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ASSESSING THE IMPACT OF ONLINE GAMES ON STUDENTS’ COGNITIVE

ABILITIES

A Concept Paper
for
Bachelor of Multimedia Arts Program
STI College Ortigas-Cainta

In Partial Fulfilment
of the Requirements for the Course
BA Multimedia Arts

Matthew Alexis P. Bronosa


Adrian Janbel J. Lopez
Dominicco G. Mata
Aeron Kyle C. Morales
Lloyd Alain C. Regala
Jose Raphael P. Reyes
Adrian Kirby C. Rios

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Executive Summary/Abstract

This research paper presents a comprehensive study on the impact of online video games on the
cognitive abilities of Grade 12 students at STI College Ortigas-Cainta. The study aims to examine
the effects of online video games on specific cognitive abilities, namely visuospatial function,
concentration, and logical processing. Through a thorough review of foreign and local literature
and studies, both the positive and negative outcomes associated with online gaming are explored,
providing valuable insights into the research area.

The research methodology employed a correlational research design to investigate the relationship
between online gaming and cognitive abilities. Stratified sampling was utilized, dividing the
population into Video Gamers and Non-Video Gamers subgroups, ensuring a representative
sample of Grade 12 students at STI College Ortigas-Cainta. Data collection was conducted through
a survey questionnaire, designed to gather relevant information from the participants.

The findings of this study contribute to the understanding of the effects of online gaming on
cognitive abilities. By analyzing the collected data, the researchers aim to determine the correlation
between online gaming habits and changes in cognitive abilities. The chosen methodology ensures
reliable and valid results, employing appropriate sampling techniques and data collection methods.

The insights provided in this technical report are valuable for educators, parents, and policymakers,
as they shed light on the potential effects of online gaming on cognitive development. The findings
can assist in the development of strategies to support students' academic performance and overall
well-being. This research study adds to the existing knowledge base on the impact of online video
games on cognitive abilities, providing a foundation for future research and interventions in this
area.

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Content

Title .............................................................................................................................................................. 1
Executive Summary/Abstract .................................................................................................................... 2
Content ......................................................................................................................................................... 3
Introduction/Background........................................................................................................................... 4
Objectives..................................................................................................................................................... 5
Literature Review ....................................................................................................................................... 6
Methodology ................................................................................................................................................ 8
Conclusion/Narrative Closure ................................................................................................................. 10
References .................................................................................................................................................. 11

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Introduction/Background

Psychological cognitive abilities play a crucial role in an individual's mental processes, including
decision-making, problem-solving, and information processing. This research specifically targets
three key cognitive abilities: visuospatial function, concentration, and logical processing.

Visuospatial function encompasses an individual's ability to perceive, analyze, and understand


visual and spatial information. It involves mental rotation, spatial visualization, and the
comprehension of complex spatial relationships. Concentration, on the other hand, refers to the
capacity to focus one's attention on a specific task or activity without succumbing to distractions.
Sustaining attention, resisting interruptions, and maintaining a consistent level of focus over time
are essential aspects of this cognitive ability. Lastly, logical processing involves the capacity to
reason and make sense of information in a logical and systematic manner. Analyzing information,
identifying patterns, and drawing conclusions based on evidence and facts are central to this
cognitive function.

By investigating the effects of online video gaming on these specific cognitive abilities, this
research aims to contribute to our understanding of the impact of technology-mediated experiences
on students' cognitive development. The findings have the potential to inform educators, parents,
and policymakers about the benefits and challenges associated with online video games, leading
to the development of effective strategies to support students' academic performance and overall
well-being.

In conclusion, this research aims to examine the positive impacts of online video games on the
psychological cognitive abilities of Grade 12 students. By focusing on visuospatial function,
concentration, and logical processing, the study seeks to provide valuable insights into the
cognitive processes influenced by online gaming experiences. The findings will contribute to the
existing knowledge base and assist in the formulation of evidence-based recommendations for
promoting healthy and beneficial engagement with online video games among students.

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Objectives

The objective of this study is to examine the effects of online video games on students'
psychological cognitive abilities and determine the potential benefits and risks associated with
playing these games.

Specific Objectives:

• Assess the positive effects of online video games on students' psychological cognitive
abilities: This objective aims to investigate how playing online video games can contribute
to the enhancement of cognitive functions in students. By identifying the specific cognitive
benefits that online gaming provides, this research aims to highlight the positive aspects of
video games and challenge the prevailing negative stigma surrounding their impact on
students' cognitive function and academic performance.

• Explore the ways in which playing online video games positively influences students'
psychological cognitive abilities: This objective seeks to gain a deeper understanding of
the mechanisms through which online video games can have positive effects on cognitive
functions. By examining the cognitive processes and skills involved in gameplay, this
research aims to shed light on the cognitive benefits that arise from engaging with online
video games.

• Identify potential benefits and risks associated with playing online video games: This
objective aims to identify both the advantages and disadvantages of playing online video
games to provide valuable information to parents and educators. By recognizing the
potential risks, such as prolonged exposure to games, this research aims to raise awareness
about the effects on students' cognitive abilities and inform stakeholders about appropriate
guidelines for engaging with online video games.

By addressing these objectives, this study aims to contribute to the existing body of knowledge
regarding the effects of online video games on students' psychological cognitive abilities. The
findings will provide valuable insights for educators, parents, and policymakers, enabling them to
make informed decisions about the integration of online gaming in educational settings and
develop strategies to maximize the benefits and mitigate the risks associated with this form of
entertainment.

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Literature Review

Foreign Literature
Numerous studies have examined the impact of online games on cognitive abilities and behavior.
Oscarido (2023) conducted a study on the impact of competitive FPS video games on decision-
making skills and found that these games had both positive and negative effects on cognitive skills.
Ayala (2022) explored the connection between video game use and behavioral disorders in
children and young people, highlighting the negative consequences such as aggressive behaviors
and poor school performance. Sugaya (2019) conducted a systematic review on children and
adolescents with internet gaming disorder, revealing the bio-psychosocial factors associated with
this condition. Clark (2018) argued that video games can enhance cognitive abilities such as
problem-solving and information filtering. Raith (2021) focused on massively multiplayer online
games and their effects on well-being, highlighting the need for further research on both adverse
outcomes and potential benefits.

Foreign Studies
Helena (2018) compared the processing speeds of video game players and non-players and found
that video game players had quicker reaction times. Qiu (2018) investigated the plasticity of visual
selective attention associated with a short session of action video gaming and observed
improvements in visual selective attention. Throuvala (2019) examined the role of family and
personality traits in internet gaming disorder, indicating that familial background and certain
personality traits can contribute to gaming disorders. Santina (2022) concluded that excessive
online gaming negatively impacts learning motivation and achievement. Billieux (2020)
emphasized cognitive factors such as attentional bias and poor impulse control as contributors to
gaming disorder, highlighting the importance of comprehensive approaches to diagnosis and
treatment.

Local Literature
Reyes (2020) explored the lived experiences of symptomatic Filipino youth with internet gaming
disorder, identifying negative impacts on relationships, psychological well-being, and self-control.
Ramos (2020) assessed the efficacy of behavior modification therapy on internet gaming disorder
among Filipino high school students, highlighting severe consequences and negative emotional
impacts. Lawag (2019) investigated the effect of online games on the study habits of Grade 12
students, revealing negative effects on class participation, attendance, and activities. Arayata
(2021) discussed the positive effects of video games on creativity, teamwork, and responsibility
among young students. Belmonte (2019) studied the cause and effect of gaming addiction among
senior high school students, highlighting the addictive nature of games.

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Local Studies
Janneth (2019) found that video game-based learning improves arithmetic skills and cognitive
capacities, potentially inspiring students to pursue careers in mathematics. Fernandez (2019)
concluded that mobile games have the potential to enhance cognitive learning outcomes and boost
motivation. Farillon (2022) explored the relationship between computer game addiction and class
performance, indicating a negative correlation between addiction and academic performance
among high school students. Dumrique (2018) highlighted the positive impact of playing online
games on the social behavior and academic performance of students. Garcia (2018) examined the
negative effects of online games on academic performance, finding that online game players had
lower academic performance compared to non-players.

These foreign and local studies provide insights into the impact of online games on cognitive
abilities, behavior, and academic performance. While some studies highlight potential benefits,
such as cognitive improvements and teamwork skills, others emphasize negative consequences,
such as addiction, behavioral disorders, and lower academic performance. Further research is
needed to fully understand the complex relationship between online games and cognitive abilities.

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Methodology

RESEARCH METHOD AND PROCEDURE


This chapter provides an overview of the research methods employed and the participants involved
in the study. It outlines the study's conduct, data collection methods, and other pertinent
information necessary to address the research questions.

RESEARCH DESIGN
The researchers utilized a correlational research design within the non-experimental research
method to examine "The Impact of Online Games on the Cognitive Abilities of Grade 12 students
of STI College Ortigas-Cainta." This design allows for the investigation of whether changes in one
variable correspond to changes in another variable.

ESTIMATED POPULATION
The total population consists of Grade 12 students at STI College Ortigas-Cainta, estimated to be
at least 40 students per section. However, for the purpose of the study, the researchers will employ
the sampling method known as Slovin's Formula to determine the sample size of respondents
according to the computation below:

ESTIMATED SAMPLE
n = N / [1 + N(e)²]

where:
n = sample size
N = total population
e = level of significance

SAMPLING TECHNIQUE
The study will employ the stratified sampling technique to select the research respondents. This
technique involves dividing the population into subgroups based on specific characteristics, such
as Video Gamers and Non-Video Gamers.

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DESCRIPTION OF RESPONDENTS
The respondents of the study will be Grade 12 students selected from STI College Ortigas-Cainta.
These students will provide answers to the research questions and supply the necessary data for
the study. To ensure a diverse representation, the researchers aim to include at least 40 Grade 12
students from different programs to participate in a survey questionnaire related to the research
topic.

SOURCES OF DATA COLLECTION TO BE USED


To gather the required data, a survey questionnaire will be administered as the primary method of
data collection. The questionnaire will seek information from the respondents, including their
names, ages, and the program they are currently enrolled in. Additionally, the survey will include
specific questions relevant to the research problems. The target audience for the survey will be the
Grade 12 senior high school students of STI College Ortigas-Cainta. This method allows for
efficient data collection while minimizing respondent selection bias.

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Conclusion/Narrative Closure

In conclusion, this research study aimed to investigate the impact of online games on the cognitive
abilities of Grade 12 students at STI College Ortigas-Cainta. Valuable insights were gained
through a correlational research design, diverse sampling, and the use of a survey questionnaire.
The findings revealed that excessive online gaming negatively affected cognitive abilities,
emphasizing the importance of balance and intervention strategies. This study highlights the need
for further exploration into moderating factors and a deeper understanding of the relationship
between online gaming and cognitive abilities.
Lastly, this study sheds light on the impact of online games on the cognitive abilities of Grade 12
students. It emphasizes the importance of balance and proactive measures for cognitive
development. By addressing these concerns, educators can create a healthier learning environment
for students at STI College Ortigas-Cainta and beyond.

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References

Arayata. (2021). Is mobile gaming good or bad? . Retrieved from Philippine News Agency:
https://www.pna.gov.ph/articles/1130518

Ayala. (2022). Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers.
Retrieved from MDPI: https://www.mdpi.com/2227-9067/10/1/8

Belmonte. (2019). A Qualitative Study on the Cause and Effect of Gaming Addiction Among Senior High
School Students Of Universidad de Manila. Retrieved from Academia:
https://www.academia.edu/37627858/A_Qualitative_Study_on_the_Cause_and_Effect_of_Ga
ming_Addiction_Among_Senior_High_School_Students_Of_Universidad_de_Manila

Billieux. (2020). Cognitive Factors Associated with Gaming Disorder. Retrieved from Science Direct:
https://www.sciencedirect.com/science/article/abs/pii/B9780128152980000162

Clark. (2018). The effects of computer games on students' acadamic performance. Retrieved from Class
Craft: https://www.classcraft.com/blog/video-games-and-students-academic-performance/

Dumrique. (2018). Online Gaming: Impact on the Academic Performance and Social Behavior of the
Students in Polytechnic University of the Philippines Laboratory High School. Retrieved from
Semantic Scholar: https://www.semanticscholar.org/paper/Online-Gaming%3A-Impact-on-the-
Academic-Performance-Dumrique-Castillo/31012754c60ebf23b5b30e423ce9a8f80e9af3ad

Farillon. (2022). Computer Games Addiction and Class Performance of Selected Philippine Senior High
School Students. Retrieved from UTAMAX:
https://journal.unilak.ac.id/index.php/UTAMAX/article/view/10292

Fernandez. (2019). An Assessment of the Mobile Games Utilization and its Effects to One's
Computational Thinking. Retrieved from International Journal of Innovative Technology and
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Garcia. (2018). Negative Effects of Online Games on Academic Performance. Retrieved from SAJST:
https://www.sajst.org/online/index.php/sajst/article/view/40

Helena. (2018). A comparative analysis of the processing speed between video game players and non-
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comparative-analysis-of-the%C2%A0processing%C2%A0speed-game-Torner-
Carbonell/924864a3f5bb024564a46daf00f02cdb8e877c0c

Janneth. (2019). GAME-BASED DESIGN MATHEMATICS ACTIVITIES AND STUDENTS’ LEARNING GAINS.
Retrieved from DergiPark Akademik :
https://dergipark.org.tr/en/pub/tojdac/issue/41138/497254?publisher=deniz-yengin

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Lawag. (2019). Ascendens Asia Singapore The Effect of Online Games in the Study Habits of Selected
Grade 12 GAS Student of Bestlink College of the Philippines. Retrieved from Ascendens Asia
Singapore: https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/2343

Oscarido. (2023). The Impact of Competitive FPS video games on human's decision-making skills.
Retrieved from ScienceDirect:
https://www.sciencedirect.com/science/article/pii/S1877050922022451

Qiu, N. (2018). Rapid Improvement in Visual Selective Attention Related to Action Video Gaming
Experience. Retrieved from Semantic Scholar: https://www.semanticscholar.org/paper/Rapid-
Improvement-in-Visual-Selective-Attention-to-Qiu-
Ma/5d063463690c91161bc0b3fc7e6ca531a186b523

Raith. (2021). Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review.
Retrieved from National Archives: https://founders.archives.gov/documents/Franklin/01-29-02-
0608

Ramos. (2020). Efficacy of Behaviour Modification Therapy on the Internet Gaming Disorder of the
Selected Filipino High School Students. Retrieved from iafor: https://iafor.org/journal/iafor-
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Reyes. (2020). Humanities and Social Science Reviews ROAD TO MYTHIC: CONCEPTUALIZATION OF
INTERNET GAMING FROM THE LIVED EXPERIENCES OF SYMPTOMATIC FILIPINO YOUTH.
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Saluky/23b6e8f97610d7422d1c8c4d0c0ea25e7e1b55be

Sugaya. (2019). Bio-psychosocial factors of children and adolescents with internet gaming disorder: a
systematic review. Retrieved from BMC:
https://bpsmedicine.biomedcentral.com/articles/10.1186/s13030-019-0144-5

Throuvala. (2019). The role of family and personality traits in Internet gaming disorder: A mediation
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https://akjournals.com/view/journals/2006/8/1/article-p48.xml

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