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THE NEGATIVE EFFECTS OF

ONLINE GAMING TO JUNIOR


HIGH STUDENTS OF ST. PIUS X
INSTITUTE CUYAPO, NUEVA
ECIJA
YUNISS A. BENEDICTO
JERICKA JANE S. REYES
STEPHEN RALPH FLORES
CHAPTER 1
(THE PROBLEM)
• BACKGROUND OF THE STUDY
Technology has advanced at an astounding rate in the 20th and 21st century. From the invention of
spears and knives, to the invention of the first printing press and computer. It has revolutionized our
world and daily lives by creating tools and resources, multi-functional devices that is more faster
and more portable like high-powered computers. It has also revolutionized communications, making
the internet our preferred medium of everyday communication. Online gaming has become a
technology that allows players to interact, and is expected to grow in popularity over the next few
years. Mobile technology has changed the gaming industry, allowing the whole generation of
players to enter the market. However, it can also have negative impacts on people, especially on
teenagers.
THEORETICAL/CONCEPTUAL FRAMEWORK

INPUT PROCESS OUTPUT

1. PROFILES OF  FORMULATING THE NEGATIVE


RESPONDENTS QUESTIONAIRES EFFECTS OF ONLINE
2. PUPIL’S FOR SURVEYS GAMING TO JUNIOR
PREFERENCES HIGH STUDENTS OF
3. EFFECTS OF GAMES  SELECTING ST. PIUS X
IN STUDENT’S WELL-
BEING RESPONDENTS INSTITUTE CUYAPO
4. COPING STRATEGIES
FOR ADDICTION  DATA
ANALYZATION
STATEMENT OF THE PROBLEM

This study aims to find out how junior high pupils at St. Pius X Institute in Cuyapo
are affected by online gaming. These questions were explicitly addressed by this
study:
1. What are the responders' personal profile in terms of the following;
• Name
• Sex
• Age
• Grade
STATEMENT OF THE PROBLEM

2. What are the pupils' preferences in terms of;


• Online games they are playing.
• Hours they spent in gaming.
3. How does gaming affect the state of well-being of students in terms of
• Physical
• Mental
• Emotional
4. What are some coping strategies for students who have a gaming addiction?
HYPOTHESIS

• Online gaming can negatively impact school


performance, physical and mental health, and
can lead to addiction to online games, resulting
in negative consequences in many aspects of
life.
SCOPE AND DELIMITATIONS

• This study covers the junior high students of St. Pius X institute Cuyapo. The
researchers will gather information about the effects of the selected online
games that students commonly play, particularly, Mobile Legends, Call of Duty,
Clash of Clans, Valorant, Genshin Impact and PUBG. It will be conducted
inside the school premises.
• This study aims to address the addiction of junior high students in online games
at St. Pius X Institute Cuyapo. Furthermore, the researchers’ goal is to
determine whether these online games interfere or assists the students in
different aspects of their lives especially their well-being. This study focuses
only on the negative effects of online gaming that contributes to the academic
performance and personal life of students.
SIGNIFICANCE OF THE STUDY

This study will focus on the negative effects of online gaming on


Junior High School students of St. Pius X Institute. Moreover, the
result of the study will be beneficial to the following:

• To the students, adolescents are the principal beneficiary of this


research as they will have a perception of the negative effects of
too much playing online games.
• To the parents, this research will grant them to properly know how
to limit their children's playing games by guiding them wisely.
SIGNIFICANCE OF THE STUDY

This study will focus on the negative effects of online gaming on


Junior High School students of St. Pius X Institute. Moreover, the
result of the study will be beneficial to the following:

• To the teachers, this study will accord them to develop new


knowledge on what strategies to use to give students awareness
about the negative effects of playing games.
• To the researcher, the result of this study will benefit future
researchers to be aware and knowledgeable.
DEFINITION OF TERMS
• Computer- an electronic device that manipulates information, or
data.
• Online game- a video games that are played over some form of
computer network, most often the internet.
• Internet - a global system of interconnected computers, using a
standardised internet protocol suite for communication and sharing
information.
• Perplexing - describes something that are confusing.
• Technology - the application of scientific knowledge to the practical
aims of human life.
Related Review Of Literature

This chapter presents the related


literature and studies both local
from foreign and local sources.
Related Literature
Adolescence is an important period of time in our life.
It is the time that the students’ are having fun and living
their life just how they wanted to be. Every students
wants to explore and try new things. In fact, one of the
things that a student wants to try is playing online games.
According to Theresa Valenzky (2022), more researchers has been
conducted on video game addiction in adolescents than in adults. Students
nowadays tends to play online games during their leisure time. A study
published in Pediatrics journal found that a day or less of video games was
associated with children and adolescents between 10 and 15 ages being
happier and more satisfied than those who did not play. Video games, which
aim to encourage teenagers to play longer, offer rewards and feedback tied to
free playtime, colleagues in the Mott survey report noted. A large percentage
of teens reported that playing games made them feel relaxed and happy, while
a percentage reported anger and frustration. While some studies suggest that
video games can increase children’s concentration, other studies, such as a
2012 paper in Psychology of Popular Media and Culture have found that
playing games can harm children rather than help solve attention problems,
which improves concentration in short bursts, but harms long-term
concentration. "Games can also promote acts of evil and distort a sense of
right and wrong," Hull said.
Local
Online games are a powerful teaching tool, but there’s a delicate
balance between educational goals and the time and energy they
require. The negative effects of online games on students can range
from academic performance to social and professional problems.
Students who are constantly glued to video games may have trouble
focusing in class and paying attention. They might use online games
as a form of escape when their performance suffers. In addition, the
time they spend on video games may also have negative effects on the
quality of their relationships with friends and teachers. Furthermore,
the negative consequences of online gaming may have long-term
ramifications for students’ career prospects.
According to Mary Nhellie Hamor (2021), online gaming is one of the
most common and most addicted activities that is done by many people. A
study stated that over 2 billion people are addicted to online games and most
of them are students. According to her, the most popular online game in the
Philippines is Mobile Legends. Other games such as Call of Duty, PUBG,
and League of Legends are on the list, too. Students, not just in the
Philippines but also in other countries, play these games to relieve their
stress, to entertain themselves, to have fun with their friends, and to find
more gamer friends because through online games, they can interact with
other players. But, the problem is, most of the students cannot limit
themselves in playing online games resulting of having negative effects of
online games in different aspects of their life. These effects may affect their
behavior, performance, and mostly their health.
Dennis Dumrique and Jennifer Castillo
(2018), also revealed that boys are most
likely to be addicted to online games
compared to girls because they are more of
a gamer and they often play games that
require a squad.
Foreign
Online games are a powerful teaching tool, but there’s a delicate
balance between educational goals and the time and energy they require.
The negative effects of online games on students can range from academic
performance to social and professional problems. Students who are
constantly glued to video games may have trouble focusing in class and
paying attention. They might use online games as a form of escape when
their performance suffers. In addition, the time they spend on video games
may also have negative effects on the quality of their relationships with
friends and teachers. Furthermore, the negative consequences of online
gaming may have long-term ramifications for students’ career prospects.
Lack Of Time For More Important Activities
Like Studying Or Outdoor Games

According to noplag.com (2017), when students dedicate


much time to games they do not have time for other activities.
Even college assignments lose priority if an important battle is
planned in the evening. That results in poor grades and
academic problems. Moreover, such students do not go for a
walk and exhaust their organisms sitting in front of the screen.
Addiction

One of the most serious problems connected with online


games is an addiction. People become obsessed with the virtual
world, lose a sense of reality and spend all their time on playing.
Most often it concerns gambling, online casinos but simulations
and other games may be dangerous too. If a person can be easily
influenced, the probability of him to get addicted is much higher.
Aggressive Behavior

Noplag.com (2017) also stated that, any students are so


influenced by games they play online that they transfer their
virtual characters into reality. They get used to solving problems
as their nasty heroes and this aggressive behavior becomes a
customary thing for them. Such bursts of aggressiveness should
be eliminated immediately or they might grow into a habit.

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