Chapter 1 F
Chapter 1 F
Chapter 1 F
Chapter 1
Introduction
The rise in the use of the internet has led to many changes in our daily life. In
particular, this rise has also led to the rise of online gaming. Online gaming can refer to
any type of game that someone can play through the internet or over a computer
network. Most of the time, online gaming refers to the video games played over the
internet, where multiple players are in different locations around the world. In most
cases, online games are freeware programs that can be used for an unlimited time and
are available for free. Most percentage of web games available nowadays is written in
Flash, Shockwave and Java languages. Because of that, they feature more primitive
connection. Proper hardware will also be required whether it’s a computer or a gaming
console, such as Xbox or Play station that’s connected to the internet. Some online
controller, but these days, gaming technology has progressed to an amazing extent.
Things like streaming 3-D animation graphics with superb surround sound stereo now
have the ability to make all addicted to gaming. In terms of video games, online gaming
is growing in popularity for variety of reasons. Gamers can easily find opponents of a
similar skill level when playing a head-to-head game over the internet. Players also can
game in a virtual world. Some online games change a monthly fee for access to the
Today, one can see the impact of computer and video games in politics, television,
popular music and Hollywood-online game is the most sought leisure activity followed
by kids nowadays. Days are gone when children loved to indulge in outdoor activities,
rather than running or playing outside, children spend most of their time playing online
games. Online games surely have an impact on minds of kids. Taking into
consideration, it is positively a great mind exercise and helps kids explore many new
and improved interpretive skills. Everyone who plays video games has a different
reason for playing, and the usage of the game leads to different effects for each
issues are all factors that have a strong connection with the effects of gaming on
individuals.
3
This study was conducted their study at Philippine Best Training System Tagpos,
Binangonan, Rizal.
Rizal.
This school starts at the school year 1984. By the year 2016, the K-12
This study aimed to know the impacts of online gaming among the grade 8 and
1. Online games commonly played
months)
of hour)
4. Amount of money the respondents spend for online gaming (per day)
8. Do you feel that gaming has affected your life in a way that is more positive,
negative, or neither?
The study is aimed to determine The Pros and Cons of Online gaming to Grade
8 and Grade 9 students of PBTS Tagpos during School Year 2019-2020. This study
was mainly concerned and limited only with impacts of online gaming among the
Grade 8 and Grade 9 students of PBTS Tagpos. They were described in terms of
4. Certain online games can instill the wrong values to the students.
5. Online gaming trains the brain to take decision without losing their precision.
This study will be valuable and significant to students, parents, readers and future
researchers.
• Administrations. This study will help the administrations to inform what are the
• Students. This study is primarily important to students, for it will give them
information about the impacts they may get from online gaming.
• Parent. This study will help the parents to have enough knowledge about the
• Readers. This study will help the readers to have the understanding about the
• Future Researchers. This may serve as a basis for future research that they will
conduct.
6
Definition of Terms
For clearer understanding of the work, the following terms were defined as:
Online game. Game that can be run from an internet browser and requires
area.
Pros and Cons. is often used to weigh the positive and negative side that
would result from taking a particular course of action which consider carefully
Chapter 2
This chapter discussed pertinent information about the study, this information are
in the form of literature from foreign and local authors. Similarly, studies with bearing on
the topic will also be presented to give light on the topic that will be investigated.
Foreign Literature
As computer and Internet use become a staple of everyday life, the potential for
overuse is introduced, which may lead to addiction. Research on Internet addiction has
shown that users can become addicted to it. Addiction to the Internet shares some of
the negative aspects of substance addiction and has been shown to lead to
these internet websites became a problem once it starts to affect their daily life. A s o f
as a psychological disorder around the world, also internet addiction lead to social
famous visited social network website. There are many levels of social network
addiction, some of the levels are for emotional low self-confidence, and scared to be
exposed personally. People with low self-esteem are most likely to fall into social
network addiction because of the unstable social expose with people in person.
8
Online games are widely diffused video games attracting millions of players all
around the world. Online games have deeply embedded in the daily lives of gamers,
which raises a problem about the consequences of indulging in the game world. The
popularity of online games has fueled controversial discussion on the effects of game-
play. Online games have been criticized for many reasons, one being the possibility of
causing game addiction, so that players become completely absorbed in game-play and
continue to play games even though they might feel exhausted (Rau, Peng, & Yang,
2006).
Griffiths and Hunt (1998) pointed out that both parents and professionals
believed that children's addiction to video games may disturb their normal learning,
cognition, socialization and mental development. Nardi and Harris (2006) analyzed
collaborative game-play and found that online games promoted offline social
The third-person effect refers to people's tendency to assume that media content
The first suggests that people are prone to view themselves as distinct from others,
or as smarter than others, and as a result tend to estimate that they are more resistant
to media effects than others. The second component proposes that, based on their
perceptual bias, people may hold different attitudes toward endorsing censorship on the
media.
9
According to Cheever (2009), there are five signs that may signal one has type
of social network addiction. 1.) when one is sleeping late at night spending time on
social networks, 2) when a person spends more than an hour in online games, 3) when
one disregards work including school work, 4) and also being stressed when you start
your day without even using social networks. One of the most popular signs that you are
really became addicted in social network is when you start to break your schedule and
focuses your mind only in social networks. Although this information may find totally
According to Hardie, E (2007), high internet use was related to high levels of
emotional loneliness, but low levels of social loneliness”. What this means is people
who suffers from emotional distress tend to be addicted in social networks because
these sites serve as a great connection between people. In the primary research
conducted for this Literature Review in February 2011 a survey, some of the results
where that many students see Social Network Addiction as an interest nowadays. They
see Social Networking as a hobby, they add that people should learn to control and limit
it.
10
disorder, where in almost all around the world people reaches internet access. It is
known that internet addiction leads to social network addiction. The signs of social
network addiction are very easy to recognize but the person that is affected by the
addiction is the one that notices it the first time but does not seem to pay attention to it
since they do not identify internet use as a psychological disorder. The people that are
affected by this addiction are mostly the ones that have social insecurities, but also the
other people see it as a hobby, but in reality, they are being affected by the
psychological disorder.
going out with friends, family, playing sports, or just to spending more quality time with
February 2011 many students added at the end of the survey that one strategy to
control their addiction to social network websites is to manage their time and create a
schedule or set a strict time schedule. Social network addictions are growing more and
foundation to understand and assess how players differ from one another and how
motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the
current study, a factor analytic approach was used to create an empirical model of
between motivations and demographic variables (age, gender, and usage patterns) are
Foreign Studies
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 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
Video game addiction is defined as impulse control disorder, which does not
involve use of an intoxicating drug and is similar to pathological gambling. Also, it is also
referred to video game overuse, pathological or compulsive use of computer games and
videogames (Greenfield & Young, 2009). A number of studies have examined the role
of personality factors, comorbidity factors, and biological factors, and their association
with online gaming addiction. In relation to personality traits, gaming addiction has been
control and narcissistic personality traits, low self‐esteem, state and trait anxiety, and
assess the etiological significance of these associations with online gaming addiction as
they may not be unique to the disorder and further research is needed. Research has
generalized anxiety disorder, panic disorder, depression, social phobia, school phobia,
Local Studies
According to the study of "Mixed Up E-games", (Michael Detablan., et. al, ACLC
Taguig October 2013) the project has different categories: different shapes, math
games, coloring games, typing games and more. By creating various games that are
fun yet educational, kids can learn skills like problem-solving and boosting creativity so
they'll have advance learning before they go to school. Parents also benefit from it since
they don't have to persuade their children to learn new things. By letting the kids play
educational games, they will be able to acquire new skills or improve what they already
have.
software company established on April 2001 and specializes in game development for
various platforms, is also a casual-mind game. The goal is to get the yellow Beetle out
of the traffic jam by moving vehicles out of its way. There are lots of puzzles to breeze
through and compare time records to friends to know who are the quickest in solving
traffic jams.
15
Local Literature
According to an article TJD, GMA News, Game Development Industry in the Philippines
is booming. It has lot of potential in generating jobs because right now, we have few
competitors from other countries such as China, Singapore, Malaysia, and Vietnam as stated
also by an executive from Vietnam, who said they had 10,000 game developers. If we are to
compete with other countries, it would make a big impact if game development starts at schools
or earlier if possible so that companies that develop games could hire highly skilled team for the
job.
According to the article, "The measure of man 'Gamification' is how we'll live—and work
—in the future" (TJD GMA News, 27 Jan 2014), is about how games and gaming mechanics
could affect how business run in the future. People no longer get motivated by earning money
alone, especially new generations who seek more meaning in their working lives. According to
PHD, some one billion people spend at least one hour every day playing computer and video
games, even as seven billion hours by one billion gamers is up for grabs in the “Engagement
Economy.” Gaming has the ability to create numerous audiences thus increase market and
revenue.
According to the article "The gamification of education Why playing is the future of
learning" by Michael Logarta (June 11, 2014), students can benefit more in gamification of
education rather than using traditional way of educating students. Gamification means using
game mechanics to make teaching more interesting, motivating, casual and fun for students. So
instead of restricting them from playing games, why not use certain games that can increase
their knowledge, memorization and skills. Also, if lessons are given in a game-like manner,
students would tend to remember it more than lectures that are stated in a news-like manner.
16
Questionnaire-Checklist
The Awareness in Hiring Process of the Company for the Future Applicants
Sy 2019-2020
10. Do you feel that gaming has affected your life in a way that is more positive or
negative?
a. Positive b. Negative c. Both
17
Yes No
On Question #1, 53 respondent’s Grade 8 and 9 were asked. ’Do you know what
is online gaming’ 53 out of 53 answered yes, 0 out of 53 answered no, with the total of
100%.
18
Yes No
On Question #2, 53 respondent’s Grade 8 and 9 were asked ‘Have you played
an online game before?’ 51 out of 53 answered yes, 2 out of 53 answered no, with the
total of 100%.
19
Yes No
Question no.3: Do you think it can affect your life in all aspects?
On Question #3, 53 respondent’s Grade 8 and 9 were asked ‘Do you think it can
affect your life in all aspects?’ 22 out of 53 answered yes, 31 out of 53 answered no,
with the total of 100%.
20
Yes No
Question no.4: For you, does online games helps you to improve in terms of your
studies
On Question #4, 53 respondent’s Grade 8 and 9 were asked ‘For you, does
online games helps you to improve in terms of your studies’ 7 out of 53 answered yes,
46 out of 53 answered no, with the total of 100%.
21
ML ROS PUBG
All of the above Others please specify
On Question #6, 53 respondent’s Grade 8 and 9 were asked ‘How much time do
you spend on playing?’ 15 out of 53 answered 1 hour, 24 out of 53 answered less than
1 hour, 14 out of 53 answered more than 1 hour, with the total of 100%.
23
Yes No
On Question #7, 53 respondent’s Grade 8 and 9 were asked ‘Do you spend
money on online gaming?’ 30 out of 53 answered yes, 23 out of 53 answered no, with
the total of 100%.
24
Yes No
On Question #8, 53 respondent’s Grade 8 and 9 were asked ‘Did you gain
friends through online gaming?’ 41 out of 53 answered yes, 12 out of 53 answered no,
with the total of 100%.
25
Yes No
On Question #9, 53 respondent’s Grade 8 and 9 were asked ‘Have you learned
anything from gaming?’ 34 out of 53 answered yes, 19 out 53 answered no, with the
total of 100%.
26
Question no.10: Do you feel that gaming has affected your life in a way that is
more positive or negative?
On Question #10, 53 respondent’s Grade 8 and 9 were asked ‘Do you feel that
gaming has affected your life in a way that is more positive or negative?’ 9 out of 53
answered yes, 6 out of 53 answered no, 38 out of 53 answered both, with the total of
100%.
27
Chapter 3
SUMMARY
It may be astonishing for somebody to hear that online games may have a positive
impact on Grade 8 & 9 Students. That depends mostly on the type of games students
prefer to play. There are games that only encourage development and improve
cognitive operations. Playing them students get a number of benefits even not realizing
1. Motivation
It is not surprising to hear the words of a mother: “First, do your homework, then,
you can play on the computer!”. Though it concerns school children usually, the
situation with college students does not differ greatly. There might not be a mum
saying that, but a desire to play results in the necessity to cope with assignments
One of the greatest benefits regarding online games is connected with the brain
strategies, adventures, puzzles that stimulate brain activity and allow gaining
very important for life skills without putting much effort. They are:
Such games like simulations, for example, require great visual-spatial ability
and hand and eye coordination to achieve the desired goal. Constant
Memory;
To be able to win a game it is not only important to make a right decision but
make right decisions 25% faster, be accurate, test different hypotheses to find
a right solution.
Concentration;
You can become a winner only when you concentrate on the gameplay.
Children concentrate on the hints and game texts so they start recognizing
Most of the modern online games have a strategy that must be recognized by the
player to win a game. Making one or another step player solve puzzles, look for
way outs, try different approaches to continue their progress. Such various
In games, every person can try on a variety of roles. You can be a negative
character or a hero who saves the world. Such possibilities help to open new
features of your character and realize in what direction you would like to develop.
To become a winner you should try to go through one or another level for several
times until you learn all the secrets and hints for its successful completion. Such
not act logically and accurately, your efforts will never bring about desirable
results.
Many modern online games can be played in pairs, groups, teams. Connected
via the Internet players can communicate with each other to act together and
team players.
30
Of course, many people do not desire to admit that playing online games may
bring about some positive effect as negative consequences seem to them more
apparent and serious. It goes without saying that spending too much time playing
online will make a negative impact on a student and usually it can result in:
1. Lack of time for more important activities like studying or outdoor games
When students dedicate much time to play game so they do not have time for
planned in the evening. That results in poor grades and academic problems.
Moreover, such students do not go for a walk and exhaust their organisms sitting
2. Addiction
One of the most serious problems connected with online games is an addiction.
People become obsessed with the virtual world, lose a sense of reality and
spend all their time on playing. Most often it concerns gambling, online casinos
but simulations and other games may be dangerous too. If a person can be
timely detected.
31
3. Aggressive behavior
Many students are so influenced by games they play online that they transfer
their virtual characters into reality. They get used to solving problems as their
nasty heroes and this aggressive behavior becomes a customary thing for them.
The online world is an opportunity to get away from real problems and students
facing many troubles in studying find this sense of freedom in games. They
become so involved in playing that lose a sense of reality and become isolated
from society. That results in the absence of friends, inability to solve real
ears are under pressure as well. Secondly, it is the body position. A sitting or
lying position influences negatively your back, neck and if you do not change it
Conclusion
Online games are incredibly popular among students who seek new emotions in
the virtual reality. They take a big amount of their time as it is a perfect way to get rid of
stresses, exhausting assignments, and annoying roommates. However, despite the big
number of benefits brought about by online games, it is important to schedule your time
Treatment
Consider the age and maturity of your child and the games they are asking
to play. When reviewing the ESRB ratings and content descriptors, do the
games seem to be a good fit for your child? If there are older gamers in the
home, kids will often want to play the games they see being played rather than
the ones that fit their age group. If the game being played by older kids isn’t
Look at the gaming device your child will play on. Are the safety settings in
place for your child? Do they match his level of maturity and help you set
appropriate boundaries with regards to the types of games allowed, who they are
allowed to interact with, and the amount of time/times of day they can play? If
not, be sure to configure these safety settings before your child starts gaming.
33
sets the framework for understanding and collaboration for gaming successfully.
Talk about the safety settings you have put in place, about the types of games
that are appropriate or inappropriate, about the time limitations and the
activities, and school. Let your child know that you will periodically check on their
be sure the conversations are respectful, aren’t sharing too much information,
etc.
Explain that you will help them with any problem they encounter like cyberbullying,
cheating or other inappropriate behavior by using the report abuse functionality within
the sites. Let them also know that any inappropriate behavior on their part will have
immediate consequences; spell out what the consequences will be for failing to follow
the family’s or website’s rules, so these are clear in advance of any trouble.
34
Set time limits. Gaming by its very nature is compelling, with users wanting to
reach the next level, earn the next point, or find the enhancement, and it’s easy
to lose track of time. Finding the right amount of time can be a balancing act, but
some basic guidelines could be that there is no gaming until homework and
chores are done, more gaming is allowed on weekends vs. school nights, and
that 2 nights a week are technology free nights in your home. If your child’s
particularly important to have device time limits in place to help avoid the
Monitor the websites they visit. Since many games are played online through
a computer that isn’t catching the fact that it’s a game being played, it’s important
to review your child’s browser history to identify if game time has spread to more
hours.
Play with them. Understand the games they’re playing and join in the fun. Not
only will this give you a great way to bond with your child, it will give you the
Recommendations
After a careful and thorough evaluation of the results of the research conducted,
2. Children should know the consequences that they might get from too much
3. Children should know that online games are not just for fun but it could also give
4. Parents must guide them on choosing the most appropriate online games that
5. Parents must know how to limit their children in playing online games.
36
Bibliography
https://www.academia.edu/8382300/CHAPTER_1_INTRODUCTION_Background_of_th
e_Study?auto=download
https://blog.noplag.com/impact-of-online-games-on-college-students-pros-and-cons/
https://en.wikipedia.org/wiki/Online_game
https://www.webroot.com/us/en/resources/tips-articles/what-you-need-to-know-about-
online-gaming
37
CURRICULUM VITAE
I - PERSONAL DATA
Religion : Christian
II - EDUCATIONALBACKGROUND
2010 - 2016
2016 – 2020
38
CURRICULUM VITAE
I - PERSONAL DATA
Religion : Catholic
II - EDUCATIONALBACKGROUND
2010 - 2016
2016 – 2020
39
CURRICULUM VITAE
I - PERSONAL DATA
Religion : Christian
II - EDUCATIONALBACKGROUND
2010 - 2016
2016 – 2020
40
CURRICULUM VITAE
I - PERSONAL DATA
Religion : Catholic
II - EDUCATIONALBACKGROUND
2010 - 2016
2016 – 2020