Thesis
Thesis
Thesis
SUBMITTED BY GROUP 1:
SUBMITTED TO:
Mrs. CARMEN A. PANGANIBAN
Chapter I
Introduction
Online games are now on the top list in the minds of young generation
because of the graphics that catch gamer’s attention as an alternative for leisure to
spend to. Some students stayed up late at night playing their favorite online games.
Parents complain about the time they spent on playing online games rather than doing
On the other hand, the effects of playing online games on student’s academic
Playing online games can be the motivation of the students in their study. The
Isabela Granic and her fellow researchers at Radboud University in the Netherlands
stated the benefits experienced by children and adolescents playing these new, interactive
games. It provides young people to recognize different social conflicts scenarios that
they might face in the real world and also it helps young people to develop social
experiences that can be valuable as they mature and helps them to learn to cooperate and
games and academic performance for students and that argument was playing online
games are addictive. Addiction in playing online games increases depression, anxiety
levels, exhibit social phobias and worst their academic performance suffer. Academic
achievement may be negatively related to over-all time spent playing video games.
Studies have shown that the more time a kid spends playing video games, the poorer is
his performance in school. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004).
The effects of playing online games have a positive and negative impact to the
student. Thus, this study aim to know if playing online games affects the academic
performance and what are the effects of playing online games to the academic
Scientist had been focusing on each of the computer games designs and stimulations as
Video gaming started on reaching the peak of fame and popularity at the years
1970’s and 1980’s as game consoles, and it is were computers are introduced to the
public.
Over the last couple of decades, the trend of Videogames has increased at a
significant rate. It had challenged all types of media for leisure time use. Interactive
electronic media has stemmed out from virtual non-existence to one of the primary means
constantly grows. Computer games nowadays affects the life of students, and the danger
that kids who play outdoors is no different from the online gamers at home.
26% of female Millennial’s list playing games as a hobby while the male
Millenials has rated 51%. The computer and online games joint with the touch of
technology makes their pastime more than just a game, but would eventually wind up to
be an addiction. When the students reached this point of obsession towards playing, it
gets harder to stop them resulting to more hours of spending time in front of their
computer screens and lesser time with academic and other school performances.
Conceptual Framework
rules that holds together the ideas comprising a broad concept. It is the researchers' own
position on the problem and gives direction to the study. It may be an adaptation of a
model used in previous study, with modifications to suit the inquiry. Aside from showing
the direction of the study, the researchers can be able to show the relationships of the
and OUTPUT. The Input – Process – Output model (IPO Model) or input – process –
output pattern. Input is something from the external environment that is fed into the
system. Input may be a raw data “capture” in some way or pre – existing data which has
been provided by an external system. Next, the process is the important element of the
conceptual framework. It accepts the inputs and performs it in some type of operations on
which it transform into some other state. Lastly, the output is the result of processing the
In this study, the input is: A study on the effects of computer games in relation to the
Academic Performance of Senior High School Students of Southeast Asian College Inc.:
Basis for Recommendation. The process includes: Data gathering, Analysis of data
gathered, Questionnaires, and Tabulation of data. The output includes: Identify what is
the relationship of playing computer games on students' academic performance and give
INPUT OUTPUT
Figure 1
Figure 1 describes the conceptual framework of the study wherein the input is the
topic of research entitled: A study on the effects of computer games in relation to the
Academic Performance of SHS Students of Southeast Asian College Inc.: Basis for
Recommendation.
On the other hand, the process being used is through data gathering, analysis of
data gathered, questionnaires and tabulation of data. The output of this study was to
The researcher aims to find out the relationship of playing computer games and
1.1 Age;
1.2 Gender;
3. What are the effects of online games to the academic performance of the
respondents?
4. What is the most famous computer game that causes students to drop out?
will lose interest for studies because of this. Besides, it flaunts negative effects on Senior
high school (SHS) students in their academic performance. The researchers proved that
the number of subjects failed increases the probability of SHS students to drop out. Thus,
computer gaming also have a tendency to be the cause why students repeat another
The researchers’ hypothesize that playing computer games has a bad effects in
Grade-11 students in Southeast Asian College Inc. The students are spending more effort,
time and money in playing computer games. The students found that it is the best thing to
do in their leisure time, not being aware that they already neglected their home works,
projects and lessons. As a result, their academic performance has been affected. Low and
failing grades can be the results if the students continue to priorities their habit like
This research aimed to know the effects of playing online games towards
Students. They will know the effects of online games to their academic
use internet as a tool for their teaching to get the interest of their students.
Parents. The result of this will serve as an eye opener for the parents to exert
their efforts in guiding, monitoring, and limiting their children on playing online games.
The scope of this study was to find the effects of playing online games
The study was delimited for sections STEM, GAS, and TECH-VOC in Southeast
The main focus of this study is to show the possible effects of computer games to
students on secondary level. The researchers involved 50 senior high school students of
Southeast Asian College Inc. In conducting the survey, each of the respondents are given
This study limits its coverage on 16 to 18 years old grade 11 students. The
researchers were motivated in finding the positive and negative effects of computer
games in relation to their academic performance. As for the negative effects, researchers
Leisure – Enjoyable activities that you do when you have free time.
understand or explain.
with others.
Chapter II
For further understanding of the study, the researchers made use of different
reading materials such as books, magazine, newspapers, thesis and other web articles that
are essential in broadening the researcher’s knowledge and information. These will also
guide the researcher’s to gather in formations for further analyzation to target objectives
by getting ideas and in formations for other studies and make developments as possible.
History
Around 1969, the earliest online gaming was originated but it becomes popular
around late 1970’s and early 1980’s when dial-up bulletin become popular and the users
started playing online games over them. It provides multi-users platforms that become the
earliest base for multi-user games which have finally changed into what is today
popularly known all over the world as the Massively Multi-player Online Role-playing
Games “MMORPG”.
Online gaming develops because of the cheaper and more accessible price
with each passing year. For almost 1990's, evolution led to an explosion that
increases younger web users although at 2001 online gaming activities slows down,
but phenomenon proves that it won't die out so easily until technology grants such
as Sony, Microsoft, and Nintendo change the phase of online gaming forever.
Online Games
through a form of computer network. Online games can range from simple text based
games to games incorporating complex graphics and virtual worlds populated by many
communities, making online games a form of social activity beyond single player
games.
Related Literature
A. Foreign Literature
Much attention has been directed to the use of video games for learning in the
recent years, in part due to the large amounts of capital spent on games in the
entertainment industry, but also because of their ability to catch the attention of the player
and play it for long periods of time as players learn to master game complexities and
The computer game is one of the most exciting and rapidly evolving media of our
time. Evidence can be seen from the Internet where online games are one of the fastest
builders by actually playing as opposed to being mere observers. They can only be
successful in the game after they manage to uncover a series of regulations, actions, and
suggests that modern videogames have borrowed much of their material from
Hollywood. The player character in many games, referred to as the avatar, is generally
created to be at least somewhat superhuman. Just like in movies, this portrayal of what an
male characters that are incredibly well built and tough, and female characters that are
physically attractive. As Burrill puts it, “in short, avatars are sexy” (Burrill, 2008, p. 75).
According to the authors, Chen and Voderer, gamers fit into certain categories:
the competitor, explorer, collector, achiever, joker, director, storyteller, performer, and
the craftsmen. Each of these types of players has a specific goal for playing games,
Many of these fall under the category of serious game Egbert (2009), explains
technology literacy as understanding the many ways in which technology affects lives for
both good and bad (P. 281). Furthermore, the twenty-first century skills as critical
thinking, communication, problem solving, production and creativity (P. 281). Ip, Jacobs,
Watkins (2008) state that the latest multi-million selling titles such as Grand Theft Auto,
The Sims, and The Legend of the Zelda can deliver realistic content and interaction with
suggest that these classifications should help in developing a more organized framework
for better understanding games. It is considered that categorizing games is useful to the
primary function of the game. Whether its a game for entertainment, for learning or as
serious game. Mario Brother and Grand Theft Auto are digital commercial games that
were developing just for entertainment and recreation. While the aim of the Game Based
Learning (GBL) and serious game are learning and behavior change (Corti, 2006).
Although serious games have been develop for the wider purposes of training and
A 2005 paper suggests that videogames are changing education and that games
are more than a simple form of entertainment (Shaffer, Squire, Halverson, & Gee, 2005).
It explains that student learning can be enhanced by experiences in vast virtual worlds.
These worlds can allow students to interact as a community. Virtual worlds are useful
Halverson, & Gee, 2005, p. 106). This means that students are able to actually experience
and experiment with the things that they are learning rather than simply being told them
as facts or equations.
O’Neill, Wainess & Baker (2005) identified five “families of cognitive demands”
in playing games: content understanding and problem solving which are content specific
content independent skills. Wouters, van der Spek & Oostendorp (2009) proposed a
model of four kinds of learning outcomes that games might have –cognitive learning
outcomes, which they divided into knowledge and cognitive skills, motor skills, affective
Instead of studying, there are lots of students spend most of their time in front of
the computer doing unnecessary things like: addiction to computer games and net
compulsions. The bad habit that students develop in their computer use can cause so
World of Warcraft is an online game, that causing students to drop out. The game,
in which you create your own character - an orc, a troll, a dwarf or a human - and join
others to defeat enemies in the mythical land of Azeroth, is topping sales charts in the
US, but its makers are receiving publicity they could do without, thanks to Deborah
Taylor Tate at the Federal Communications Commission (FCC). Tate says: "You might
find it alarming that one of the top reasons for college drop-outs in the US is online
Tate, one of five commissioners who oversee and regulate TV, radio and all
communications related to the US, made the claim shortly after a student adviser at the
University of Minnesota Duluth, Vince Repesh, told his local paper that he had seen
students with severe academic and personal problems. "I accused one of them of coming
in loaded from smoking dope, he looked so bad," Repesh told the Duluth News-Tribune.
Repesh says the game can be more pernicious than other addictions. "If somebody has a
chemical problem, you usually see side-effects from it," he explains, "but you can't tell
for a long time if someone is just sitting in front of a computer. I have seen straight-A
students who go to Fs because they think World of Warcraft is more important."At least
five students have come to Repesh over the last academic year with serious addictions
number of students suffering from computer game addiction and video game addiction
can be puzzling for many people. What the people getting confused of is that they don’t
usedto be harmless. Virtual games bring a sense of fun, thrill and excitement when played
and these feelings actually make the game more appealing and engaging and addictive it
also make the gamer more interested in playing online games . The seriousness of video
game addiction and computer game addiction has gone unnoticed. It managed to sneak
from a good thing that turns out bad due to abuse (Portal, 2007)
substance addicts, namely salience, mood modification, craving, and tolerance (Wölfling,
Grüsser and Thalemann, 2008; Young,2009; Hsu, Wen and Wu, 2009; Ko et al., 2009;
While the emerging technological advancements, there are new factors that may
affect the quality of educated population (Oliveros & Sapio, 2007, 17-18).
engagement with MMORPG that can cause an addiction in a small minority of players
(KussandGriffiths, 2011b).Since online and offline and computer games are particularly
fascinating to children and adolescents (ESA, 2010), it shows reasonable to suggest that
these groups may be particularly at risk, more vulnerable and susceptible of developing
gaming addiction. Furthermore, it has been argued that because of the 24/7 nature and
Warcraft and Ever-quest), online gaming may be more problematic for ‘at risk’
During this period of time, adolescents are confronted with a variety of cumulated
stressors, such as physical and hormonal changes, as well as shifts in personal value and
belief systems. Parental influence is diminished where as the peer group gains more
importance. Peer pressure may lead to a variety of problems (Silbereisen and Kastner,
1998) that may eventuate in the development of pathological behaviors, such as chemical
Gamers who play for extended period of time (over 4 hours) and almost every day
show a clear signs of addiction. They get restless and irritable if they can’t play they also
sacrifice their other social activities just to play games. According to the assistant
professor of Psychology in Iowa State University, Douglas Gentile in his study about the
Journal Psychological Science he revealed that more than 8% of gamers between the ages
Behavior”
There's also another type of computer addiction that's been identified which has
been labeled "positive addiction." It may sound like contradiction of terms, but having a
outweigh the cost of the addiction. There are many ways in which immersing oneself into
the computer can actually help make a person a healthier, more aware human being. Not
all the stuff on the Internet is bad, by any means (Fisher, 2006).
are positioned in contact with practical situations, which are closer to real life situations
Williamson, 2009).
Most of the video games can be played in multi-player. Through this players can
use the settings of the games as well as other communication tool such forums and instant
messaging programs to discuss strategies and organize groups. Majority of the enterprises
are responsible for these games develop these forms of interaction (Galarneau, 2005).
Jane McGonigal, author of the book “Reality is Broken: Why Games Make Us
Better and How They Change the World” said in an interview Could Gaming be…
(National Public Radio, 2011) “Well, games seem to tap into the psychological state
called eustress, or positive stress. You know, normally we think about stress as very
negative. It makes us anxious or frustrated or burnt out. But it turns out that if we have
chosen a goal for ourselves and if we feel in control of the work that we're doing, that
stress is experienced very positively”. She also said that “Games are doing a better job of
provoking our most powerful, positive emotions, and also helping us build up remarkable
social relationships that cannot only improve our real lives but also potentially help us
change the real world. However McGonigal still encourages everyone to play games due
to its convincing benefits but also insists that people should only play on controlled
number of hours.
There are also indications that games aid students in their studies. According to
2012) “researchers have found that video games have real potential as next-generation
learning tools. Games use new technologies to incorporate principles crucial to human
cognitive learning.” That is why the Department of Education (United States) fund
video games, virtual worlds and avatars that would serve as learning tools. In fact a game
app that aims to reduce child obesity is already in the works as well as the game
adaptation of the CSI TV series wherein the players learn to examine crime scenes and
evidences, a game that aims to introduce to middle school children forensic sciences, also
the game Budget Hero 2.0, a game where players learn to manage a nation’s budget.
According to an article written by Lea Lebrilla (2010), she suggest that video
games can be a new way of teaching, in this manner video games are being used as a
teaching tool and is seen to help students to improve academic skill and creative thinking.
Since most of video games are goal oriented especially those games where in player is on
a quest, it is believed that it can help to improve one’s creativity in thinking as well as
improve imagination.
Evolution of the video games rides the back of the technological and computing
advances that drive the personal computer revolution” (Smyth, 2007, P. 717). Since their
introduction as mass market products in the 1970s, video games have come under
inspection in a number of contentious areas. Fuelled by the ever increasing popularity and
economic significance of the games industry, any negative findings such as those relating
to gaming addiction, epilepsy, and violent content have rapidly been picked up by the
media, often leading to condemnations of such games by the public (Ip Jacobs Watkins,
2008, P. 356).
“When people participate in playful activities, such as digital games, they are more
likely to enjoy the learning process resulting in more time, effort, and concentration put
into an activity” (Martin and Ewing 213). This section explore how video games have a
positive learning impact on learning. Video games can help students to established sense
Analysis
Based on the foreign literature discussed it has been proven that the MMORGP
Video games can be a learning experience, give your kid a variety of entertaining
things to learn from, so your kid will not be addicted to just one thing. Be sure to make
him read books, play sports, interact with other kids, and watch good TV. Everything
children not spend more than one to two hours per day in front of all electronic screens,
including TV, DVDs, videos, video games (handheld, console, or computer), and
computers (for non-academic use). This means seven to fourteen hours per week total.
where Pathological Behaviors are observed (these are the addictive stages of online
gaming) there are still positive addiction that helps to gain good information makes a
A. Local Literature
The number of online gamers in the Philippines will reach 6.3 million by 2008,
said by a research released by the International Data Corporation (IDC). Due to the
increase of new online games and increase of broadband connections number of online
Another factor that supports the increase in number of online gamers is that as a
social aspect community of friends and families forms clans when playing .It is also
estimated that the online gaming subscriptions in the country will grow 58.4 percent
The ultimate success of new online game distributors would depend on flexible
business models. Alliances among Internet service providers, game distributors and
online gaming industry. IDC also forecast that the Philippines internet usage will record a
reaching US$10 million and 350,000 subscribers in 2004 (up from $3 million and 60,000
annual increase in subscribers, online gaming has ceased to be just an ordinary pastime or
amusement
It has become the most dynamic segment of the entertainment software industry
in the Philippines. And also another opportunity abound for U.S. online game content
developers, broadband service providers, and suppliers of servers, switches, new and
In 2000, PAGCOR authorized the Sports and Games Entertainment Corp. as the
exclusive operator of the Philippines' only online casino. In 2002, the government
allowed Phil. web Corporation, in cooperation with PAGCOR, to regulate and tax online
Games Cafes (MPEGs). MPEGs are large mobile shipping containers and can be easily
moved from one location to another if a particular area is not generating sufficient
business. The containers come complete with computer terminals and cashier facilities.
Phil. web does not have competitors in the online gaming sector within the Philippines.
The most popular online game in the Philippines is baccarat, which accounts for 30 to
PAGCOR also offers franchised e-Games Cafes. Operators may choose between a
rented space and a modular cafe. An e-Games Cafe may be owned and operated with a
start-up cost between PhP1.2M to PhP1.5M. There are no franchise fees, only a
processing fee, and monthly revenue is 28% of casino winnings. The typical payback
period is 12 months. An e-Games Cafe must be at least 200 meters away from
educational institutions or places of worship and religious centers and at least 1 km away
game publishing business to rival Level Up! Inc. (LUI), in a deal that involves both
equity and cash, although the amount for the transaction has yet to be specified.
engage primarily in the business of interactive gaming and content distribution to the
local, regional and global market. EG is the online gaming subsidiary of IPVG
company incorporated in the British Virgin Islands. On October 16, 2007, EG was
and communication technology (ICT) export service firm in the field of application
conglomerate that has quickly been diversifying its portfolio in recent years.
role-playing games or MMORPGs, and casual online games. Since it started operations in
2006, EG has commercially launched 20 online games including RAN Online, Granado
Espada, CABAL Online, Audition Dance Battle, Band Master and Point Blank. Starting
April 1, 2012, but the Company divided its business operations from online games to
Spite of the fact that the government’s Department of Education (DepED) values
on how online computer also helps sharpen the young generation into highly proficient
to the students who is getting more addicted to online computer gaming. ARCS theory is
maintaining learners’ online learning attention to strengthen motivation. That proves the
Analysis
market witnesses the ceased to be just an ordinary past time amusement especially with
the teens.
Therefore, based on the IDC due to the new online games and broadband
connection number increases, the online games get into increase too.
Related Studies
A. Foreign Studies
The effect that interactive digital media has on the learning process is not completely
negative. It is not that the medium itself is inherently flawed, but much of the information
that gets transmitted through it may be. As was noted in a 2008 study on media attention
and cognitive abilities, “content appears to be crucial” (Schmidt & Vanderwater, 2008, p.
63). If the content being consumed is positive, then positive results can be expected. If
the content is negative, then negative results can be expected. The study examined
For 30 years, video games have been available to consumers. Because they encourage
players to be part of the game’s script. It shows that they are unique form of
entertainment. It is required the player to pay attention constantly to the game. This has
both negative and positive impacts on players but several studies about these impacts
Through playing online games children may improve a players manual dexterity and
technology improve it with better graphics and this quality makes the online game
paper from EDUCAUSE suggests that faculty need be aware of games that could be
helpful to the in class learning experience (Hitch & Duncan, 2005). It mentions using
tactical and strategy games to enhance the level of understanding and engagement with
the material. It specifically mentioned using Civilization IV, a game which focuses on
empire building and economies of scale to aid in the understanding of history and
economics.
Some research concludes there is little evidence to suggest that interactive media
enhances the learning experience (Schmidt & Vanderwater, 2008). Other sources have
student engagement when completing homework” (Coller & Shernoff, 2009, p. 315).
Research on the subject has been mixed, but it seems that video games can have a
According to the study done in Taiwan by Chuang & Chen (2007, 30) they have
found that digital games improve children’s cognitive achievement and can facilitates
students cognitive learning process. Furthermore, the findings indicate that digital game
playing not only improve the participants “fact/recall” process but also the skills in
problem solving.
On the other hand, there are study shows that online games that have a violent content
The amounts of time that children are allowed to play online games are part of the
In 2010, both video and PC game software retail sales amounted to approximately
$15.5 billion (Johnson, 2011). Sims 3 is the most popular online game followed by World
Warcraft’s Wrath of the Linch King. This suggest that simulation games and Massive-
communities (The NPD Group, 2010). These games let the players to inhabit massive
of male under the age of 18 years there are 25% of computer and video game players and
also ESA reported that 25 % of parents do not put time limits on their children internet
use in general and 17 % of parents do not put time limits on their children in playing
video and computer games (ESA 2010). Through this statistics, it shows that gaming
particularly online gaming is an integral element of children and adolescents leisure time
activities.
The gaming frequency and the amount of time spent on playing online games have
been studied for years frequently in association with gaming addiction (Daniel Luke King
and flow) (Khang et al. 2013; Lee et al. 2012), negative consequences (e.g., missing
school work) (Hellström et al. 2012), and even academic performance or learning
In the research conducted by Ahn and Randall (2008) on computer game addiction
and mental health based in the U.S. addiction define as “a psychological or physical
Stated that the seriousness of the issues caused by computer game addiction and
video game addiction was even claimed to have created a new face of addiction in
modern-day societies.
Since this kind of addiction roots from seemingly harmless sources, what leads to
addiction is the people's abuse to the effects or benefits that they bring. Since no one will
ever prevent using computer these days, at work or in school, theorists predict that this
kind of disorder will be much harder to manage (Moreover & Kranz ,2008).
Many cases have been reported in which users play online games compulsively,
isolating themselves from social contact and almost focusing on in-game rather than out-
game life event such as academia and bonding with family and friends. Players see in-
game life more important than out-game life which means they spent almost of their time
According to Young (2007), many hospital and clinic have set up out-patient clinics,
programs and campus support groups to help those who are addicted to the internet.
Furthermore, these facts tells that playing a lot is not the same as being pathological
gamer, that gaming must be causing problems for the individual to be considered as a
pathological conditions which can help to diagnose whether the interviews are addicted to
Ahn and Randall (2008) discovered that MMOGs affected both social and academic
the addiction interferes with their relationships, inwhich most of the addicts are reported
addicted students. This statistics corresponds with the amount of playing time of addicted
A study conducted by Wan and Chiou (2006). They found out that most of the
adolescents they interviewed stated that online gaming had become the main focus on
their lives, and their life would become dark and bleak without these games.
According to Mu (2006) points out that some of the main symptoms of internet and
online game addiction, including the decrease in social friend network and face to face
interactions with other become occasional while the member of friend in the virtual world
increases.
The negative correlations that have been found between video gaming and overall
behaviours. Monke (2009) purported that the increased distances of time and space
afforded by worldwide online games would interfere with students’ developing normal
video games. Studies have shown that the more time a kid spends playing video games,
the poorer is his performance in school. (Anderson & Dill, 2000; Gentile, Lynch &
Psychology found that video game addicts argue a lot with their teachers, fight a lot with
their friends, and score lower grades than others who play video games less often. Other
studies show that many game players routinely skip their homework to play games, and
many students admitted that their video game habits are often responsible for poor school
grades.
Anand (2007) found that video game addicts tended to fall asleep in class and fall
gaming and attention deficits in class. Griffiths (2010, “Online”) and Sharif and Sargent
(2006) found that video gaming creates time conflicts that reduce the amount of time that
different results on the online game addiction and the finding supported the same
symptoms.
With regards to undergraduate students who were addicted to the Internet or online
games, Zhang signify that most of these students had bad grades in their universities.
Moreover, Zhuo stated that the physical symptoms of Internet and online game addiction
common symptom of many MMOG players, is essentially a spinal injury which results
from keeping the same sitting position for hours while playing games.
Recently, there has been an increasing amount of research about the possible benefits
of playing games, such as that it is promoting ICT skills and of it is being added as
motivational component for training and education (1p Jacobs Watkins, 2008, p. 365).
at Iowa State of University video games is a powerful force in many adolescents. When
video game is “pro-social” and rewards players for building a town or helping others,
children tend to show more empathy and helpfulness in their daily lives.
It has been an ongoing debate to both educational and public environment about the
debatable whether video games affects student’s academic performance, recent studies
have considered that digital games as an educational tool to nurture student’s learning
interest and motivation (Choi et al. 2013: Jennifer Henderlong 2009: Van Eck 2006) and
correlated with academic achievement (Jennifer Henderlong Corpus 2009: Jurisevic et al.
2008)
Charlton and Danforth (2007) considered the distinctions between core andexternal
standards for behavioral addictions as they applied in the specific area ofMassive
through DSM-IV, online gaming addiction has been identified by an actual diagnosis, in
which most researchers rely on their definition for addiction as the guidance of this
document.
On the other hand, Kimberly and Young (2007) identifiedand referred to Internet
addiction as a new and often unrecognized clinical disorder that impacts the ability of a
user to control Internet use to the extent in that it cancause relational, occupational, health
and social problems. Syracuse University (2007) reported that being addicted to games
may lead to lessen their sleep, interference withthe demands of society life including
Ip et al. (2008) analyzed the relationships between gaming frequency and academic
performance among 713 students. The study found that frequent gamers, who spend more
than 2 hours per day playing video games, performed less well than infrequent gamers. In
addition, Ip et al. (2008) found that the number of genres played is associated with
academic performance in examinations. That is, gamers who play four or more game
et al. (2012) examined the relationship between gaming time, motives to play and
negative consequences. They recruited 7,757 Swedish adolescents and had them
completed a questionnaire and found that time spent on gaming was related to negative
consequences like, less sleep due to gaming. Ventura et al. (2012) constructed an online
survey with 252 under graduate students and a positive indications was found between
video game play and academic performance. That is students who spent 11-50 hours
playing video games had significantly higher GPAs than student who spent 0-10 hours
In the research report of Rehbein, Kleimann and Moble (2010) they found that video
gaming as a predictor of truancy. They have found a direct correlation between increased
truancy and video game dependency in their study of 15,168 German 9th graders. This
finding is crucial because researchers such as Yakoulev and Kinney (2008) have found
correlation between attendance and school marks. They have reported an overall
Two hours per day is correlated with a GPA of below 3.00 in 1,492 high school
The violent content that characterizes massive multiplayer online role-playing games
(MMOs) also negatively correlated with final marks. (Alsaleh, 2005). Most harmful of all
is video game dependency (Rehbein et al., 2010), also called pathological gaming
(Gentile, 2009).
Some researchers have found negative between video gaming and other types of
school related behaviors. According to the report of Anand (2007) that video game
addicts are tardy in doing school works and fall asleep in class.
(Anderson, Shibuya, Ihori, 2010) which makes players more prone to fight with teachers
and fight with peers (Gentile, 2009). Bartlett and Rodeheffer (2009) discovered that the
graphic realism of modern video games positions players to become more engaged in
violence.
Students get so obsessed with online gaming like Defense of the Ancient, Left for
Dead, Cabal, etc. that they tend to sacrifice their academic sides just to go to computer
shops and play, not noticing the time while using the computer (Sharples, 2009;Self-
Students tend to lie to their teacher, parents, etc. so that they may be able to continue
researchers at Mapua Institute of Technology to the first year student, five out
of 16 students confessed that they have lied to their teachers, parents, etc. that they
have skipped their classes just to go to a nearby computer shop. They did alibis so
that they will be able to cut classes. They also lied about the amount of time
There are modern accounts of effective learning acknowledge that many variables
(2008) for the evaluation of games for learning that includes motivational variables such
as interest and effort as well as learner’s preference, perceptions, and attitudes to games
in addition to looking at learner’s performance. Categorizing outcomes related to learning
and skill obtainment but also effective and motivational outcomes of playing games.
Most games do not teach kids math, history and other subjects, however, they do
provide students indirect opportunities to learn principles that can help them in their
academic pursuits. Certain types of video games can help train kids to follow instructions
as well as helping them develop their problem solving and logical thought processes.
and Hoch, 2010) such as in reading and in mathematics. In the study of Bowers and
Berland (2013) they found positive correlations between 1-2 hours of daily gaming and
mathematics and reading. Wittwer and Senkbeil (2008) also found positive correlation
between smart gaming and mathematics skills in their study of 4,660 German 15 years
old.
However, other researchers have correlated video gaming with decreased self-esteem
(Padilla Walker, Nelson, Carroll & Jensen, 2010), and pathological gaming with
In their efforts to escape everyday life by gaming (Wallenius et al., 2008), adolescents
tend to lose interest in other activities (Griffiths, 2010; Rehbein et al., 2010; Young,
2009). The time that addicted players devote to gaming obstructs their participation in
clubs (Anand, 2007), work (Oggins&Sammis, 2012), sports (Anand, 2007), and general
socialization (Duven et al., 2011), especially when MMOs are involved (Van Rooij et al.,
2010). Even non-addicted gamers are less likely to engage in activities such as sports
(Cummings &Vandewater, 2007), and more likely to engage in risky behaviors such as
Analysis
As the analysis, statements proved that there are possible benefits of playing games,
there is also such positive effects brought due to gaming frequency and a reason to
On the other hand, it is also proved that based on some reports online game addicts
are mostly those who’s been tardy in doing school works and fall asleep in their classes.
Although some influences are counted negatively, it has been stated that students are
not thought academic subjects such as mathematics, english or science but it is observed
that they improved more on problem solving and logical thought processing.
Local Studies
Mandanas (2007) conducted a study on the effects of playing computer games and
Kapayapaan National High School, Canlubang, Calamba City. The study concludes that
there are significant effects on the socialization to the students who play computer games
According to Lojo (2008) who study about on the effects of playing computer games
on the academic performance and behavior of high school students discover that to
maintain the good academic performance of students, parents should set limits on how
often and how long their children is allowed to play video games.
According to the study of Dorol (2009) about the effects of electronic games and
other factor in the grade five pupils’ academic performance at A. Quezon Elementary
School, DEPED, Manila that pupils’ academic performance with correlation of .194
significant .021 levels were related significantly to electronic games. This shows that the
computer games played by the pupils before going to sleep, after taking lunch or dinner
In the study about the effects of computer gaming on high school students’
performance done by Maria Daisy Cortes, Jhoana Alcalde and Jose Camatcho Jr. in Los
Baños, Laguna, Philppines (2013). Computer gaming measured by number of hours spent
in playing has the probability of a student to fail. They also conclude that students with a
higher allowance are most likely to become computer gamer. A student with higher
The moderate use of the internet, was associated with better grades and higher self-
reported academic aspirations. Those who reported using the internet less or excessively
tended to have lower levels of academic performance than those who used it moderately.
Causal statements cannot be made based on these findings, but it is clear that adolescents
who do not use the Internet for learning tasks, as well as excessive users of the Internet,
Virtual or cyber games over internet are direct personally to each individual user. It
inexpensive in the sense that the internet connections for the online games are easily
accessible everywhere and anywhere and affordable these days. This aspect works in
association with the personal characteristic and importance of discipline to the individual
developers caught the youth or student’s attention to response. These qualities of online
games advertisement give it immense influence over a vast range and sizeable number of
The online game is an industry. An industry is any grouping of businesses that share a
common method of generating profit. Online game is a business and profit has to
generate. Apparently, businesses, or anyone for that matter, do not see many monetary
they must do everything to maximize profits. The children, teenager or students are
where the money is at, and corporate boards of many online game sites decided that these
The more children, teenager or students playing at strategic times of the day, the
more they could advertise and give promos. As the online game developers’ states, there
is amount of charge that internet café and computer shop should hold. That is the idea
behind the online games that the student cannot understand more of their school lesson
Chapter 3
This chapter presents the method of research, the research design, population and
Research Design
Southeast Asian College Inc. A survey was used to collect data and was distributed to the
instrument. A descriptive survey was used because it has an accurate description to the
aims of the research. It describes the data and characteristics about what is being studied.
The research was also used to study frequencies and other statistical calculations.
The quantitative descriptive method would stand to have the accurate frequencies and
To conduct the research, selected students in Southeast Asian College Inc. stands
as the respondents for the questionnaire. Most of the questions provided are about
academic performance .The average grades of the students in all academic subjects in 1st
Quarter was gathered and to assure the facts given, the researchers gathered it from their
exasperation. After the retrieval it would undergo process of collation and classifications
to confirm facts written and to get the frequency with their age, gender and grade level.
Statistical data was analyze and interpret for verifying order necessary for the
The population of the study are the selected students in different strands and
sections from Southeast Asian College Inc. Overall, 50 students will answer the survey
form. This helps the study to have a better and clear answer to the effects of playing
online games to the academic performance of the selected students of Southeast Asian
College Inc.
their Strands.
STEM 20 40
GAS 10 20
TECH-VOC 20 40
TOTAL 50 100
Research Instrument
The main tool was used in gathering data for this research was a researcher –
made questionnaire. The questionnaire was divided into two main parts; Part I includes
personal data information, which can be used to determine the respondents in terms of
age, gender and Strand and Section. Part II contains the statements to be rate whether
“Always” ,”Frequently” ,”Sometimes” ,”Rarely” or ”Never” that was used to find out the
The researchers asked permission from the Thesis Adviser to allow the
researchers to conduct a study about The Effects of Online Games to the Academic
Performance of the selected students of Southeast Asian College Inc. Answer survey
appropriate statistical computation of reliability. Students name was then deleted from the
list of total population so as not to include them again in selection of the sample
population. Stratified Sampling Method was used in this research to divide the population
of the students. The researchers randomly select elements from each cluster. In having
The study utilized various statistical methods to provide a reliable and accurate
analysis and interpretation of the data gathered. The following statistical tools and
𝑛
𝑝 = ( ) 𝑥 100
𝑁
Where:
P=percent
n= number of observations
2. Weighted Mean. This was used to determine the weight of responses with the
Formula;
𝑇𝑤
𝑊𝑚 =
𝑁
The table below shows the interpretation used for the academic performance of the
respondents.
Range Interpretation
90 – above Outstanding
86 – 89 Above Average
81- 85 Average
75 – 80 Below Average
75 below Poor
Legend: