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Chapter I

THE PROBLEM AND IT’S BACKGROUND

Online game refers to games that are played over some form

of computer network, most often the internet. Online games can

range from simple text-based games to games incorporating

complex graphics and virtual worlds populated by many players

simultaneously. Also internet games are games that are normally

platform independent. Addiction is a condition that results when a

person ingests a substance or engages in an activity that can be

pleasurable but the continued use/act of which becomes compulsive

and interferes with ordinary life responsibilities, such as study and

work.

Internet as a source of information plays an important role in

developing one’s mind and life experiences by creating productive

works in school, offices, and even at home. Nowadays, this can be a

person’s most efficient strategic tool for enabling himself to take

charge and cope with the fast growing technology.


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The fact that people live in on informative lifestyle where

everything is updated, internet became one of the necessities of

human beings regardless of age or sex in today’s society. However,

the influence of this useful machine on youth is undeniably

questionable. As to what Rock said, all these technologies are very

good at distracting people. In line with this development, online

gaming was created to give entertainment to people.

Online gaming is one of the widely used leisure activities by

many people. For some people it is said that playing video games

has a number of reasons to be played, for it can be a stress reliever,

challenge and competition, relaxation, enjoyment, social interaction,

and even mentally escaping from the real world.

For most people, online gaming is one of the best past time

that they acquire specially for teenagers, youngster and students.

According to (Kuss and Griffiths), teens who play online games

are just having fun. They do not just actually play because of some

sort of seriousness, but also because they just want to feel relief.
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During school hours, students tend to feel stressed due to loads of

school works and through playing it will relive their stress.

It is undeniably questionable that playing online games

provide them something that no one can give. According to some

researches it is beneficial. It enables the mind of the players to be

more active, especially those puzzle-based games. Furthermore, it

helps the player to come up with decisions in tight situations,

especially those adventure games that keep the players to be alert,

active and strategic.

Student’s learning takes place unexpectedly, but the

inappropriate usage of playing online games also leads in some

problems such as being distracted in school. Further, it is where the

attention of the child were divided that even their health and social

life is unknowingly affected.

Several studies in psychology have found out that increased

time spent on the Internet can lead to negative impact on a person’s


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ability to communicate appropriately face-to-face with friends, peers,

family members including parents.

Studies revealed that the human brain is easy to destruct and

one of the reasons is using technology. The education system tends

to go with the flow with this constant change in the society in order

to get things relevant with the generations today.

The researchers felt the need to determine the impact of

online gaming to student’s academic performance. The purpose of

this study is to find out the implications of online gaming to the

academic performance of the students.


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STATEMENT OF THE PROBLEM

In a research, there are questions that will be answered once

the study is done and topic will be discussed properly to be able to

give that appropriate response. The effects of online games through

the academic performance cases that involves teenagers at the

present year is the main focus of this study, in order for us to

understand and discuss more and wider about the topic. This

research will be successful if we will achieve its objective to answer

the following questions:

1. Have you ever play online games?

2. What are the positive things can give by playing online games?

3. What do you feel when playing online games?

4. What are the bad benefits that you can get by playing online

games?

5. How does online game affects you?


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HYPOTHESES

This study is guided by following assumptions:

1. That the data gathered are valid and reliable

2. That the respondents profile can be easily described through

the following indicators: Age, Gender, and Strands/Course.

3. That there are good and bad effect in playing online games to

their academic performance of Grade 12 SHS students of STI

College Fairview.

4. That there are problems encountered by the Grade 12 SHS

students of STI College Fairview in their academic

performance because of playing online games.


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SCOPE AND LIMITATIONS

This study only focused on the effects of online games to the

academic performance of 50 Grade 12 Senior High School students

in STI College Fairview, ages from 16-18 and do not include any

other Institute/Universities. The respondents were randomly

selected and were only limited to the students enrolled in the

academic year 2018-2019.

SIGNIFICANCE OF THE STUDY

This study gave examples of how addicted in online games

can be prevented among Senior High School students. The

importance of this research is to assist students in adjusting to their

study environment and prevent them from getting addicted in online

games. The purpose of this study was to investigate the effects of

online games in academic performance among Senior High School

students and ways to prevent it. This study is a literature review and

it’s concentrating on Senior High School students. The goal of the

study is to assist Senior High School students in adjusting to their


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new environment and to gain knowledge about studying. It will also

enable students to be aware in the effects of online games among

their academic performance. This study will be more significant to

the following:

 For the Students

This study may give information to the students about

how online gaming affects the academic performance

and life of a student.

 For the Parents

Most of parents don’t know these studies, so it will help

them and guide them if they encounter some problems,

they can identify the problem by their own and it will

help them to know if their child/children are addicted to

online games.
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 For the Teacher

The result of this study will help the teachers to provide

support during school days and also they can give

advice and teach the students on how to enhance the

copying skills to this kind of matter.

 For the Future Researcher

This study will sure as a reference material and guide

for the future researchers who will conduct the same

study or who have the same concept, theme and etc.


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DEFINITION OF TERMS

Compulsive – resulting from or relating to an irresistible

urge, especially one that is against one’s conscious wishes

Cope – (of a person) deal effectively with something difficult.

Distracting – preventing concentration or diverting

attention; disturbing.

Efficient – (especially of a system or machine) achieving

maximum productivity with minimum wasted effort or

expense.

Leisure – free time, use of free time for enjoyment,

opportunity afforded by free time to do something.

Necessities – something necessary or indispensable: food,

shelter, and other necessities of life.

Online Game – An online game is a video that is either

partially or primarily played through the Internet or any other

computer network available. Online games are ubiquitous on

modern gaming platforms, including PCs, consoles and mobile

devices, and span many genres, including first-person


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shooters, strategy games and massively multiplayer online

role-playing games (MMORPG).

Platform Independent – Software that can run on a variety

of hardware platforms or software architectures Platform-

independent software can be used in many different

environments, requiring less planning and translation across

an enterprise.

Social Interaction – is an exchange between two or more

individuals and is a building block of society. Social Interaction

can be studied between groups of two (dyads), three (triads)

or larger social groups. By interacting with one another,

people design rules, institutions and systems within which

they seek to live.

Undeniably – used to emphasize that something cannot be

denied or disputed.
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Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the synthesis of related literature and

studies both local and foreign that the researcher had read to build

the theoretical framework. This section aims to provide background

for discussing some highlights and findings of the study particularly,

the effects of online games through academic performance of a

Senior High School student in STI College Fairview.

LITERATURE. This part deals on the findings made from books,

articles, and other magazines related to the present study to have

significant foundation of ideas.

Local. This study examined the effects of computer games on

school performance of high school students in Los Baños, Laguna,

Philippines. Allowance, gender, peer group and year level positively

affect student’s decision to play while time spent on studying, year,

level, previous grade, number of books and time spent playing

computer games are found to be significant in affecting student’s


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performance. Results showed that the probability of a computer

gamer to fail is 39%, given the student has more than four siblings,

a previous grade of at most 84, lesser teachers, lesser hours on

studying, living near a computer shop, and spends more hours

playing computer games. Moreover, 60% of the student’s daily

allowance is spent on playing computer games. (Camacho, 2012).

According to the survey conducted by the researchers at

Mapua Institute of Technology, 9 out of 16 students are at risk of

being hooked with the computer games and have academic failure

for the first quarter of school year 2009-2010. They make conscious

efforts just to be with their computers and continue failing. Also for

the fact that they miss events or opportunities with family and

friends also with non-computer related tasks because of the time

spent on the computer. Relationships with friends and family

members begin to wither as they stop attending social gatherings

(Self-Help: Computer Addiction, 2008).


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A whole genre of studies describes the damage Internet

involvement can wreak on academic performance. Although many

parents help their children get online in order to bolster grades,

research reveals that more time spent online translates into less

time spent reading books and worse study skills (Kelemen, 2002).

Students who are involved in computer addicted programs is one of

the reasons why they didn’t pass all the requirements for the past

years and semesters (Self-Help: Computer Addiction, 2008).

Foreign. 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. They may become lazy when it comes

to studying and prefer playing the whole day long. Some may even

skip school in order to have more playing time. (Sujat Ali

Hamzah).
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Addicted games spend so much time playing that their

personal relationships get neglected and sometimes disappear

altogether. Among addicted games who are married, up to 50%

report a strain in their marriage as a result of their addiction.

Addicted games also neglect the responsibilities of everyday life

such as school and work (UNC-OASIS).

In the world of today, there are different genres of online

games. First are the console games. Console games are more

commonly referred to as video games. They are played on a device

specially made for game play called a video game console. The

player interacts with the game through a controller, a hand-held

device with buttons and joysticks or pads. Video and sounds are

received by the gamer though a television. Examples of consoles

include the Microsoft Xbox, Sony Playstation, Nintendo GameCube,

and Nintendo Wii.

Second are the real-time strategy games. This is a type of

video game in which players exercise strategy along the way,


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typically to conquer enemies and reach a final destination without

being eradicated. For example, to win, players decide which routes

to take, what need to be done and how to do it. Contrast with first-

person shooter.

Third are the cross-platform online games. Developing

software for, or running software on, more than one type of

hardware platform. The most universal cross platform application is

the Web browsers render Web pages “almost” the same no matter

which computer they run on.

STUDY. This part deals on the readings made by the researchers

from thesis, dissertations, and others.

Local. Lojo (2008) conducted a study on the effects of playing

computer games on the academic performance behaviour of high

school students, parents should set limits on how often and how

long their child is allowed to play video games.

The effects of electronic games and other factors in the grade

five pupils academic performance at A. Quezon elementary school,


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DEPED, Manila was looked into by Dorol (2009). Dorol concluded

that electronic games were related significantly to pupil’s academic

performance with correlation of .194 significant .o21 levels. This

means that the computer games played by the pupils before going

to sleep, after taking lunch or supper, and during recess significantly

related to their performance in school.

Mandanas (2007), conducted a study on the effects of

playing computer games and student’s profile in the socialization

and academic performance of selected students in Kapayapaan

National High School, Canlubang, Calamba City. This study

concluded that most of the students playing computer games and

the student’s profile both have a significant effect on the

socialization on the students but no significant effect on the

academic performance of the students.

Foreign. As of today, most people relate online games to low

academic performance. Through the years, studies have yielded


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different results. Some of them say that they are co-related when

some say that they are not.

According to Anderson and Dill (2000), there is a negative

correlation between the two. Thus, meaning that there is no relation

between the number of hours played by a player and his grades.

At times, the students defend the games they are playing by

saying that they do learn something from it. A paper from

EDUCAUSE backs these students up by suggesting that the faculty

learn and know about these games so as to help students in class

learning experience (Hitch and Duncan, 2005).

Furthermore, another paper claims that these games are not

just for entertainment (Shaffer, Squire, Halverson, & Gee,

2005). They claim that these games may be used to learn and

experience different things and interact with other people and

belong to a virtual community.


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THEORETICAL FRAMEWORK

The researchers used the following theories and principles as

a guide in analyzing and explaining their study:

Systems theory has two branches, general systems theory and

ecological systems theory. Systems theory is about how the different

parts put up a whole and within the whole they interact with each

other. It emphasizes on connections between individuals,

environment and effective functioning (Payne, 2005, p.142-143).

Differences and values between systems theory and other theories

are that systems theory focuses and deals with ‘whole’ and while

other theories only analyze parts of the whole (Hanson cited in

Payne 2005, p.142-143). However, the parts of the systems

interact in many different ways, which explains that systems have

both equifinality and multifinality. Equifinality is about how different

methods can lead to the same results i.e., there are many factors

that can lead a person to become addict to online games. For

instance the friends or relatives of a person may play online games


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a lot, which can influence the person to start playing online games

and later to get addicted to it. The other example may concern the

competition and challenge among these students who are full of

ambition to play online games. They are eager for more success and

higher score than others and therefore have to pay more time on

playing games. Research carried out by the center for Internet

Addiction Recovery (Young, 2010, p.357) revealed that some of

the younger hardcore gamers suffered from emotional disorders that

prevent them from properly socializing with others and they thus

turned to MMOGs as an outlet to experiment with various aspects of

their personality, or it can simply be influenced by the environment

that gamer is in.


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The illustration below shows the Input, Process and Output

(IPO) of the research. The figure is constructed in order to

conceptualize the process of the research.

INPUT PROCESS OUTPUT

• Student's
• That the • To know
Profile
data the
• tudent's gathered are limitations
online game valid and of every
usage reliable students in
• Student's • That there STI
academic are good and COLLEGE
performance bad effects FAIRVIEW
in playing when it
online games comes in
through playing
academic online
performance games
of Grade 12
SHS students
of STI
COLLEGE
FAIRVIEW

Figure 1

PARADIGM OF THE STUDY


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Block 1 is the INPUT of the study that contains the variable of the

study. This block includes the student’s profile, such as age, gender,

their hobbies, things why they are playing online games, how much

time they spent on playing and the effects in their school

performance.

Block 2 is the PROCESS of methodology undertaken to know what

is the output of the study. This undergoes to a field survey to gather

and analyse data from the respondents. It also includes a personal

observation to add more data in this study.

Block 3 is the OUTPUT which leads the outcomes of the INPUT

and PROCESS. After analyzing and gathering data, this study aimed

to describe the concept of student who are having more time to play

online games than studying.


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Chapter 3

METHODS OF RESEARCH

This chapter presents the research methodology and

procedures applied to gather the needed data. It contains the

research design, respondents, sampling techniques, the research

instruments used with its construction, validation, and the statistical

treatment of the data.

RESEARCH DESIGN

The researcher utilized descriptive method specifically, the

Quantitative Research. According to them “Quantitative research is

an inquiry into a social problem, explain phenomena by gathering

numerical data that are analysed using mathematically based

methods e.g. in particular statistics” According to the (Creswell,

2003). Researcher primarily uses post-positivist approach to

develop knowledge when quantitative research is selected (i.e cause

and effect thinking, use of measurement and observations, and test

of theories), employs strategies of inquiry such as experiments and


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surveys, and collects data on predetermined instruments that yield

statistical data.

RESPONDENTS

The respondents of the study were the 30 selected Grade 12

Senior High School students from STI College Fairview. The

Researcher believed and are confident that these respondents are

enough and have the needed data and information that will provide

valid responses to the interview.

INSTRUMENT USED

The researchers used following instruments to complete the

study:

COMMUNITY OBSERVATIONS

Before the actual study started, the researchers conducted an

initial observation in the community to provide insight in the kinds of

community survey used by the Grade 12 students during playing


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online games. Critical and continuous observation will be conducted

all throughout the study to address the issue on addiction practices.

INTERVIEWS

The researchers made us of interview questions to collect and

record the information and data needed in the study. Moreover, this

was used by the researchers to provide clarification from the data

gathered. Specifically, it will help the researchers to determine the

role of prior understanding on ideas during playing online games

and how it may influence the respondents in their daily life.

(Señorin, 2018).

CONSTRUCTION OF THE INSTRUMENT

The researcher’s interview questions were drafted after

reading studies, literatures and internet research. Specifically, they

developed a set of interview questions based from the study

Congruence between respondents in playing online games

Community survey as a data collection instrument. To make sure

that the interview questions were appropriate and significant,


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consultation with their adviser and some teachers for suggestions,

changes and revision is a big help.

VALIDATION OF THE INSTRUMENT

For the reliability and validity, the researchers pre-tested the

instrument to thirty Students in STI College Fairview, Quezon City

who were not among the chosen respondents. This trial was given

to find out if there were some ambiguous questions that need

improvement in the construction of final interview questions. In

addition, it will help to determine if there were offending questions

or terms in the initial draft of the interview questions.

ADMINISTRATION OF THE INSTRUMENT

In administering the instrument, the interview questions were

prepared on the following procedures of characteristics:

 Topics are selected based on research questions and

formulated in a way that will make sense to the interview

(thoroughly considered their situation)

 Items are written


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 Coding and analysis are considered

After that, the researchers target personally the respondents

and conducted the interview.

STATISTICAL TREATMENT OF THE DATA

The researchers manually tabulated and processed the data

after reconciling acquired data to get the specific way of analyzing

and interpreting the results. In treating the gathered data, the

following instruments were applied:

1.) Frequency and Percentage Distribution

𝒇
Formula: 𝑷=
𝑵 × 𝟏𝟎𝟎

where:

P = percentage

f = frequency

N = total number of respondents


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Chapter 4

Presentation, Analysis and Interpretation of Data

This chapter presents the analysis and interpretation of the

data gathered from the surveys in the involvement of the

researchers in the field works. The data were tabulated and

interpreted following the sequence of questions in the statement of

the problem.

1. Profile of the Respondents

Table 1
Respondents as to Gender
Gender Frequency Percentage

Male 22 73

Female 8 27

Total 30 100

Table 1 shows the profile of the respondents as to gender. As the

table shows, 73% or majority of the sample population of the


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respondents are male. Only 27% of the sample population of the

respondents are female.

Table 2
Respondents as to Age
Age Frequency Percentage Ranking
(f) (%)
16 1 3% 5
17 13 43% 1
18 11 37% 2
19 2 7% 4
20 3 10% 3
Total 30 100

Table 2 shows the number of respondents as to age. As the

table shows, out of (30) or 100% respondents of the study, (17) or

43% of them belong to the age 17 years old. The respondents of

this age are aligned their age to their grade level.


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Table 3
Respondents as to Section
Section Frequency Percentage
(f) (%)
ICT – 301 5 17%
ICT – 302 10 33%
ICT – 303 11 37%
ICT – 304 4 13%
Total 30 100

Table 3 shows the number of the respondents as to sections.

The table shows that the four sections have different frequency

and percentage in grade 12 senior high school.


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2. Answer of the respondents.

Graph 1

Respondents decision on
Graph 1 shows the number of the respondents as to what
choosing
made them to choosegames
games prefer
prefer totoplay.
playAs the table shows,

30% have the same percentage or majority of the sample


LOL (League of Legends)

population of the respondents are chose LOL (League of Legends)


Moba (Mobile Legends)
and Moba (Mobile Legends) by their personal choice. It also means
DOTA
that most of the students who choose games prefered to play, it's
Others
because of their own decision.
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Graph 2

Respondents spending time


playing online games

4%
43%
10% 10-14 hours
5-9 hours
1-4 hours Others

43%

Graph 2 shows the number of respondents mostly use is 5 to

9 hours of their time playing online games. As the table shows, out

of (30) or 100% respondents of the study, (13) or 43% of them

have both experienced on playing online games within 5 to 9 hours

and 1 to 4 hours, while (1) or 4% of them, playing online games

within at least 1 to 4 hours.


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Graph 3

Respondents chosing type of online


games they prefer

13%

RPG
20% Simulation Adventure
Others

57%
10%

Graph 3 shows the number of respondents as to chosing type

of online games they prefer. Based on the table above, (17) or 57%

of the student chosing the RPG as their type of game they prefer,

this implied that they want to play RPG.


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Graph 4

Respondents chose playing online


games rathen than studying

33%
Yes

67% No

Graph 4 shows the number of the respondents as to choose

playing online games rather than studying. The graph shows that

(20) or 67% of the respondents are chose to playing online games

rather than studying. This implied that most of the student chosing

play online games rathen than studying. The interviews and

observations revealed that most of the student wants to play rather

than studying.
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Graph 5

Respondents that play online games


affects their academic performance

37% Yes
No

63%

Graph 5 shows the number of respondents affects/not affects

their academic performance by playing online games. The graph

shows that (19) 63% of the respondents are not affects their

academic performance by playing online games. The graph also

shows that Visual Arts and Others have the lowest percentage of

respondents.
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Graph 6

Respondents decision on what kind


of gadgets they are using in playing online games

3%

Smartphone

40% Computer
Phone tab Others
57%

Graph 6 shows the ratings of the respondents decision when it

comes chosing of gadgets they’re using playing online games,

smartphone has the most gadgets used in grade 12 students in STI

College Fairview. (17) Or 57% of grade 11 SHS students rate have

used smartphone as their gadget.


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Graph 7

Respondents benefits
Graph their
7 strand by
playing online games
Graph 7 shows that (23) or 77% of grade 12 student benefits

their strand by playing online


23% games, while the remaining 23%

Yes
Doesn’t benefits their strand by playing online games.
No

77%
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Chapter 5

SUMMARY OF FINDINGS, CONCLUSION, AND

RECCOMENDATIONS

This chapter presents the summary of findings gathered from

the data, the conclusions drawn from these findings and

recommendation offered in the light of the findings and conclusions.

This chapter presents all the answers to the questions posted

in the statement of the problems.

STATEMENT OF THE PROBLEM

This study aims to determine the effects of online games to

academic performance of Grade 12 ICT Senior High School students

in STI College Fairview during the Academic Year 2018-2019.

Specifically, this study sought answers to the following

questions:

1. How may the profile of the respondents be described in terms

of:
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1.1 Age

1.2 Gender

1.3 Strand/Course

2. What online games do you prefer to play?


a. LOL (League of Legends)
b. Moba (Mobile Legends)
c. DOTA
d. Others (please specify)

3. How much time do you spend in playing online games?


a. 10-14 hours
b. 5-9 hours
c. 1-4 hours
d. Others (please specify)

4. Does online game affect your academic performances?


a. Yes
b. No

5. As an ICT Student, does online games benefits in your


strand/studies?
a. Yes
b. No
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SUMMARY OF FINDINGS

1. Profile of the respondents

1.1 Seventy-three percent of the respondents are male,

Twenty-seven percent are female.

1.2 Sixteen to eighteen or eighty-three percent of the

respondents belong to a group of 16-18 years old.

1.3 Both 70 percent of the respondents are belongs to

ICT-302 and ICT-303.

2 Description of Grade 12 students who affects their

academic performance in playing online games.

Some of the Grade 12 students of STI College Fairview are

influenced by their friends, but others are learned by themselves

and take it as a hobby.

3 The effects by playing online games

Most of the students haven’t enough time to do things such

as: school works, activities especially for mental health like no time
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to eat and they have no time to sleep, anxiety, social functioning

disorder.

4 On the problems encountered by the students in their

academic performance by playing online games

Eleven (11) or 37% of the respondents have the most

common problem encountered regarding playing online

games.

CONCLUSION

The following statements are the conclusions of the

researchers as they carefully examined the interpretation of the

gathered data.

1. In terms of gender, majority of the respondents are male.

Majority of the respondents in terms of age are belongs to

teenager between 17-18 years old. All of the respondents are

only collected from Grade 12 ICT students. The data also

indicates that most of the respondents are Senior High School

students of STI College Fairview.


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2. In terms of ages, the majority of Grade 12 ICT Strands is 17

years old answer our survey questions 43% and the second is

18 years old which is 37% and the third is 20 years old which

is 10% and the fourth is 19 years old which is 7% answer our

survey questions and the last is 16 years old which is 3% who

answered our survey questionnaire.

3. In terms of sections, ICT-302 and ICT-303 (2) respondents.

The highest percentage who answer our survey questionnaire.


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RECOMMENDATION

From the gathered findings and conclusion made, the

researchers propose the following recommendations:

1. For the Students

This study may give information to the students about

how online gaming affects the academic performance

and life of a student.

2. For the Parents

Most of parents don’t know these studies, so it will help

them and guide them if they encounter some problems,

they can identify the problem by their own and it will

help them to know if their child/children are addicted to

online games.

3. For the Teacher

The result of this study will help the teachers to provide

support during school days and also they can give


44

advice and teach the students on how to enhance the

copying skills to this kind of matter.

4. For the Future Researcher

This study will sure as a reference material and guide

for the future researchers who will conduct the same

study or who have the same concept, theme and etc.


45

BIBLIOGRAPHY
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INTERNET SOURCE

 https://pointguardsite.wordpress.com/2017/03/10/effects-of-

online-game-addiction-to-the-students-of-the-senior-high-

school-students-of-southern-christian-college/

 https://group1textandbeyond.wordpress.com/2017/03/09/effe

cts-of-online-gaming-on-the-academic-performance-of-grade-

11-students-in-southern-christian-college-research-report/

 Rock, Dave. (2009, October 4). Easily distracted: why it's

hard to focus, and what to do about it(Blog Post). Retrieved

from: https://www.psychologytoday.com/blog/your-

brainwork/200910/easily- distracted-why-its-hard-focus-and-

what-do-about-it

 Kuss, Daria J. and Mark D. Griffiths. (2012). Adolescent

online gaming addiction. Education and Health, 30 (1), 15-17.

Retrieved from:

https://owl.english.purdue.edu/owl/resource/560/07/

 Anderson, Janna and Lee Rainie. (2012, February 29). Main

findings: Teens, technology, and human potential in 2020


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(Blog Post). Retrieved from:

http://www.pewinternet.org/2012/02/29/main-findings-teens-

technology-and- human-potential-in-2020/
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CURRICULUM

VITAE
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Name: Jenny Lyn Yambao Francisco

Age: 17

Date of Birth: December 23, 2000

Place of Birth: Quezon City

Civil Status: Single

Address: 1233 Matahimik St. Pangarap Village Quirino Highway

Caloocan City

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Manuel Luis Quezon High School

Elementary: Manuel Luis Quezon Elementary School


50

Name: Kim Jacob Lauro Arizala

Age: 17

Date of Birth: February 4, 2001

Place of Birth: SJDM Bulacan

Civil Status: Single

Address: Blk 8 Lt Brngy, Kaypian SJDM Bulacan

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Village Montessori School

Elementary: Village Montessori School


51

Name: John Paulo Balisbisan Herbolario

Age: 17

Date of Birth: March 01, 2001

Place of Birth: Bagong Silang Caloocan City

Civil Status: Single

Address: Phs 8 a lot 4 blk 184 pkg 11 B.S.C.C

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Newland Center for Education

Elementary: Bagong Silang Elementary School


52

Name: John Sigfroid Abaincia David

Age: 17

Date of Birth: January 01, 2001

Place of Birth: Manila City

Civil Status: Single

Address: #80 1st Bitoon St. Brgy Commonwealth Quezon City

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: North Fairview High School

Elementary: Saint Claire Jr. Highschool: North Jr.


53

Name: Adrian De Guzman Señorin

Age: 18

Date of Birth: October 10, 2000

Place of Birth: Navotas City

Civil Status: Single

Address: Blk 13 Lot 13 Tierra Benita Subdivision, Barangay Muzon,

San Jose Del Monte Bulacan

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Kalayaan High School

Elementary: Kalayaan Elementary School


54

Name: Joshua Candido

Age: 17

Date of Birth: July 16, 2001

Place of Birth: Caloocan Amparo

Civil Status: Single

Address: 6869 Sto. West Camarin Caloocan City

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Cielito Zamore High School

Elementary: Cielito Zamora Memorial School


55

Name: Cristan James Navarra

Age: 17

Date of Birth: December 16, 2000

Place of Birth: Bagong Silang Caloocan City

Civil Status: Single

Address: Ph. 8 a Pkg. 7 Blk 103 Lot 9 Bagong Silang Caloocan City

EDUCATIONAL BACKGROUND:

Senior High School: STI College Fairview

Secondary: Bagong Silang High School

Elementary: Bagong Silang Elementary School


56

Name:

Age:

Date of Birth:

Place of Birth:

Civil Status:

Address:

EDUCATIONAL BACKGROUND:

Senior High School:

Secondary:

Elementary:

ABSTRACT
57

As the world nowadays is developing with advanced

technology, the old school thing was forgotten by the new

generation. There are several improper habits and behaviour with

this development which the researcher finds in a study on online

game towards the doer. The study is to show how even an online

game can affects someone through various aspects. Its purpose is

to explore and identify online game addiction among STI College

Fairview students. The aspects explored are the experience and

commitment to playing online game, the gamers health issues, the

inconsistent emotional reaction during playing online games and

reality versus fantasy realization that is shown due to reduction of

social interacting which eventually affect the gamers relationship

with others.

Nevertheless, playing online games is one of the common

activities that people do for their leisure times. Online games can be

defined as the technology that allow player to play a games as a

party. Most of the online games that we have today are using

internet as their platform. There are so many types of genre for


58

online games. For example of the genre are strategy, action,

adventure, simulation, sport, and role-playing. This type of genre

has different conept with one objective, to created fun towards their

palyer regardless of their ages.

In order to study this matter, the researcher has conduct two

methods which are based on questionnaire and observation in terms

of their demographic, experience, health, emotional reaction,

surrounding relationship, and their commitment in life. The finding

will help others to reduce their addiction towards the online game

and become a normal person. It also can be used to find the

problem occurring among online game addiction and possibly

creating a solution to overcome this phenomenon whilst discovering

new outcomes.

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