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FInal Research About Online Gaming

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INTRODUCTION

Background of the Study


Online entertainment such as games became widespread known in the
st
21 century and one of the widely used leisure activities by many
people. As modern technology evolves throughout the years and many
discoveries in the field of science and entertainment, the world we
know became a workplace of technology.

Entertainment in this world became important, because without it


will be empty and boring. Online games connects people in the internet
through live forums and stream. It became a world of gamers, but what
if it affects their way of thinking.

Many online gamers became addicted to such games like PUBG and
Mobile Legends and later on it is part of their everyday habit.
Students are one of the users of online games, they are inclined in
such games that it affect the way they use their brains in school.
Instead of education their main priority now is to play, according to
Kuss & Griffiths, students who play online games are just having fun
it provides them the relief in their stressful lives in school.

But when it became far hand, it is unexpectedly inappropriate


because their main goal is to study in school. It divides their time
to recreate and to become socially active with their friends and
families. Several studies in Psychology have found out that increased
time spent on the Internet and playing online games can lead to
negative impact on a person’s ability to communicate appropriately
face-to-face with friends and parents. It also affects the cognitive
function of their brain which helps them to think properly,
understand, and learn.

The widespread of online gaming in the world has affect the lives
of many people especially the teenagers. Most of them are students,
several research shows that their brain function decreases but the

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ability to think and make strategy are some of its effects to the
gamers.

Judging by the appearance of today’s generation, all of them have


become addicted to online gaming that it affects their health
especially the eyes and their diet says Dr. Lott (2016). But the
spread of this phenomena will not stop and continues to develop.

It affects not thousands but millions of teenagers throughout the


world. Since the early 2000’s there has been an increase in the number
of studies examining the aspects of online gaming addiction and how it
affects the brain functioning of a person. Psychologically speaking
the early rise of games is in the early 1970’s it gradually increases
until the 1980’s studies shown that the psychiatric effects of playing
excessively. Such as in the behavior of the person and how it affects
his or her social interactivity.

The late 2000’s it saw a substantial growth in the number of


studies especially the rise of the internet. Where online gaming
became a virtual community for the gamers. Vast majority of it are
MMORPG games, DOTA and Everquest. Approximately 60 studies were
written on online gaming between 2000 and 2014.

Griffiths (2012) reviewed the prevalence studies examining


problematic gaming addiction. The studies they selected were based on
samples of 300 participants and used some kind of instrument to assess
problematic gaming. The results were tremendous, the anxiety they feel
when someone loses the game affects their brain activity and may lead
to depression.

Furthermore, many studies prove that if online gaming addiction


continues it will affect the lifetime processing of the brain. Gaming
can be a great thing for recreation but if it exceeds in the limit it
will lead to harmful circumstances mentioned above.

Adolescent males tend to be more stressful than females, and


young males range from 12-18 appear to be at greater risk of
experiencing problematic video gameplay. There is now a relatively

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large number of studies all indicating that excessive online gaming
can lead to a wide variety of negative brain activity especially in
the cognitive function of it.

In extreme cases these can include sacrificing work, education,


hobbies and socializing. It increased the stress of its users if tend
to continue. (Griffiths, 2012) The researchers chose this topic in
order for them to conduct an investigation on the effects of online
gaming to the cognitive function of the brain to Senior High School
students of AMA Computer College Cabanatuan Campus, the rise of modern
technology makes this research possible.

Scope and Delimitations

The study entitled, The Effects of Online games in the cognitive


function of Senior High School Students in AMA Cabanatuan will have
its limitation in the following aspect such as the range of the
research study and respondents to use.
The scope of the study will be available only in AMA
Cabanatuan. It will be limited to students and teachers only in the
campus because they are the main respondents for the research. The
study was conducted from December to March 2019.

Significance of the Study

This section stated the various significance of the study was


conducted. Specifically, the study would be beneficial to the
following.

For the school, it will serve as a reference for the future.


This research will also going to help the school to study further the
effects of online gaming to the students.

For the students, it would be helpful for them to set limits with
work and play. It will also help them to adjust in terms of academic

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exposure.

For the teachers, it would be also helpful to them to learn their


adjustments in teaching by knowing an in-depth analysis on this
research. They served as academic tutors to students.

For the community, it will serve as their warning for their


students to become aware on the harmful effects of too much exposure
in online gaming.
For the future researchers, it will serve as their reference if
they are going to use this research for further analysis.

Conceptual Framework

Formulating the research topic.

Come up with the title. (The Effects List down a few


of Online games in the cognitive recommendations for future
function of Senior High School researchers
Students in AMA Cabanatuan)

Conclude the data you have


Find related studies. gathered

Identify the problems. Interpret the gathered data.

Come up with the


List the possible solutions. questionnaire.

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Statement of the Problem

The research aims to provide information about the effects of


online games to the cognitive function of students in AMA Computer
College Cabanatuan Campus. Specifically to answer the following
questions:

1. Based on the research findings, what are the effects of online


games to the performance of students in their daily academic life?

2. What are the disadvantages of online games to students?

3. What are the reasons why students play online games?

Definition of Terms

 Cognitive – the ability to understand,think critically and learn


new information.
 MOBA – stands for Multiplayer Online Battle Arena.
 Online Games - a video game which is or can be played over a
computer network. It involves other people across the globe.

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REVIEW OF RELATED LITERATURE

Local Literature

According to Philippine Communications by Maslog C. of 1998, one


social problem that has been observed is that the Internet Café
observed is that the Internet Café has become mainly game center.
About one-half to two-thirds of the computer in a typical Internet
Café, according to one study, are devoted to games (violent and gory
games).

The use of the remaining computer was roughly split between


browsing,email,online chat, word processing and research. The internet
cafes have become not just game centers. They are becoming centers of
addiction among the youth, mostly bos, including elementary pupils.
According to one concerned Internet café entrepreneur, “Internet cafes
are seducing youths to a new form of addiction, one which may not
destroy their bodies as drugs do, but, which is certainly twisting
their minds. To the young, play is really and reality is play”.
(Maslog,1998)

Foreign Literature

As of today, most student relate online games to low academic


performance. Through the years, studies have yielded 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

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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. Related Literature
(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) Addicted gamers spend so much time
playing that their personal relationships get neglected and sometimes
disappear altogether. Among addicted gamers who are married, up to 50
percent report a strain in their marriage as a result of their
addiction. Addicted gamers 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 videogames. They are played on a device specially made
for game play called a videogame console. The player interacts with
the game through a controller, a hand-held device with buttons and
joysticks or pads. Video and sound are received by the gamer though a
television. Examples of consoles include the Microsoft Xbox, Sony Play
station, 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, typically to conquer enemies and reach a final
destination without being eradicated. For example, to win, players
decide which routes to take, what needs to be done and how to do it.
Contrast with first-person shooter. Third are the cross-platform

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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 browser.


Written for every desktop computer and mobile platform, Web browsers
render Web pages "almost" the same no matter which computer they run
on.

In a wide perspective there are also benefits of playing online


games. In a research about the cognitive effects of Online games to be
the following such as the improvement of recognition ability and
spatial memory. In addition to that online gaming helps people to
relax and reduce stress. Playing video games can also increase the
self-esteem and improve the mood of the player.

According to some researchers, playing online games can have a


bad effects if use extensively. It has a lot of consequences if the
user has no limits. Such effects that have discovered is the impact on
health that may lead to disorders like seizures and obesity. Every
time a player wins a game it increases his/her aggression towards his
friends and family and lastly is the poor academic performance that
will create a negative impact on his grades in school. (Ali, 2018)

The world has becomes so attached to online gaming that many


people prefer to interact through online gaming. It leads to many
unhealthy lifestyle and mostly young people are the victims of it
which leads also to neglect their academic life. (Khurana, 2019)

Playing online games becomes the new daily lifestyle of some


students that they miss their classes, usually students tend to cut
between their class time.

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METHODOLOGY

This chapter shows the different kind of methods that the


researchers used to gather data, the research design that will discuss
the summary of the research and highlight the thought of the topic,
the subjects of the study, the different instruments that the
researchers used and the data gathering procedures.

Research Design

The researchers used qualitative method in order for the research


study to be successful. In conducting the study, researchers used the
survey-questionnaire type to gather data. Data from different data
collection methods will be used to tabulate the data. This type of
research can be used in a variety of theoretical approaches, sampling
techniques and data collection strategies.

This research was conducted in a school setting. It generates


idea based on the effects of online gaming to the cognitive function
of students in AMA Computer College Cabanatuan Campus.

Subjects of the Study

The population aggregates of this study will be consisting of


Grade 12 students in AMA Computer College-Cabanatuan Campus. The
participants will be consisting of 40 student’s randomly selected
Grade 12 students from STEM, ABM, HUMSS and ICT with the exception of
the researchers that will be conducting the study.

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Data Gathering Procedure

Paper questionnaires will be distributed by the researchers in


every strand. The researchers will prepare easy to understand
questions. Each strand will be distributed by 10 questionnaire each on
randomly selected students of AMA Senior High School Department. After
gathering the data, the answers will be tabulated and assessed to sum
up with the valid and unbiased conclusion. The researchers will use a
survey-questionnaire type to gather the necessary data on what are the
causes of online gaming to Senior High School Students in AMA Computer
College-Cabanatuan Campus. The questionnaire is divided into three (3)
parts.

Part I is the socio-demographics of the respondents in terms of


name, strand, general average of the students in previous semester and
preliminary questions regarding online gaming such as the games they
played and bad effects of it in their life. Part II will be consisting
of 5 open-ended questions on what are their opinions regarding the
relationship of online gaming to the academic performance of a
student, they will answer it by checking the boxes of his/her
corresponding answer, which is Strongly Agree, Agree, Disagree and
Strongly Disagree. Part III is also the same as Part II but a
different set of questions it talks about the way they handle online
gaming and academics.

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PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

The purpose of this study was to explore the causes and effects
of online games to students. In this chapter includes the
presentation, analysis and interpretation of data that have been
gathered from the questionnaires distributed to 40 random grade 12
students of AMA Computer College in Cabanatuan City. This chapter also
contains the presentation of data in tabular form along with their
corresponding interpretations.

Content Analysis

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NO

YES

(Figure 1) Number of students who play online games

The data shown in Figure 1 is the number of students who play


online games, as we can see 95% of the respondents answered Yes while
5% of the students said they do not play online games in their life.
The pie chart above shows that most of the students in AMA play online
games.

Zombie Castaways

Call of Duty

Minecraft

Last of Us

League of Legends

Dota 2

PUBG

Rules of Survival

Mobile Legends

0 1 2 3 4 5 6 7 8

ABM HUMSS STEM ICT

(Figure 1.1) Online Games that students played


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In Figure 1.1 the data that is shown pertains to some of the
trends in online gaming industry. The ABM students played Mobile
Legends often, some of them played PUBG, while DOTA 2 and Rules of
Survival are played the least. In the HUMSS section, PUBG and Mobile
Legends are played the most, others also played Rules of Survival and
the least of them is DOTA 2.On the other hand the STEM students often
used Mobile Legends and PUBG as their game. While Rules of Survival
and DOTA are also played. Other games that are played by STEM students
are League of Legends,Call of Duty and Zombie Castaways. Lastly, ICT
students tend to play Mobile Legends often than any of the other
choices. Rules of Survival and PUBG tend to have the same statistics,
some of them prefer other games such as Minecraft and The Last of Us.

Socially Isolated

Blurred Vision

Use of Bad Language

Feeling Tired

Lack of Sleep

0 1 2 3 4 5 6 7 8 9 10

ABM HUMSS STEM ICT

(Figure 1.2)Bad
Effects of Online
The data shown Games to Students
on Figure 1.2 shows the bad effects of
Online gaming to Grade 12 students, this is a multiple data type which
students can choose many answers from the given survey.

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Most ABM students lack of sleep when they play online
games, most of them feel socially isolated also while others feel
tired. Some of the students answered that they have experience blurred
vision and the least of them is using bad languages. In the HUMSS
strand, lack of sleep is one of the effects of online gaming to them
while the least answered that they have blurred vision. STEM students
answered that most of them have lack of sleep in playing and the least
encounter tiredness. Lastly, ICT students have experienced the feeling
of being tired while playing long hours of online games while the
minority of them said that they feel socially isolated.

Playing online games helps me to think critically in class.

As a student, online games helps me to become active in class discussion.

Online games serves me as a great tool for recreation.

Online games is not necessary for me as a student because it will not help
me in my academic performance.

Online games is a must-do activity for all students.

0 2 4 6 8 10 12 14 16 18 20

Figure 2.
Stongly Disagree Disagree Agree Strongly Agree

(Figure 2) Effects
of Online Gaming to
Students in their

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The data shown on figure 2 are the various effects of
online gaming gathered on 40 Grade 12 respondents that were
located on the second part of the research questionnaire. The
outcome shows that the most strongly agreed answer is that online
gaming is a great tool for recreation while the least strongly
agreed that online games helps them to think critically in class.
In the Agree section, most of the students choose that online
games is a must-do activity for all students while the least
answered agree that online gaming serves as a recreational tool.
Students strongly disagreed that online games helps them to
become active in school discussions while the least strongly
disagreed answer that online games is not necessary as a student.
Lastly, most disagreed effects of online games to students is
that they help them to think critically in class while the least
disagreed effects of it is online gaming helps them to
participate in class discussions.

50
40
30
28
20
10
12
0

Play before study Study first then play

(Figure 2.1) Convenient Way of Studying

The data shown in Figure 2.1 is the method on how students


handle their way of studying. 70% of students choose to study first
then afterwards they play online games while 30% answered that they
play first before studying their lessons.

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To kill my vacant time

Many friends

Helps them to think new strategies

Online games is part of my hobby

To reduce stress

0 2 4 6 8 10 12

ABM HUMSS STEM ICT


(Figure 2.2) Reasons on why students play online games

In Figure 2.2 the data that is shown above is another


multiple data type. It shows the reasons why students play online
games. Most of the ABM students play online games because it helps
them to spend their remaining vacant in playing while the least of
them play because they have many friends. HUMSS students mostly play
online games to reduce their stress in school works while the
slightest of it play online games to help them think critically and
plan strategies. The STEM strand answered that online games helps them
to reduce stress and the little of them said that they play online
games to kill their vacant hours. Lastly is the ICT students, majority
among them answered that online games helps them to reduce stress and
the least said they play online games because of many friends in their
social life.

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SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATIONS

This chapter presents the summary of the research work, the


conclusions gathered on the data and the recommendations to the
beneficiaries of the study.

Summary of Findings

The findings of the study were organized based on the arrangement


of statement of the problem:

1. Influence of online gaming to the cognitive function of


students in their daily academic life.

On the data gathered through questionnaire where respondents


answered many effects of online games in their daily life. The
researchers therefore see that online games is just a main
tool for recreation.

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2. Disadvantage of Online Gaming to students.

On the part 1 of the research questionnaire the majority


answered that they do not gain enough sleep when playing
online games.

3. Reasons on playing online games.

Out of the 40 respondents, majority of the reason on why they


play online games is to reduce the stress caused by their
overloaded school works.

Conclusion

Below are the conclusions that the researchers realized with the
data gathered:

1. The researchers conclude that online games is just a mere tool


for recreation and not a distraction.
2. It is to conclude that majority of the students in AMA Cabanatuan
play online games.
3. The researchers conclude that the main reason on why students
play online games is to reduce stress from school.
4. They also conclude that the most convenient way is to study the
lesson first before playing online games. Objectively speaking,
it is the right way according to personal interviews from the
community.

Recommendations

Based on the findings and conclusions presented, the following


recommendations are suggested.

1. The researchers recommend that the students must balance study


and play in their academic life.
2. The researchers recommend to the future researchers that they
must focus on making a questionnaire that were able to
elaborate the effects of online gaming to the cognitive
function of students.

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3. The researchers also recommend to future researchers to
research further and find facts that will strengthen the
credibility of the research.
4. The researchers also recommend to everyone who will used the
research should ask first the permission of the author of this
research before using it.

References

Ali, I. (2018, May 19). Positive and Negative effects of Online


gaming. Retrieved from http://www.techbead.com

Brown, T. (2017, October 4). Do Online Games really improve cognitive


functioning. Retrieved from www.alliancehhcare.com

Effectiviology. The Cognitive Benefits of Playing Video Games.


Retrieved from http://www.effectiviology.com

Khurana, A. (2019). The Good and Bad Impacts of Online Gaming.


Retrieved from http://www.streetdirectory.com

Jana, S. (2018, July 13). Positive and Negative Effects of Video games
on teenagers. Retrieved from http://www.momjunction.com

McCloud, A. (2017). Gaming Addiction: Online Addiction: Internet


Addiction. ON: Pro Mastery Publishing

19
Maslog, C. (1998). Internet and Social Issues, Philippine
Communication Today. Quezon City ON: New Day Publishers.

App
end
ice
s
20
Documentation (Appendix A)

21
AMA-Computer College Cabanatuan
“The Effects of Online games to the cognitive function to
students of AMA Computer College Cabanatuan Campus”

Name (optional): ____________________ Section: _______


Grade level: ____________

I. Dear Respondent, please answer the following questions


honestly.

1. Do you play online games? (If no , do not answer the


questions in this part)
o Yes
o No
2. Highlight the circle if you play one of these online
games.

o Mobile Legends
o Rules of Survival (ROS)
o PUBG
o Dota 2
o LOL
Others please specify: _________________
3. Any bad effects of playing online games that have
happened to you?

o Not enough sleep


o Always feeling tired
o Blurred vision
o Using Bad Language
o Socially isolated
o Others please specify: _________________

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II. Place a check mark (/) on your answer below.

Agree Strongly Disagree Strongly


Agree Disagree
Online games is a
must-do activity for
all students.
Online games is not
necessary for me as a
student because it
will not help me in
my academic
performance.
Online games serves
me as a great tool
for recreation.
As a student, online
games helps me to
become active in
class discussion.
Playing online games
helps me to think
critically in class.

III. Answer the provided questions below.

1. Which is more convenient to you as an online gamer?

o Play online games before studying


o Study then play online games

2. Why do you play online games?


o To lessen the stress in my school works.
o Because online gaming is part of my hobbies.
o It helps me to think critically and plan strategies.
o I have many friends in online games.
o I just play online games to spend my vacant time.
o Others please specify: _________________

Questionnaire
(Appendix B)
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Curriculum Vitae

Name: Ian Jay G. Capati

Nickname: Ian

Address: Agbannawag, Rizal, Nueva Ecija,


Philippines

Birthday: June 7, 2001

Father’s Name: Ernesto P. Capati, Jr.

Mother’s Name: Jebeth G. Capati

Educational Background

Secondary: Rizal National High School (Junior High School)

Elementary: Regina Assumpta Kids Academy, Inc.

Philosophy in Life:

“Justitia In Caritate (Justice in Love)"

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Name: Rosefel Jerille M. Martin

Nickname: Fel

Address: Baloc, Sto. Domingo, Nueva Ecija,


Philippines

Birthday: November 14, 2000

Father’s Name: Felix B. Martin

Mother’s Name: Rosita M. Martin

Educational Background

Secondary: Sto. Domingo National Trade School (Junior High


School)

Elementary: Schola Cristi

Philosophy in Life:

“Speak less and listen more”

25
Name: Joyce Anne C. Bago

Nickname: Joyce

Address:Seato, Mapalad Sta.Rosa, Nueva


Ecija, Philippines

Birthday: October 20, 2000

Father’s Name: Gregorio Bago

Mother’s Name: Maricel Bago

Educational Background

Secondary: Maligaya National High School (Junior High School)

Elementary: Malacaňang Elementary School

Philosophy in Life:

“Life is like a camera, focus on what is important and


you will capture it perfectly.”

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Name: Thom Ezer A. Cruz

Nickname: Thom

Address: #2 Teachers Village Street,Kapt.


Pepe Subd. , Cabanatuan City, Nueva Ecija,
Philippines

Birthday: January 21, 2001

Father’s Name: Filip P. Cruz

Mother’s Name: Josephine A. Cruz

Educational Background

Secondary: Wesleyan University-Philippines (Junior High School)

Elementary: Wesleyan University-Philippines

Philosophy in Life:

“To know the truth is to doubt.”

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Name: Von Mark Tabago

Nickname: Mark

Address: Maligaya, Palayan City, Nueva


Ecija, Philippines

Birthday: May 4, 2001

Father’s Name: Crispin Tabago

Mother’s Name: Lovelie Tabago

Educational Background

Secondary: Maligaya National High School (Junior High School)

Elementary: Maligaya Elementary School

Philosophy in Life:

“Time is valuable, but time is not important.”

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Name: Vincent A. Ramos

Nickname: Bilog

Address: Homestead I, Talavera, Nueva


Ecija, Philippines

Birthday: October 16, 2000

Father’s Name: Reymundo M. Ramos

Mother’s Name: Susan A. Ramos

Educational Background

Secondary: Sto. Domingo National Trade School (Junior High


School)

Elementary: Homestead I Elementary School

Philosophy in Life:

“If others can, why can’t I?”

29
Name: Vinz Xatello Garcia

Nickname: Vinz

Address: Bicos, Rizal, Nueva Ecija,


Philippines

Birthday: June 6, 2000

Father’s Name: Leopoldo Garica

Mother’s Name: Lorna Garcia

Educational Background

Secondary: Bicos National High School (Junior High School)

Elementary: Jesus is Lord Christian School

Philosophy in Life:

“If you’re tired don’t quit, just rest.”

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