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CHAPTER II

REVIEW RELATED LITERATURE AND STUDIES

This chapter presents the review of related literature and studies of online gaming

which are important and significant to the accomplishment of this research. It helped the

researchers to study during inquiring.

RELATED LITERATURE

According to Marc Palaus, author of the study published in Frontiers in Human

Neuroscience, there is a broad consensus in the scientific community that playing video

games not only changes how the brain performs, but also its structure.

Computer games are loaded with action, and there are many different categories or

genres of games. But, many games can be considered to be more than one genre. For

instance, a soccer games could be considered a sports game, as well as a simulation game.

- (Jane Hurst, 2015)

Ralph H. Baer, the man widely acknowledged as the father of home video games

for his pioneering work in electronics and television engineering, died on Saturday at his

home in Manchester, N.H. He was 92.

Video games have become a ubiquitous, billion-dollar industry that has in recent

years surpassed the movie business. Titles in the Grand Theft Auto and Call of Duty

franchises often sell millions of copies within days of release. But all of that as well as
the Play stations, the Xboxes and the Wiis can be traced back to Baers work and his

Brown Box-(Mullis, 2014)

In the Philippines, internet cafes are also referred to as computer shops or computer

cafes. And theyre everywhere. Those places are perfect for those who do not own a

computer or laptop or those who want to play games alongside their friends- very literally.

According to TECHINASIA

Video games change your brain University of Wisconsin psychologist C. Shawn

Green. Playing video games change the brains physical structure the same way as do

learning to read.

Computer games are the second most frequently used application after social media

(Wakoopa, and negative outcomes, especially with respect to aggression (see in Sherry,

2001; Elson & Ferguson, 2013a, 2013c; Ferguson, 2007).

Although less than 4% to 5% of the users adolescents and secondary school students

are addicted to video/computer game (Kuss & Griffiths, 2012)

Fifty-two percent of the parents highlighted that computer game playing is positive

and an important element of their childrens life (Entertainment Software

Association,2012)
RELATED STUDIES

The following studies support the effects of online gaming in the academic

performance of Senior High School students. The researchers also included other studies

about the effects of online gaming in the academic performance of the every students.

In recent years, research about Internet gaming addiction has increased both in

quantity as well as in quality. Research on gaming addiction dates back to 1983, when the

first report emerged suggesting that video gaming addiction is a problem for students.

Shortly thereafter, the first empirical study on gaming addiction was published by Shotton,

based on self-reports of young male players who claimed they were hooked on their

games. The early studies suffered from lack of standardized psychometric instruments

used for assessing gaming addiction. However, research indicates that self-reports

correlate with standardized measures. Following on from that, further studies were carried

out in the 1990s, initially assessing gaming addiction based on the criteria for pathologic

gambling as stipulated in the third and fourth editions of the Diagnostic and Statistical

Manual for Mental Disorders (DSM). Although similar, pathological gambling and

excessive gaming do not present with the same clinical picture, and some have argued that

using the diagnostic criteria for pathological gambling in order to diagnose pathological

gaming only taps into obsessive use and preoccupation rather than actual

psychopathology. In the 2000s, online games became popular, while studies of Internet

gaming addiction emerged.

-(Forbes, 2016)
The studies on Internet gaming addiction in the new millennium reported

prevalence estimates which vary significantly and range from 0.2% in Germany to 50% of

Korean teenagers. - (Forbes, 2016)

In South-East Asian countries, the negative impacts of Internet gaming addiction

have governments and health care providers to take the problem seriously and to develop a

series of initiatives to curb and alleviate the problem. In South Korea, Internet gaming

addiction is viewed as a significant concern for public health, and up to 24% of children

who have been diagnosed with Internet addiction are hospitalized. In Japan, the

government has recognized the problem following a study by the Ministry of Education,

which has led to the development of fasting camps where individuals suffering from

Internet and gaming addiction are helped by being cut off from technology completely. It

has been stated that the higher the Internet penetration and social acceptance of gaming,

the higher the prevalence of gaming problems, partially explaining the higher prevalence

rates reported in South-East Asian countries. (NCBI, 2010)

The activity of playing has been ever present in human history and the internet has

emerged

Its also unclear why we need an internet gaming disorder definition, or at least

one so rigidly conceived. Just because a behaviour slips past neat definitions of disorder

or addiction doesnt mean it isnt a problem. This gets into the messy territory of

parsing addictive versus compulsive behaviour you can think of and turn its volume up to

nine or ten. Head scratching. Winking. Hand washing. Whistling. Making toast. If doing it

is gradually interfering with the rest of your life, a clinical scale certifying the behaviour

as a problem seems redundant. (Forbes, 2010)


The activity of play has been ever present in human history and the Internet has

emerged as a playground increasingly populated by gamers. Research suggests that a

minority of Internet game players experience symptoms traditionally associated with

substance-related addictions, including mood modification, tolerance and salience.

Because the current scientific knowledge of internet gaming addiction is copious in scope

and appears relatively complex, this literature review attempts to reduce this confusion by

providing an innovative framework by which all the studies to date can be categorized. A

total of 58 empirical studies were included in this literature review. Using the current

empirical knowledge, it is argued that Internet gaming addiction follows a continuum,

with antecedents in etiology and risk factors, through to the development of a full-

blown, addiction followed by ramification in terms of negative consequences and

potential treatment. The results are evaluated in light of the emergent discrepancies in

findings, and the consequent implications for future research. (International Journal

Mental Health and Addiction, 2012)

Relevance to the Present Study

The above mentioned literature and studies help a lot in the utterance of the

strategy used in this research. The entire ideas shown served as the design of the study.

The researcher realized that there is a need to study further the effects of online gaming in

the academic performance of the senior high school students of the San Isidro Integrated

Senior High School. The researcher was able to choose the appropriate literature and

studies about online gaming that is suitable for the chosen literary. All these statement

served as the foundation of this action research and made the concept of the strategy and

the problem clearer.


CHAPTER III

METHODS OF RESEARH AND PROCEDURES

A. Research Method

This research paper will be using the Descriptive method to explain the finding

study on how can affect online games of the students in San Isidro Integrated Senior

High School in their studies. Descriptive method is a fact-finding study with adequate

and accurate interpretation of the findings. The effects of playing online games in the

academic performances will be explained in this research on how online games can

affect the study of a students in San Isidro Integrated Senior High School.

Descriptive method is a type of research aims at defining or giving a verbal

portrayal or picture of a person thing, event, group, situation, etc. This is liable to

repeated research because its topic relates itself only to a certain period or a limited

number of years. (Baraceros, 2016)

This study is a qualitative research. It will see on how online games influence the

students. Qualitative research is used to explain why online game is one of the reasons

why the grades of senior high students getting low.

Qualitative research is presents non-quantitative type of analysis where in

qualitative research is based on a non-numeric figures or in the outcomes of

questionnaire.

Qualitative research is designed to reveal the meaning that informs the action or

outcomes that are typically measured by quantitative research. So, qualitative


researchers investigate meanings, interpretations, symbols, and the process and relations

(Crossman, 2017)

In this study the design to be used will be the phenomenology. Phenomenology is

the study of structures of consciousness as experienced from the first-person point of

view (Smith, 2013).

B. Sampling Design

According to the records of the school, the number of population of the Senior

School Students is 172. The margin of error or the level of significance that the

researchers will be using to identify the sample size is 0.03. Using this formula the

researchers will be able to get the sample size from the given population:


=
1 + 2

172
=
1 + (172)(0.03)

172
=
1 + (172)(0.0009)

172
=
1 + 0.1548

172
=
1.1548

= 149.20

The researchers will be using the Multi-stage sampling that encloses the two types

of sampling techniques which are the simple random sampling and the cluster sampling.

Four sections from the Senior High School will be picked. The first section will be

selecting 54 students ,the second section will be selecting 27 students , the third section

will be selecting 51 students and the last section will be selecting 18 students.
C. Respondents

The researchers will provide questionnaires to gather different insights of the

students on how online games affect their academic performances. This study will be

performed at San Isidro Integrated Senior High School with a population of 664

students Junior high and Senior high School. But the focus of the researchers in this

study is the Senior high school students only that has a total of 172 students will be

asking a question about the affects of online games in their academic performances. The

four sections of Senior high school were selected by the researchers are the Grade 11

(ABM and HUMMS) and the Grade 12 (ABM and HUMMS).

D. Data Gathering

The researchers will ask a permission to the Principal of San Isidro Integrated

Senior High School Mrs Emirita T. Romero, to sure that the questionnaires for the

respondents has been approved by the Principal of the school choose by the researchers

to do their study.

E. Instrument

This study will be using a researcher-provided-questionnaire to test the knowledge

of students about online games. This will identify their awareness and how this thing

will affect their way of studying.

There are three parts of the questionnaire that will test the respondents

knowledge about online games. Each questions are being back up with the instruction

or clarification to avoid misunderstanding of the respondents. In part A the questions


have choices to become easy to the respondents to choose their answer. In part B the

question are the main question to say that the respondents are truly know about online

games and how they . . And the last part C the questions has no choices and

respondents need to explain their opinions and to expand what are the real purpose on

this study.

Treatment of data

References

(ATITD) A tale in a Desert. Game support website: www.atitd.com


BBC News (2003) Are we becoming video game addicts?

http://newsvote.bbc.co.uk/1/hi/talking_point/3189985.st

Crawford, C (1982). The art of computer Game Design. Out of print: available onlie at

www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

Cruickshank, DR (1980). Classroom games and simulations. Theory into Practice, 19(1),

75-80

( Digiplay books) Searchable database of computer gaming books.

www.digiplay.org.uk/books.php

EDGE (2003). EDGE magazine. London: Future Publishing Ltd

Facer, K (2001). Childrens Out of school Uses of Computers. A report for the

InterActive Education Project, available on

www.interactiveeducation.ac.uk/school.pdf

Facer, K (2003a). Computer Games and Learning. A Futurelab Discussion Document.

www.futurelab.org.uk/research/discuss/02discuss01.htm
Name: Gender:

Age: Grade&Section:

Part A

1) Are you an online gamer?

YES NO

2) What online game do you play most?

League of Legends LO L

Steam/ Dota 2 World of Warcraft

Cross Fire Overwatch

Clash of Clans If others please specify

3) Does online game affect your academic performance in school?

YES NO

4) Did you spend more time playing online games rather than studying?

YES NO

5) How often do you play online games?

Everyday

Once a week

If others please specify

Part B

1) Where did you learn to play online games?

Friends Yourself

Siblings
2) Does online game is a reason of getting a low grades?

YES NO

3) What is the effect of online games in yourself?

Getting addicted

Getting my eyes blur

Getting a low grades

Distraction in my study

If others please specify

4) What are the advantage of playing online games?

Stress reliever

Meeting a new friends

If others please specify

Part C

1) What is the effect of playing online games in your academic performances?

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