CHAPTER 1
Introduction
Rationale of Study
Online gaming is one of the broadly utilized relaxation exercises by
numerous individuals especially teenagers. Teenagers who are playing online
games said that they are playing these games (for no particular reason, to avoid
the warmth of the sun, without realizing that there is great deal of impacts of playing
these games that are more than what they think. Playing online games, as per
some examination is advantageous. empowers the psyche of the players to be
increasingly dynamic, particularly those puzzle "based games. It encourages the
player to concoct choices in difficult spots, particularly those experience games
that keep the players to be caution, dynamic and vital. Playing these kinds of
games makes the player experienced various sentiments since it seems as though
the player is extremely the one taking the challenges. despite those advantages,
playing these games additionally bring negative impacts. It requires a significant
part of the players time, leaving school exercises and home works unattended.
In global, recent data from UCLA’s higher education Research Institute provides
useful information about video game usage on college campuses. The data show
that most college students have played video games, many play them regularly,
and a small percentage use them as a primary means of entertainment and
leisure. In the freshman survey, around 1% of respondents admitted to playing over 20
hours of videogames per week. Over 35% of the respondents stated that they play
at least one hour per week. There is an enormous gender disparity in the amount
of time spend on videogames. While less than 1 in 50 incoming freshmen women
played more than 10 hours of videogames per week, 1 in 10 males admitted to doing
this UCLA Higher education Research Institute (2009). The disparity increases
with 10 times more males than females admitting to playing more than 20 hours per week.
Video game usage tends to drop significantly during the first year of college. Over
7% more students report playing no video games at all after the first year than they
did at the start of their freshman year.
In 2007, complaints have been received from schools all over Manila,
Philippines’ capital city regarding students getting more and more addicted to
online computer gaming. This is in spite of the fact that the government’s
Department of Education (DepEd) values how online computer gaming also helps
sharpen the young generation into highly proficient individuals in new technologies
and digital trends. DepEd also recognizes that internet and computer shops cater
to the research needs of students, especially those without internet access at
home. In addition, it is viewed that computer gaming is a shift from the usual vices
of young students today, such as drinking and smoking. Apparently, computer
game critics are clamoring that many internet and computer shop owners could
not care less since it meant more income for the business. The effects of computer
games on student’s academic performance can be both advantageous and
disadvantageous. With the boom of computer games, income of computer shop
owners and operators are expected to increase. This will mean higher revenue for
the local town economy. However, additional revenues from computer shops are
generated at the expense of future potential human capital through education.
Estimates show that in the Philippines, online computer gaming makes up around
80% of the total usage of Internet in the Philippines. Also, computer gaming
constitutes to a quarter of the entire business. (Cortes, Alcalde & Camacho, 2013)
Statement of the Problem
This study will discuss the effects of online games on academic
performance of the senior students in the grade 11.
1.What is the profile of the respondents, in terms of:
1.1. Gender
1.2. Age
1.3. Strand
2.What are the effects of online games?
2.1. Health Problem
2.2. Increases Aggressive Behavior
2.3. Improve Academic Function
3. What affects student’s academic performance?
3.1. Poor eyesight
3.2. Peer Relationship breakdown
3.3. High Grades
Significance of students
This study will help the students have an insight on the impact of online ga
mes towards their academic performance.
To the parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also, it
will help them understand the behavior and study habit of their children when
they’re engaged into such activity.
To the Teachers, it will provide additional knowledge on what strategy to use to educate
the students about the well-known effects of online gaming to students’ academic
performance, problem solving strategy, decision making and spatial visualization.
Review Related Literature
a. Online Video Games
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone
accounted for a 4% variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research have been mixed. A 1997
study suggests that “there is no clear causal relationship between video game
playing and academic performance” (Emes, 1997, p. 413). It goes on to say that
the research is “sparse and contradictory” (Emes, 1997, p. 413).
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 research from many sources in
arriving at this conclusion.
b. Student Engagement and Sociological Effects
Research on the social effects of video games is also mixed (Allison,
Wahlde, Shockley, & Gabbard, 2006). Some studies have found that video games
are similar to addictions such as gambling which create negative social effects.
Massively Multiplayer Online Role Playing Games (MMORPGs) have been called
“heroinware” because they are “simultaneously competitive and highly social”
(Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383). Other studies have noted
positive aspects of the games such as the ability to experiment with aspects of
individual identity which do not come out in public.
MMORPGs have been criticized for hampering academic and job
performance. The FCC has specifically accused World of Warcraft, one of the most
popular games, as leading to college dropouts (Somaiya, 2009). Students can
become obsessed with these games and become disengaged from schools,
friends, and life in general. Video games can also have positive social effects. One
measure of this which has significant research is that of prosocial behavior.
Prosocial behavior is defined as when one person acts to help another. While
research on this topic is mixed, there is evidence that games which focus on
prosocial behavior lead to prosocial results (Schie & Wiegman, 1997).
c. Intelligence Benefits
According to All Academic Research, playing computer games may not be
all that bad for your children. Peng Wei states that educational games can be
effective assisting tools in the educational areas of management, medicine and
science. If you choose the right educational computer games, your child may learn
better problem-solving skills and eye-hand coordination. Your child may also get
the ability to think fast and think of multiple things all at once. Skills obtained from
playing computer games may help your child learn quickly when it comes to his
studies. If your child is struggling in one of his school subjects, there are many
educational computer games available for him. There are math and reading related
games that may help boost your child’s skills. These games can be both fun and
educational for your children.
d. Positive Effects of Video Games
When your child plays video games, it gives his brain a real workout. In
many video games, the skills required to win involve abstract and high level
thinking. These skills are not even taught at school. Some of the mental skills
enhanced by video games include following instructions, Problem solving and logic
(When a child plays a game such as The Incredible Machine, Angry Birds or Cut
The Rope, he trains his brain to come up with creative ways to solve puzzles and
other problems in short bursts), Hand-eye coordination, fine motor and spatial
skills. In shooting games, the character may be running and shooting at the same
time. This requires the real-world player to keep track of the position of the
character, where he/she is heading, his speed, where the gun is aiming, if the
gunfire is hitting the enemy, and so on. All these factors need to be taken into
account, and then the player must then coordinate the brain's interpretation and
reaction with the movement in his hands and fingertips. This process requires a
great deal of eye-hand coordination and visual-spatial ability to be successful.
Research also suggests that people can learn iconic, spatial, and visual attention
skills from video games. There have been even studies with adults showing that
experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that this
generation’s pilots are being weaned on video games. Planning, resource
management and logistics. The player learns to manage resources that are
limited, and decide the best use of resources, the same way as in real life. This
skill is honed in strategy games such as SimCity, Age of Empires, and Railroad
Tycoon. Notably, The American Planning Association, the trade association of
urban planners and Maxis, the game creator, have claimed that SimCity has
inspired a lot of its players to take a career in urban planning and architecture.
Multitasking, simultaneous tracking of many shifting variables and managing
multiple objectives. In strategy games, for instance, while developing a city, an
unexpected surprise like an enemy might emerge. This forces the player to be
flexible and quickly change tactics. (Daphne Bavalier)
e. Computer Game Addiction
Because there is no official diagnosis of computer game addiction, there is
obviously no universally agreed upon list of symptoms. Psychologists and other
mental health professionals initially adapted the diagnostic criteria for gambling
addiction and used this as a rough assessment tool for computer game addiction.
This classification approach is rarely used today and for better or for worse, it is
essentially up to the individual researcher or clinician to define the symptoms of
computer addiction. Still, there are some signs and behaviors that are almost
always included in definitions of computer addiction, such as: Significant
interference with school, work, or relationships. Often avoiding other commitments
in order to keep playing, Frequently turning down social invitations in favor of
gaming, Using most or all of one's free time for gaming, Regularly playing late into
the night and which results in poor sleep habits, Loss of interest in previously
enjoyed activities, Regular gaming "binges" of 8 hours or more nonstop.
Theoretical Framework
The recent inclusion of Internet Gaming Disorder (IGD) in Section III
(“Emerging Measures and Models”) of the fifth edition of the Diagnostic and
Statistical Manual of Mental Disorders (DSM-5; American Psychiatric Association,
2013) appears to have increased the interest of researchers in the development of
new standardized psychometric tools for the assessment of various online
addictions. IGD has been characterized by a “persistent and recurrent use of the
Internet to engage in games, often with other players, leading to clinically
significant impairment or distress” (APA, 2013, p. 795). The DSM-5 asserts that
further empirical evidence is needed to confirm the nine criteria proposed for the
clinical diagnosis of IGD, and to formally define IGD as a mental disorder in future
editions of the DSM. Of the nine criteria, seven criteria are identical to those of
gambling disorder and five criteria to substance use disorder (Petry et al., 2014),
and refer to preoccupation with Internet games, withdrawal symptoms, tolerance,
unsuccessful attempts to control participation in Internet games, loss of interest in
previous hobbies, continued excessive use of Internet games, deceiving family
members, use Internet games to escape, and losing a significant relationship, job
or education, or career opportunity. To be diagnosed as a disordered gamer, five
(or more) out of these criteria need to be endorsed over a period of 12 months
(APA, 2013).
The nine IGD criteria directly map onto the six criteria of Griffiths’
components model of addiction, and which have been used to conceptualize a
number of technological addictions. According to Griffiths, by “determining whether
non-chemical […] addictions are addictive in a non-metaphorical sense” other
potentially addictive behavior should be compared “against clinical criteria for other
established drug-ingested addictions” (Griffiths 2011). The six criteria comprise
salience, mood modification, tolerance, withdrawal symptoms, conflict, and
relapse. Salience occurs when addictive activities dominate a person’s thinking,
feelings, and behavior; mood modification occurs when a person uses substances
or is engaged in activities to change their mood state; tolerance refers to the need
to increase (over time) the amounts of engagement in the addictive behavior to
achieve the initial mood-modifying effects.
In other theoretical studies, it stated that digital gaming is known to affect
several aspects of individuals’ psychological, social health, and physical health.
Digital game addiction is characterized by features such as low self-efficacy (Jeong
& Kim, 2011), anxiety, low self-esteem, and impulsivity traits (Billieux et al., 2015;
Gentile et al., 2011). Moreover, maladaptive cognitions, shyness and physical
problems (Peng & Liu, 2010) were also seen as predictive characteristics of
gaming addiction. Gaming addiction was accompanied by symptoms which might
have developed as a consequence of other disorders such as depression, anxiety
and social phobia (Gentile et al., 2011). Correspondingly, addictive players
exhibited signs or symptoms such as social neglect, loss of interest in other leisure
activities, social and psychological isolation, escape problems (Billieux et al., 2015;
Young, 2009), aggressive behavior (Anderson, 2004; Anderson et al., 2010),
psychological stress, reduced school performance, decreased sleep quality,
suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-
efficacy and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In
certain cases, digital game playing was allow to act as a coping strategy for
deficiencies or problems in the player’s life such as a lack of friends, relationship
troubles, or dissatisfaction with physical looks (Griffiths & Beranuy, 2009).
Furthermore, prolonged exposure to digital game was associated with physical
health problems such as musculoskeletal symptoms (Lui, Szeto & Jones, 2011).
In Finland, the effects of problematic game playing on players’ health are
still largely unexplored. Considering the increased prevalence of online gaming,
this study aimed to identify the problematic gaming behavior among Finnish
adolescents and young adults, and evaluate its connection to a variety of
psychological (psychopathological symptoms, satisfaction with life), social
(preferences for online social interaction) and physical health (general health, BMI,
body discomforts, physical activity) symptoms. In this paper we consider
problematic gaming behavior in accordance with the recent framework that sees it
as “a continuum state which can range from a normal to severe condition” (Griffiths
et al., 2015).
Conceptual Framework
Independent Variables Dependent Variables
Definition of terms
Academic Performance - is measured by taking written and oral tests,
performing presentations, turning in homework and participating in class activities
and discussions. Teachers evaluate in the form of letter or number grades and
side notes, to describe how well a student has done.
Game Addiction - is an excessive or compulsive use of computer games or
video games, which interferes with a person's everyday life.
Gamer - is a person who plays a game or games, typically a participant in a
computer or role-playing game.
Online Game - is any game that is played online, based online, or has a majority
of its content/gameplay online.