Online Gaming Pro
Online Gaming Pro
Online Gaming Pro
Abstract
This study was conducted to assess and find out the impact of on-line
gaming on the academic performance and social behavior of the
students in the Polytechnic University of the Philippines-Laboratory High
School. Furthermore, this study sought answers on the significant
relationship between playing on-line games and academic performance
and to social behavior of the students.
The study revealed that boys are more of a player compared to girls
who often play games that require three or more players like League of
Legends, Clash of Clans, Crossfire and many more to mention. It is also
stated that those who play online games are around 14-15 years old
who are believed to be in the Grade 8 level. These students who often
play games have an average weekly allowance of 101 pesos to 500
pesos. Playing online games do not affect their grades badly for they
know how to limit themselves. They know that they need to control
themselves in order to function well in their class that is why they only
play games during vacation and weekends with a lot of time compared
when they have classes.
Even though they play online games; they know how to socialize well
and they can perform very well when it comes to academic
performance. However, it is inevitable not to play even for half an hour
especially when they are accustomed to it. Therefore, it is just a matter
of discipline.
Main Text
1. Introduction
Internet as a source of information plays an important role in developing
one's mind and life experiences by creating productive works in schools,
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.
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 [1] 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, on-line gaming is one of the best past time that they
acquire specially for teenagers, youngsters and students. According to
Kuss & Griffiths [2], 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. 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.
Students' 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 ability to
communicate appropriately face-to-face with friends, peers, family
members including parents [3].
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 students' academic performance and their social behavior. The
purpose of this study is to find out the implications of on-line gaming to
the academic performance and social behavior of the students.
Author's Note
11 Dennis O. Dumrique; Polytechnic University of the Philippines,
College of Education, Department of Business Teacher Education;
+639178225232
22 Jennifer Castillo; Polytechnic University of the Philippines, College of
Education, Department of Business Teacher Education;
jenjel143@gmail.com
Causes and Effects of Online Video
Game Playing among Junior-Senior
High School Students in Malang East
Java
Abstract
Science and technology development causes a lot of changes in
any fields including the form of popular games among the Junior
and Senior High School students in Indonesia. The traditional
games that are famous formerly have been replaced by the
modern games like online video game. This article discusses the
cause and effect of the online video game playing on the Junior
and Senior High Schools students in Malang. This study reveal
that students play video games online due to peers pressure; and
online video games are liked because they are considered more
modern, practical, realistic and varied. Initially, students play online
video games to relieve the fatigue due to studying at school, but
subsequently, they are becoming addicted, and reach a condition
that they find it difficult to stop playing games. This condition will
directly affect their achievement in school.
NTRODUCTION
Playing is very important especially for
young people because it can prepare their
future. According to the Anthropological
study done by Gosso, play is way for human
to learn their world and culture. Through
playing, children do not learn only futu-
re adult skill but also gender identication
courage, trust among friend and cooperati-
on (Gosso 2005). Groos and Piaget say that
humans use play to prepare their adult life
(Groos 1908; Piaget & Inhelder 1969). Hall
also say that play is used by humans to iden-
tify their world. Through play human inte-
racts with their physical and social world
to establish their mentality (Hall 1916). For
example, when girls playing with a broom to
imitate mother cleaning the house, she also
learns the role of becoming a housewife. Boy
who roams in the river looking for sh, he
actually also learn to recognize beneccial or
harmful ora and fauna in the nature. Play-
ing game in a group also make children awa-
re about their physical strenghth, capability,
superiority, seniority, cooperation benet,
leadership skills and sympathy-empathy.
Playing game also important in
children physical tness and creativi-
ty. Traditional game that based on physical
activity is important to develop children
1
I Dewa Putu Eskasasnanda
1
Social Studies Department, Universitas Negeri Malang,
Indonesia
Received: July 2016; Accepted: August 2016; Published:
September 2017
Abstract
Science and technology development causes a lot of
changes in any fields including the form of popular
games among the Junior and Senior High School
students in Indonesia.The traditional games that are
famous formerly have been replaced by the modern
games like online video game.This article discusses
the cause and effect of the online video game playing
on the Junior and Senior High Schools students in
Malang.This study reveal that students play video
games online due to peers pressure; and online video
games are liked because they are considered more
modern, practical, realistic and varied. Initially, students
play online video games to relieve the fatigue due to
studying at school, but subsequently, they are becoming
addicted, and reach a condition that they find it difficult
to stop playing games.This condition will directly
affect their achievement in school.
Keywords
online video games; cause; effect
Article
Komunitas: International Journal of Indonesian Society
and Culture 9 (2) (2017): 191-202 192
UNNES
JOURNALS
muscle. Since traditional games usually uti-
lizing handmade equipment, it can develop
children brain creativity. A wooden stick
used to play hit the ball, banana stems and
tires made into swimming buoys are some
example of children’s creativity.
Online video games are now popular
among children especially to junior-senior
high school students in many town in Indo-
nesia. In Malang East Java, in the afternoon,
after students getting back from school,
up to late night a lot of junior-senior high
school students playing online video games
in internet cafes (warnet). On Sundays or ot-
her holidays, internet cafes are also usually
full of students who play online video game
and this situation sometime makes adult
customers dicult to rent a computer. The
popularity of online video games makes
students prefer to spend their time playing
online video game than doing outdoor ac-
tivities. This makes city parks and football
elds becoming quite, vacant and deserted.
Closely related with this phenome-
non, a study on the cause and eect of onli-
ne video game consumption among student
is urgent to carry out . This is due to the an-
xiety of many parties concerning the online
video games impacts in decreasing student
creativities, tness and other forms of social
skilsl. In online video games, all equipments,
rules and playforms are created by their cre-
ators. This make students feels don not need
to be creative in playing the games. Online
video games also cause their players was-
ting or using up a lot of their time sitting in
front of the computer screens. This acitivity
could in turn make students loosing their
physical tness and social skill because they
will never notice their physical and social
surroundings. The condition will eventually
bring various fatal eects for their physical
and mental developments (Van Rooij et al.
2011; Mehroof & Griths 2010; Przybylski et
al. 2010).
ONLINE VIDEO GAME
Video game according to Bogdanowicz et
als. (2010) , is dened as “ an electronic or
computerized game played by manipulating
images on a video display or television sc-
reen”. Online video games are popular among
students and they are used them as a means
for them to be accepted by their peers. Peer
pressures according to Erikson have great
impact on the life of an adolescence. Erik-
son said that in adolescence phase, person is
required to seek self-identity and indepen-
dence (Erikson 1968). When they try to get
free from all adult inuence and protection,
they become closer and more dependent on
peer acceptance. Peer acceptance brings out
pressure that in turn can make the adole-
cences vulnerable to youth behavioral prob-
lems (Allen et al. 2006; Van Rooij et al. 2011;
Porter et al. 2010).
Another reason that makes onli-
ne video games becoming popular among
students is because these games are sophi-
castedly designed to amaze and evoke the
players’ curiousity. To amaze the players, vi-
deo games usually presents attractive game
plays, realistic images and sounds. Virtual
worlds in video games are created by inspi-
ration of real life location. This is inten-
ded to provide sensation as if the player is
visiting a real site location so they are not
easy to get bored and the games also make
players becoming familiar and easy to me-
morize the location.
Bogost and Poremba also nd that
many video games are also popular because
their storyline are based on actual events or
movie storylines. Some games even exploit
documentary styles to add the authenticity.
“The Matrix” movie, allied forces landing
in Normady, and the assassination of John
Frank Kenedy (JFK) are used by video game
creators to make the player enable to imagi-
ne becoming the main character of the lm
or feel that they have a central role in an im-
portant world event. Movie storylines and
real events are also proposed to familiarize
players with the goal of the mission (Bogost
& Poremba 2008).
On his the study about racing video
games, Berger says that the actual based
race track is getting more fans than imagi-
nary one. Even, imaginary race track are de-
sign to create fair race and spectacular, ac-
tually authentic based race track gives more
193 I Dewa Putu Eskasasnanda, Cause and Effect of
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fun for the players. Berger said that this is
due to the sensation of be a real race driver
and win the world championship. Playing
in the imaginary track in contrast, makes
the players get bored and leave the game im-
mediately because the players felt it useless
(Berger 2008).
Video games are also enjoyed becau-
se it is designed to entertain and amuse the
players. Creators make video game storyli-
ne simple and easy to understand. This will
make the players not easy to get frustated.
Players use video games to get fun and and
escaping them from life pressures, As such,
they will leave the game if they nd it too
complicated.
To maintain the reasonability of vi-
deo game playing, creator also must balance
the challenges in the game. The game must
not too hard or too easy to win. Players do
not like easy game because they feel useless
to play. However, if the game is too hard,
player will get frustrated and they will lea-
ve the game. There are also some Strategies
used to maintain players’ enthusiasm. One
of which is by giving game assistance. Assis-
tance such as coin bonus or prize to buy new
weapons or vehicles is used by the creator
to help player completing the game missi-
on when they encounter diculties. To keep
the video game looks real, any assistance
in game must be built in disguised so the
players are unaware of it. By this sterategy,
Klimnt et als. (2008) said completing one
mission in video games can make someone
feel worth and proud. so they feel reaso-
nable to continue playing the game.
For most students, another pulling
factor of online video games is the economic
system that operates in it. Cain shows that
many players are interested to play online vi-
deo games because of the economic system
being operated. In online video games there
is a virtual currency circulation that is cal-
led “coin”. Coin is a reward for players when
they are able completing a mission. On line
video games coins can be accumulated to
buy virtual equipment to help nishing the
game (Cain 2008). Although every missions
gives coin bonus, the reward is usually too
small. Game creators always make the pri-
ce of virtual equipment so high that players
will be motivated to play more or exchange
their real life money into virtual coin to buy
equipment. Cain also states that the deci-
sion of the players to buy coins is not solely
inteded for facilitating the game. They do
not hesitate to buy expensive virtual equip-
ment because they can sell it back to other
players (Cain 2008).
Transaction of virtual equipment in
online game create a chance for making mo-
ney in online game. Through this, it is not
surprising that many players are willing to
spend a lot of time to look for money. Stu-
dents are even willing to be absent in class
or eventually drop out from school because
they prefer playing online games. Coin and
virtual transactions in online video game
make students think that it is better to play
game and get coins that can be sold rather
than study in school but never making any
money (Olson 2010; Kowert & Oldmeadow
2013)we must understand what motivates
children to play electronic games and what
needs the games meet. Drawing on a sur-
vey of 1,254 middle school children, focus
groups with boys and their parents, and n-
dings from other quantitative and qualitati-
ve research, the author describes a variety of
motivations for video game play (including
games with violent content.
It is not only visualization, game play
or economic system that makes online ga-
mes interesting. Marshall says online vi-
deo games also enable players to play with
virtual bodies (character) that commonly
referred to “avatars” . In the online video
game, players are free to choose an ava-
tar depending on taste and experience they
want to get, and image they want to show
(Marshall 2008). In online video game an
overweight, short, and black player can
choose a tall, white and athletic avatar. Men
players also possible to choose a women
avatar, depending on experience he wants
to get during the game. Avatars in video
games online provide the opportunity for
players to get ideal things that can not be
obtained in the real world.
Stone says that online video games
make players eliminate their physical identi-
Komunitas: International Journal of Indonesian Society
and Culture 9 (2) (2017): 191-202 194
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ty (Stone 1991). In the game, players become
a new individual with new behavior. Stone
and Turkle calls this phenomenon multiple
selves (Turkle 2011; Stone 1991). A person’s
identity in the real world is formed by his or
her interaction with other people and ma-
terial objects they consume, but in virtual
world, the identity is highly uid, allowing
player to rewrite their identity beyond tra-
ditional boundaries. With avatar, a man can
be a woman’s, a poor can wear expensive
clothes and a pacist can kill other because
of the video game mission (King et al. 2011;
Gentile 2011; Hellman et al. 2012).
The Effect of Online Video Games
Kücklich says that there are two kinds of
video game in the world. The rst is “casu-
al game” or video game that is only played
for killing time and the second is “serious
game”, a video game which makes players
always curious and force to spend a lot of
time to play it (Kücklich 2005). From these
two types, the “serious games” is conside-
red more dangerous, because it can make
players become a slave of the game which
is commonly called “playbour”. In a line
with Kuklich, Hjorth uses term of “hardco-
re game” to refer to the serious game. This
game is called “hardcore” for its potential
to make players spending a lot of time and
energy to nish the game (Hjorth 2011).
In online video games, people play
in virtual world using avatar (virtual body).
Even though the virtual world are a fun but
all human beings must always go back to
the real world. No matter how great a player
might play in the virtual world, his physical
body will feel hungry, thirsty and fatigue.
So, he should always come back to real life
to get a meal, drink and maintain his physi-
cal tness.
Human behaviors are shaped by their
experience. The danger of online video ga-
mes will appears if the experience gained
in virtual world aects the real life. Herbs
says that many experiences gained during
online video playing can not be applied for
real life. For example, death in real life is a
nal event of a person. Contrary, in video
games there are no limit how many death
player can experience. If avatar die, players
can turn it back to life unconditionally to
continue playing. o course this experience
will become a danger if it is applied in real
life (Herbst 2008).
One kind of video game that can
bring a seious dangerous for students is vi-
olence games. In violence games such as war
games, players are required to kill all ene-
mies. Death, explosions, screams and gun
shoot constantly and repetedly happen. War
games are more bloody and sadistic than any
kind of action lm. In war game, players
do not have time to think. He must kill all
enemy without thinking of grief. There are
no smell of blood, smoke and gun powder.
There are no time of silence to think about
the tragedy of the murders. In war game,
players are built like a machines, and res-
ponding quickly all the action of the game.
War game is designed not to create a feeling
of love, compassion or sentimental feelling
in the players.
Klimnt et al. (2008) said that violen-
ce game are enjoyable especially for human
male because the culture is idealized hyper-
masculine gender ideal. Violence is percei-
ved as manly. Hyper-male ideology believes
in socioevolutionary theory says that only
the strong will survive. Destruction on vir-
tual world can be benecial if it is used pro-
perly like a channel to safely release anger
and aggression. There will be no one har-
med because blood, re and debris in onli-
ne video games are only pixelwork, and all
experiences are simulated and virtual. The
negative thing will occur if a player apply vi-
olent experience in virtual world to the rea-
lity. In this case Klimnt suggests that heavy
users of violent video games should posses
a higher cognitive ‘preparedness’ for over ri-
ding moral concerns as well as for avoiding
violent behaviours in real life.
The other positive side of online video
game is proposed by Dyson. In busy life of
urban communities, people are isolated
from each other. On line video games pro-
vide space for children to interact with ot-
hers. In dense urban population that prone
to criminality, playing online video games
indoor at home or internet cafe is relati-
195 I Dewa Putu Eskasasnanda, Cause and Effect of
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vely safer than letting them playing out-
side. Indoor playing will protect children
from the danger of trac, sun heat, and air
pollution. Children are also protected from
criminality, kidnappings, harassment and
bullying by older children who are bigger
and stronger than them (Dyson 2008). This
research aims at nding the causes and ef-
fects of online video games carried out by
junior-senior high students in Malang city,
East java province.
Online video games are favored by va-
rious groups ranging from todler, students in
elementary school up to university students
and adults. This research will study junior
and senior high school students because the
majority of video game players online is a ju-
nior-senior high school students. According
to Nicolson and Ayers (2004) junior-senior
high school period is the age of adolescen-
ce or transition between children into adult.
This phase begins around the age of 10-13
years and ends at age of 18-22 years. At this
phase a person experiences biological, so-
cial, emotional and cognitive development.
If the adolescence phase is not addressed
satisfactorily, it can lead to behavioral prob-
lems in the future.
This research is conducted in Malang
City, East Java Province. Interviews are done
using Junior and senior high school student
as informants. The Informants are selected
through a purposive and snowball sampling.
Senior-Junior high schools at Malang are
selected based on criteria of public-private
and favorite and non favorite school. Based
on this criteria, Malang 1 junior and Malang
1 Senior high school are choosen to repre-
sent favorite public school. Meanwhile, Ma-
lang 10 junior and Malang 16 senior high
represent non-favourite school and Mu-
hammadiyah 1 junior and Brawijaya Smart
School (BSS)’s senior high is representatives
of private schools.
Motivation
Based on interviews to eight junior-senior
high school students, it gains that students
know online video games from their peers,
such as school friends, brothers or cousins
whose parents have a internet cafe business.
I tried to play games because my friends
asked me to try it. In school more and
more of my friends played online games
and these made me becoming more inter-
ested. There were a lot of my friends play-
ing online video games so it became more
excitings and I wanted to try it (interview
with Nr, 1 Malang Senior High School July
16, 2013)
I started playing online game at the 5 th
grade elementary, this because I follo-
wed my cousin. My cousin introduced
me to online video games because his pa-
rent operated internet café in his house. I
played online games starting from there,
and continued until now (interview with
Ad, 1 Malang Junior High School, July 18,
2013 )
Beside the inuence of the peer, there
are students who inform that the become
interested to play online video games be-
cause often watch online video games com-
mercial banner displayed in front of inter-
net cafe. His motivation to try online video
games increased when internet cafés also
oered one hour free trial play.
I knew PB (point blank) online games
when I was in six grade elementary. It
started when I was passing through the
internet cafe near my house, I saw com-
mercial banners which oered one hour
free trial to play online game. I asked to
the internet cae operator then he I gave
one hour free trial. I continued to play up
till now because it is enjoyable (interview
with Af, 16 Malang Junior High School,
July 17, 2013)
Peer pressures have a big deal of cause
for student trying online video games. Two
students said that there were sense of infe-
riority if they did not know how to play on-
line video games. Students would be consi-
dered outdated and coward if they resisted
the challenge of friends to play online video
games.
I play online video games in order not
to be ridiculed by my friends. For examp-
le when my friend challenged me to play.
Online Gaming: Impact on the Academic Performance and Social Behavior of the
Students in Polytechnic University of the Philippines Laboratory High School Dennis
O. Dumrique and Jennifer G. Castillo Polytechnic University of the Philippines
Abstract This study was conducted to assess and find out the impact of on-line
gaming on the academic performance and social behavior of the students in the
Polytechnic University of the Philippines-Laboratory High School. Furthermore, this
study sought answers on the significant relationship between playing on-line games
and academic performance and to social behavior of the students. The study revealed
that boys are more of a player compared to girls who often play games that require
three or more players like League of Legends, Clash of Clans, Crossfire and many
more to mention. It is also stated that those who play online games are around 14-15
years old who are believed to be in the Grade 8 level. These students who often play
games have an average weekly allowance of 101 pesos to 500 pesos. Playing online
games do not affect their grades badly for they know how to limit themselves. They
know that they need to control themselves in order to function well in their class that
is why they only play games during vacation and weekends with a lot of time
compared when they have classes. Even though they play online games; they know
how to socialize well and they can perform very well when it comes to academic
performance. However, it is inevitable not to play even for half an hour especially
when they are accustomed to it. Therefore, it is just a matter of discipline. Keywords:
On-line Gaming, Social Behavior, Curriculum, Academic Performance. 1.
Introduction Internet as a source of information plays an important role in developing
one’s mind and life experiences by creating productive works in schools, 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. How to
cite this article: Dennis O. Dumrique and Jennifer G. Castillo, (2018), “Online
Gaming: Impact on the Academic Performance and Social Behavior of the Students in
Polytechnic University of the Philippines Laboratory High School” in 4th
International Research Conference on Higher Education, KnE Social Sciences, pages
1205–1210. DOI 10.18502/kss.v3i6.2447 Page 1205 Corresponding Author: Dennis
O. Dumrique dodumrique@pup.edu.ph Received: 23 April 2018 Accepted: 8 May
2018 Published: 4 June 2018 Publishing services provided by Knowledge E Dennis
O. Dumrique and Jennifer G. Castillo. This article is distributed under the terms of the
Creative Commons Attribution License, which permits unrestricted use and
redistribution provided that the original author and source are credited. Selection and
Peer-review under the responsibility of the IRCHE 2017 Conference Committee.
IRCHE 2017 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 [1] 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, on-line gaming is one of the best past time that
they acquire specially for teenagers, youngsters and students. According to Kuss &
Griffiths [2], 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. 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. Students’ 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 ability to communicate appropriately face-to-face with
friends, peers, family members including parents [3]. 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 students’ academic performance and their
social behavior. The purpose of this study is to find out the implications of on-line
gaming to the academic performance and social behavior of the students. DOI
10.18502/kss.v3i6.2447 Page 1206 IRCHE 2017 2. Objectives of the Study The
purpose of this study was to find out how online games affect the students’
intellectual capacity in relation to their academic performance and social behavior.
The purpose of this study was to find out how these online games affect the students’
intellectual capacity in relation to their academic performance and social behavior. 3.
Materials and Methods This study used the descriptive – correlation method utilizing
a questionnaire to get the needed data for the study. Purposive sampling was used in
this study. The participants in this study were high school students of Polytechnic
University of the Philippines - Laboratory High School. They were selected through
purposive sampling which the persons chosen for the investigation are themselves not
expected to be the representatives of the population, but rather they possess the
necessary information about the issue being investigated upon. In addition to this,
there are only 126 respondents chosen for this study. 4. Results and Discussion The
attainment of the objectives of the study was made possible through the utilization of
the descriptive method of research. The sampling techniques were made through a
purposive sampling, where only those students who played on-line games were the
only respondents selected to meet the population size of the study. With a total of 126
respondents coming from PUP-LHS, all of them returned the survey questionnaire –
the main instrument of data gathering. Statistical treatment of data was done through
the use of percentage, weighted mean, and Pearson r Correlation. Based on the results
of the study, the following salient findings were drawn: As according to the result, in
terms of playing on-line games, the overall weighted mean is 3.08 which lies on the
verbal interpretation of “Sometimes”. And with the indicators “I play on-line games
only on week-ends” and “I repeatedly play on-line games after losing” gathered 3.37
interpreted as “often” got the highest mean. While the level of assessment of the
respondents on playing online games in the aspect of number of hours spent in
playing was assessed as 3-5 hours with the weighted mean of 2.75. DOI
10.18502/kss.v3i6.2447 Page 1207 IRCHE 2017 On the other hand, in the types of
games played, ‘League of Legends’ got the highest mean which is 3.48 interpreted as
“Sometimes”. Generally, 2.38 is the computed grand mean of types of games played
and considered as “seldom” in verbal interpretation. However, the self-assessment of
the respondents in playing On-Line Games on their Social Behavior got an overall
weighted mean of 3.2 and arrays that the verbal interpretation of all the indicators
show that the students from Grade 7- Grade 10 assessed that they all agree doing the
listed indicators. This shows that even after playing online games it does not affect
their social behavior and it has a positive effect. As per the academic performance of
the respondents the result shows that from the 126 responses, most of the students that
plays on-line games obtain a grade ranging from 86-90 interpreted as “Good” that got
68 or 53.97%. Followed by a grade ranging from 81-85 with a description of
“satisfactory” got 49 from the respondents or 38.89%. Next is the grade ranging from
91-95 which means “Very Good” got the second to least, which is 7 of the
respondents or 5.56%, and lastly, the remaining number which is 2 or 1.59% is the
grade ranging from 75-80. And in terms of the frequency of playing online games and
the respondent’s social behavior. The indicators ‘I play on-line games before going to
bed’ got a computed p-value of 0.040 and ‘I play on-line games only on week-ends’
obtained a p-value of 0.002 which is less than the level of significance of 0.05. This
means that the null hypothesis is rejected and it is significant in this study. And all
remaining variables resulted as “not significant”. On the other hand, the relationship
between the number of hours in playing and the social behavior of the respondents
does not have significant relationship since all of the p-value are greater than the level
of significance of 0.05. While in terms of types of on-line games being played and its
relationship in the social behavior of the students, it reveals that the null hypothesis
has been rejected with p-values of Minecraft (0.030), Defense of the Ancient (0.019),
Farmville (0.014), Smite (0.014), and Candy Crush (0.004) are lower than the level of
significance of 0.05. And lastly, the frequency of playing on-line games and the
academic performance of the respondents the only indicator that has a significance is
“I play on-line games only on week-ends” that obtain a p-value of 0.026 lower than
the level of significance of 0.05 and indicates that the null hypothesis is rejected. This
reflects to the grade of the respondents having good grades even when they play on-
line games. In tenures of the types of on-line games being played by respondents and
their academic performance the result of their p-value is higher than the level of
significance 0.05 therefore the null hypothesis is accepted. DOI
10.18502/kss.v3i6.2447 Page 1208 IRCHE 2017 Likewise, the number of hours
playing on-line games and its relation to the academic performance all indicators got
p-value higher than the level of significance of 0.05 remarking to not significant.
Resulted to its null hypothesis being accepted. 5. Conclusion and Recommendation
As the respondents assessed, it can be inferred that Playing On-Line Games results to
a positive effect in the social behavior of the respondents. Even if the respondents
play online games still the personal interaction with others are not affected. They still
do have their friends personally and are able to socialize effectively. The Academic
Performance of the respondents is not affected even if they play online games. Their
grades are still good enough even if they spent time for playing. To sum up with the
result, the respondents have a good academic performance despite their involvement
in playing online games. There is a significant relationship between the social
behavior of the respondents and playing on-line games in terms to its frequency
specifically in the item saying: “I play on-line games before going to bed” and “I play
on-line games only on weekends”. Also, in the types of on-line games such as
Minecraft, Defense of the Ancient, Farmville, Smite, and Candy Crush. There is a
significant relationship between the academic performance of the respondents and
playing online games during weekends. Which result to having a good grade while
playing online games. This can be interpreted as the trade-off when playing computer
games. If the student decides not to play, then there will be no deduction in the
grades. Which is true to the researchers’ study for the respondents’ academic
performance is only significant to playing online games during weekend. Weekends
are the days when the respondents have their pleasure time for recreational activities.
Meanwhile, since most of the student respondents are male and they are more
frequently engaged in playing on-line games, the school administrators and teacher in
collaboration of the parents might consider to promote physical health, sportsmanship,
camaraderie and pro-social skills to the students instead of getting engaged with
online games. Further, Parents-Teachers Association might consider being functional
in all their responsibilities. For example, the teacher might consider to notify the
parents about the academic performance and social behavior of the students inside the
school facilities. This association can strengthen the home and school partnership to
supervise the students’ activities. DOI 10.18502/kss.v3i6.2447 Page 1209 IRCHE
2017 Author’s Note 1 Dennis O. Dumrique; Polytechnic University of the
Philippines, College of Education, Department of Business Teacher Education;
+639178225232 2 Jennifer Castillo; Polytechnic University of the Philippines,
College of Education, Department of Business Teacher Education;
jenjel143@gmail.com References Strictly follow the numbered format of citation
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