities outside of their
academic responsibilities.
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Pie Graph 14
Based on the data, the majority of the respondents, comprising (30) 73.2%,
reported experiencing a positive impact. Conversely ,(6) 14.6% stated that they did not
observe any impact, while (5) 12.2% expressed that they had a negative impact as a result
Pie Graph 15
According to the data, the majority of the respondents, accounting for (17) 41.5%,
interaction with fellow gamers. On the other hand, 17.1% (7) of the respondents indicated
Pie Graph 16
Based on the data, the majority of the respondents, comprising (26) 63.4%,
respondents indicated poor time management skills, while (3) 7.3% reported no negative
impacts. In contrast, 2.4% (1) of the respondents stated a decrease in face-to-face social
interactions.
Pie Graph 17
According to the data, the majority of respondents, accounting for (30) 73.2%,
believe that the benefits of playing digital games outweigh the negative impacts.
Table 18
CHAPTER 5
Summary of Findings, Conclusion, and Recommendation
Summary of Findings
This study was focus on investigating the relationship between Playing Digital Games
and Social Behavior of Senior High School Students. It also aim to answer the following
questions.
A. Gender
B. Age
C. Grade
D. Section
2. How does playing digital games affect the social behavior of senior high school
3. What are the potential positive and negative impacts of playing digital games on
4. The research design and method are Quantitative Research. The total respondents
that will be use were 41, Grade 11 TVL-ICT and ABM and Grade 12 TVL-ICT
and ABM from ACLC commonwealth, simple random sampling, the research
Likert Scale Questions. The findings showed the majority of the respondents were
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female aging 17 years old below. The data collected answered the statement of the
5. For the first statement of the problem “What is the general profile of the
respondents in terms of age, gender, strand?” most of the students were female
aging 17 years old and below and their strand is ICT grade 11.
6. Second statement of the problem “How does playing digital games affect the
gave positive influenced to their interpersonal relationships with friend and peers.
skill by playing digital games. In terms of social interaction patterns none and
games.
7. Lastly statement of the problem “What are the potential positive and negative
impacts of playing digital games on the social behavior of senior high school
students?” Based on the data collected in chapter 4 the positive impact that found
is playing digital games helps them enhance their problem solving abilities and
increased social interaction with fellow gamers. While the negative impacts that
Conclusion
2. Frequency and duration of digital game playing: The majority of senior high
school students in this study reported spending 1-2 hours playing digital games.
This suggests that digital game playing is a common leisure activity among this
population.
respondents preferred to play digital games with others rather than alone. This
indicates that digital games provide opportunities for social interaction and
may not have a significant negative impact on their relationships with friends and
negative impacts, highlighting the need for further exploration of this aspect.
suggests that digital games can enhance verbal and non-verbal communication
digital
34
7. Positive and negative impacts: The majority of respondents perceived the positive
impacts of playing digital games to outweigh the negative ones. However, a small
percentage did report experiencing negative impacts, indicating the need for a
Recommendation
Parents: Set clear rules and boundaries regarding the time spent on digital games.
Encourage a balanced approach where students allocate sufficient time for academics,
physical activities, socializing, and other hobbies. Discuss these guidelines openly with
your child and ensure they understand the reasoning behind them.
Students: Develop good time management skills to balance your digital game
playing with other important activities such as academics, physical exercise, socializing,
and pursuing other hobbies. Set limits on the amount of time you spend playing games
School: Develop school rules or policies that outline appropriate and responsible
use of digital games. Specify the permitted times, locations, and devices for playing
games within the school premises. Emphasize the importance of balancing game time
interactions and promote social bonding. Encourage meetups, outings, and group
activities that allow for personal interactions and strengthen friendships outside of the
Bibliography
Bowlby, J. (1969). Attachment. Attachment and loss: Vol. 1. Loss. New York: Basic
Books.
Fang,Z. Zhu, M. (2011). Extraversion and Computer Game Play: Who Plays What
Games? Human Computer Interaction, 659-667.
Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2004). Demographic factors and
playing variables in online gaming. CyberPsychology and Behavior, 7,487– 497.
Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing
video games. New Media and Society, 7, 333-355.
Jeng, S.-P., Teng, C-I. (2008). Personality and motivations for playing online
games.Social Behavior and Personality, 36 (8),1053-1060.
Krotoski, A. (2004). Chicks and joysticks: an exploration of women and gaming. London:
Entertainment and Leisure Software Publishers Association.
Lenhart, A., Kahne, J., Middaugh, E., Macgill, E. R., Evans, C., & Vitak, J. (2008).
Teens, video games, and civics. Washington, DC: Pew Internet; American Life Project.
Park, J., Song, Y., & Teng, C. I. (2011). Exploring the links between personality traits
and motivations to play online games. Cyberpsychology, Behavior, and Social
Networking, 14(12), 747-751.
36
Sheeks,M., & Birchmeier, Z.(2007). Shyness, sociability, and the use of computer-
mediated communication in relationship development. CyberPsychology and Behavior,
10, 64- 70.
Teng, C. I. (2008). Personality differences between online game players and nonplayers
in a student sample. CyberPsychology & Behavior, 11(2), 232-234.
Appendices
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Appendix C
Resume
Gender : Male
Nationality : Filipino
Religion : Catholic
Civil : Single
EDUCATIONAL BACKGROUND:
Secondary : AMA Computer Learning Center
Commonwealth Technical-Vocational-Livelihood
2021-2023
Scanning
43
Email: janaquilato@gmail.com
PERSONAL INFORMATION:
Gender : Male
Nationality : Filipino
EDUCATIONAL BACKGROUND:
Commonwealth (Technical-Vocational-
Livelihood Information and Communications
Technology) 2021-2023
Gender : Male
Nationality : Filipino
EDUCATIONAL BACKGROUND:
Commonwealth (Technical-Vocational-
Livelihood Information and Communications
Technology) 2021-2023
Skill: Encoding