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EFFECTS OF ONLINE GAMING ADDICTION TO THE ACADEMIC

PERFORMANCE OF JUNIOR HIGH STUDENTS IN SCNHS

A Research Study

Presented to:

The Faculty of Sta. Cruz National High School

In Partial Fulfillment

of the Subject Requirements in

(Practical Research 1)

By:

BALDONADO, ANDREW
BIAG, RIVA
ALINSUB, MARYJOY
VILLA, NICOLE ANGELINE
ABIÑION, FRENA MAE

March 2018
APPROVAL SHEET

The research paper attached hereto, entitled "EFFECTS OF ONLINE GAMING

ADDICTION TO THE ACADEMIC PERFORMANCE OF JUNIOR HIGH STUDENT IN

SCNHS” prepared and submitted by Andrew Baldonado, Riva Biag, Maryjoy Alinsub, Nicole

Angeline Villa and Frena Mae Abinon in partial fulfillment of the subject requirement in Practical

Research 1 - General Academic Strand in SCNHS, Maujo, Malitbog, Southern Leyte is hereby

recommended for acceptance.

ASTER CASTRO DONNA M. OBEN


Subject Teacher Research Adviser

Accepted and approved in partial fulfillment of the subject requirements in Practical Research 1-

in General Academic Stand.

by the COMMITTEE ON ORAL EXAMINATION, with the rating of ____.


AKNOWLEDGEMENT

The researchers would like to express their sincere gratitude to the following who contributed

much to make this research work possible.

 To our immediate families who provide anything that we need;

 To our school head, Mrs. Cresencia Piñero, for allowing us to conduct a survey for our

research in Junior High community at Sta. Cruz National High School;

 To our research adviser, Ms. Donna Oben, for her time in answering all our queries about

this study and for guiding us in completing our work;

 To our Practical Research 1 subject teacher, Ma'am Aster Castro, her patience and

encouragement and for giving us ideas about this study;

 To the respondents, who willingly participate and answer the questionnaire veraciously;

 To our friends who believe in our capabilities, inspire us and make our weary days lighter;

 To those who criticized our work, you ignite more our spirits to accomplish what we have

started;

 To the Almighty One, whose ways are better than ours and never let go of our hands in

times of need.
DEDICATION

First of all, we dedicate this study to our Almighty God that no matter how full life of struggles

that we have to comply this project, He is always there to guide us always and make us strong to

finish this study.

Second, we dedicate this research to our self because no matter how difficult this project is, we

still able to finish in order to pass in our PR1 subject.

We also dedicate this research project to our Alma Mater Sta. Cruz National High School that

this can be able to help this institution to solve the issue about online gaming.

Lastly we dedicate this study to our parents who support us emotionally and financially, even

though it’s a waste of money for them still they don’t give up on supporting us.
TABLE OF CONTENTS

Chapter Title Page

Table of Contents ii
Approval Sheet iii
Acknowledgement iv
Dedication v

I INTRODUCTION
Rationale 1
Statement of the Problem 2
Significance of the Study 3
Scope and Delimitation 4

II REVIEW OF RELATED LITERATURE


III METHODOLOGY
Research Design
Research Locale
Research Respondents
Data Gathering Procedure
Research Instrument
Statistical Treatment Of Data
IV RESULTS AND DISCUSSION
V SUMMARY
CONCLUSION AND
RECOMMENDATIONS

REFERENCES

APPENDICES
Appendix A Letter Of Request
Appendix B Research Instrument
Curriculum Vitae
Chapter I

INTRODUCTION

Rationale

The extent use of the internet has brought to many changes in our daily life. In particular,

this extent has also led to the rise of online gaming. On which every student is now engaging that

game. 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

Commented [1]:
the internet, where multiple players are in different locations around the world. In that new way of

gaming, children particularly the students are being addicted. And in that case online gaming

addiction is present. Online gaming addiction is the excessive and unhealthy amount or way that

gamers play. Rather that engaging in real world. Online gamers devotes the majority of the time

in playing games over the internet. And they just ignore their major responsibilities just to obtain

higher ranks in their game. Online gaming addiction is the most crucial issue of nowadays that

every school faculties are dealing. This issue is now widely spreading and uncontrollable. Because

every children in this century are born to deal with technology.

Gamers or players are addicted to online games because they love the beauty behind the game.

They love the way that online games provide every player a different world. A world that they are

not bounded by anything and there is no limit for them. And they can be whoever they want and

accomplish certain things that they never do in real life. A world behind the screen that even who

you are, no one will ever know you. And players are also addicted to online games because it gives
them satisfaction by the challenge it portrait on which you are pitting for skill.

According to Charlton & Danforth, 2010; Huh & Bowman, 2008 one of the prominent and

worrisome technology related addictions is online game addiction. Building on our definition of

general technology addictions, online game addiction is defined as a state of dependency on online

games which is manifested through the compulsive pattern of seeking and use behaviors that take

place at the expense of other important activities. Online video games have become a popular form

of electronic entertainment, especially among children and adolescents (Choi & Kim, 2004;

Griffiths et al., 2003; Griffiths et al., 2004). According to Barnett & Coulson, 2010; Liu & Peng,

2009, while not all online games are addictive or harmful, some games, such as “EverQuest”, and

the “Dark Age of Camelot”, and many massively multiplayer online games can be addiction-prone

due to their interactive and collaborative/competitive nature. These features give such games a

social aspect which may be missing from offline activities, and make it difficult to stop playing

(Young, 2010b).

Everyone who plays video games has a different reason for playing, and the usage of the game

leads to different effects for each individual. Childhood upbringings, peer influences, pressures at

school and family issues are all factors that have a strong connection with the effects of gaming

on individuals. Video games maybe therapeutic for some people, but the small amount of people

who are negatively affected by gaming impact are many. And what happen now in our research

locale is that the extent playing of online games brings a burden to every faculties in our school.

On which every players skip classes, others are spending their money for their gaming and gamer
tends to gain lower grade. And that what every teachers are worrying because they cannot control

their students. And also the access of playing station is easy due to the location of internet cafe

which is near the school base. And that make sense why addiction of online games is present in

our research locale.

Gaming addiction is still the mysterious problem, more terrifying than alcohol or drugs

addiction. , they are powerless over their addiction. But these addicts aren't hooked on drugs or

alcohol. They are addicted to online games. That’s why we researchers make this study for us to

lighten the minds of others especially the gamers and also to investigate the issue about online

gaming. And we choose this topic because this what the locale needed to be talk. Because the

future of children is at stake here. And we want to know as a researchers and a students, what are

the reasons, the effect and the things that can lessen or prevent the spreading. According to a

report of Syracuse University on the Science Daily website (2007), online games may have

significantly negative consequences, especially in the lives of students, through causing distraction

and interfering with important reaction of out-game life actions, such as academic performance,

health and social life. And this is the problem we must respond seriously.

Statement of the Problem

The main goal of this study is to determine the effect of online gaming addiction to the

academic performance of the JHS students in SCNHS. Specifically, this study well seek to answer

the following questions:


1. What is the profile of the respondents in terms of:

1.1 Age

1.2 Gender

1.3 Online games commonly played

1.4 Length of time the respondents play online games (per hour)

1.5 Length of time the respondents play online games in a week (per day)

1.6 Amount of money the respondents spend for online gaming in a week (per day)

1.7 Reason why they play online games

2. What are the effects of online gaming addiction to the JHS student’s academic performance?

3. What are the intervention strategies can be suggested to prevent students from online

gaming addiction?

Significance of the Study

We researcher expect a successful outcomes for our study for us to help every readers and

people minds especially the children who are in online games. We expect that this study can be

used as a way for them to stop their action. This study can be use a as a basis for the future problem

about the addiction of online games. And this study can help groups of people to understands what

works and why, what are the short and long-term implication, provide a justification and rationale

for decisions and actions, help to build a repertoire to help deal with unexpected, identify problems

and inform improvement.


The results of this study can help the educational aspect perfectly. Its educational value after

the results, students particularly the children who are addicted in playing online games will have

an idea of what their action brings to their education. They will learn how to analyze the destruction.

Help them to commit more on education and focus them.

Finally the groups of people that can benefit this study are the children, parent, readers,

guidance counselor, future researchers and community. Children, this study is primarily important

to children, 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 impacts of online

gaming among their children. Readers, this study will help the readers to have the understanding

about the impact of online gaming. Guidance Counselors, this study will help to the guidance

counselor to have an idea how to manage their student. Future Researchers, this may serve as a

basis for future research that they will conduct. Community, this study will help community to be

well learn to the behavior of the students nowadays.

Scope and Delimitation of the Study

This study was focused on the effects of online gaming addiction among the high school

students enrolled at SCNHS during the SY:2017-2018.


Chapter II

REVIEW OF RELATED LITERATURE AND STUDIES

In order to adequately accomplish the research purpose we decided to investigate the nature

of the effects of online gaming addiction. To do this we searched for scientific journals, reports

and doctorate papers related to the topic of our study. Related information that we gathered from

the research conducted the findings is presented below.

Related Literature

According to Diao (2003), everyone needs to express their feelings and thoughts. As such,

when a person cannot express himself or herself adequately he (or she) may get depressed.

Therefore, one way to release this depression or pressure would be through playing online games,

which enables gamers to chat and play with other friends and players on the internet. Another

explanation of why young people become addicted to the internet was proposed in that they were

trying to avoid societal pressure. Diao also said that some young people are naturally too shy to

talk to strangers face to face in reality, but when surfing the Internet or playing online games, they

can be whoever they want to be. As such, they can chat with the people they met online without

feeling any of the regular social pressures that come with physical meetings.

Kimberli Young (2009, p.12) stated that not only are children, teenagers, and college students

effected by online gaming addiction, but a growing number of adults are becoming hooked to

online gaming. While such cases are rare mental-health professionals say the fantasy worlds
offered by computer and video games can become the stuff of very real addictions that destroy

marriages and careers. People of all ages are quickly becoming immersed in this virtual fantasy

world whereby they can easily escape problems in their lives.

According to Kuss & Griffiths (2012a), gaming is a pleasurable pastime activity. However,

research suggests that excessive online gaming may in extreme cases lead to symptoms commonly

experienced by substance addicts, namely salience, mood modification, craving, and tolerance.

Particularly excessive engagement with both online and offline games appears to lead to addiction

in a small minority of players. Since video gaming is particularly appealing to children and

adolescents, it appears reasonable to suggest that these groups may be particularly at risk (i.e.,

more vulnerable and susceptible) of developing gaming addiction. Furthermore, it has been argued

that because of the 24/7 nature and almost mandatory excessive play required in playing online

games (such as World of Warcraft and Everquest), online gaming may be more problematic for 'at

risk' individuals than offline gaming (Griffiths, 2009).

Carey (2012) found out that the history of online gaming included contributions by many

different companies and entities. Online gaming began as multiplayer gaming, but has evolved to

include online gaming servers and massively-multiplayer online game settings

Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits

and bad for those who fix themselves in the seats for long hours and cut off the interaction with

rest of the world.

Rheingold (1993) stated that the one reason for the popularity of online games was that they

meld the fun and challenge of video games with the rewarding social aspects of online community.
Participation in online communities allows us to stay in touch with old friends, meet new people,

learn, and share information.

Related Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can

be addictive. The research has tended to concentrate on negative aspects, such as excessive play

and addiction. Instead of spending their hours on studying and doing their homework, children

spend their time on playing computer games

According to the DSM-IV (the current manual for classifying emotional, psychological, and

mental disorders), no. Although there have been calls from some mental health professionals (and

parents) to recognize computer game addiction as a "real" disorder, it has not been granted official

diagnostic status. As more research on the effects of excessive gaming is conducted, many believe

that it is only a matter of time before computer game addiction is classified as a compulsive

behavior similar to gambling addiction.

The study of Carrasco (2001) stated that computers have become a part of man’s life. Almost

all the things around us were made by computers with the aid of modern machines. Associated

with the computers is the internet where we can find online games. Online game has a big impact

to children especially to teenagers. They tend to be hook by the computer.


Chapter III
METHODOLOGY

Research Design

The method to be used in the study is descriptive method. This method aims to know effect

of online gaming addiction to the academic performance of the JHS students of SCNHS. The

researcher will use researcher-made questionnaire to collect the data to answer the problem of the

study. The researcher will conduct interviews to prove the information gathered.

Research Locale

The research locale of the study comprises of the places where the study took place. The

researchers focused on the JHS students of Sta. Cruz National High School located at Maujo,

Malitbog, Southern Leyte.


Research Respondents

The respondents of the study were the 20 randomly chosen JHS students of Sta. Cruz

National High School and 8 teachers from SCNHS also. The respondents of the study were chosen

through random sampling.

Data Gathering

At first, the researchers looked for necessary resources that could help the study. They did an

intensive reading from the internet and asked opinions from research papers adviser. From these,

they were able to construct ideas and questions necessary for the questionnaire. After that, the

researcher roam around the school to hand in the survey questionnaire to the randomly picked

students of SCNHS. After a day, the researcher collect the questionnaire from the respondents of

the study. After the questionnaire was sent back to the researchers, the responses were analyzed

and interpreted. and create some analysis of the data.

Research Instruments

Researcher-made questionnaire was used as the main instrument of the study to determine

the effects of online gaming addiction among the children JHS students of SCNHS. The designed

questions focused on the effect of online gaming.

Statistical Treatment of Data

Percentage and ranking were used by the researchers to convert the numerical data
gathered from the questionnaire. Only tallying, getting of percentage, and getting of ranking were

the methods needed to come up with a conclusion on this study. Descriptive statistics which include

basic summary of the data gathered was used to explain further the result of the study. The

descriptive statistics used frequency, percentage, and ranking. These things would be explained

further in the following.

a. Frequency - pertains to the number of respondents that have the same answer in a

specific question.

b. Percentage - used to determine the ratio of respondents that have same answers with

general number of respondents.

Formula:
%= f X 100
n

c. Ranking – used to determine the order of the results according to their percentage.
Chapter IV

RESULT AND DISCUSSION

This chapter presents the discussion of the analysis and interpretation of data gathered from the

respondents of the study

1..Profile of the Respondents

The study included several profile variables to gain the information about the respondents of the

study. These were presented in the following table.

Table 1 .Age Distribution Of The Respondents

Age Frequency Percentage

10-12 0 0%

13-15 11 55%

16-18 9 45%

TOTAL 20 100%

Results indicate that out of 20 respondents, the age 13-15 has the frequency of 11 with a

percentage of 55% of the respondents and it means that most of the players have the age of 13-15.

And followed by the age 16-18 with a frequency of 9 and percentage of 45% of the total 20

respondents.
Table 2. Gender Distribution of the Respondents

Gender Frequency Percentage

Male 20 100%

Female 0 0%

TOTAL 20 100%

Out of 20 respondents, all of players are male which is in frequency of 20 at the percentage

of 100 percent. The findings revealed that majority of the respondents who are playing online

games were male.

Table 3. Online Games Commonly Played

Games Frequency Rank

DOTA 2 10 1

RULES OF SURVIVAL 8 2

LEAGUE OF LEGENDS 3 4

WORLD OF WARCRAFTS 4 3

COUNTER STRIKE: 4 3

GLOBAL OFFENSIVE

HEARTSTONE 2 5

CROSSFIRE 4 3
Table 3 shows the online games commonly played by the respondents. The table indicates that

the most played online game is the DOTA 2 which has a frequency of 10 out of 20. The game

RULES OF SURVIVAL got a frequency of 8 which is being ranked as the second game that

respondents commonly played and the WORLD OF WARCRAFT, COUNTER STRIKE:

GLOBAL OFFENSIVE AND CROSSFIRE got the ranked of 3 because they have the frequency

of 4 means that they play also that game. While the League of legends got a frequency of 4 and

HEARTSTONE GOT 2.

Table 4 .Length of Time the Respondents Play Online Games in a Day (per hour)

Hours Frequency Percentage

1-3 HOURS 11 55%

4-6 HOURS 5 25%

7-10 HOURS 2 10%

11-13 HOURS 2 10%

TOTAL 20 100%

Table 4 shows the length of time the respondents play online games (in terms of hour). It

shows that 11 out of 20 respondents are spending 1-3 hours for playing online games which is

equivalent to 55.5%; five of them are spending 4-6 hours for playing online games which is
equivalent to 25%; two of them are spending 10-12 hours for playing online games and 2 for 11-

13 hours equivalent to both 10%. This table indicates that most of the respondents are spending 1-

3 hours in playing online games.

Table 5. Length of Time the Respondents Play Online Games in a Week (per day)

Days Frequency Percentage

1-2 DAYS 8 40%

3-5 DAYS 9 45%

6-7 DAYS 3 15%

TOTAL 20 100%

Table 7 shows the length of time the respondents play online games (in terms of day). It shows

that 8 out of 20 respondents are spending 1-2 days in a week for playing online games which is

equivalent to 40 %: 9 out of 20 respondents are spending 3-5 day in a week for playing online

games which is equivalent to 45%; three of them are spending 6-7 days in a week for playing

online games which is equivalent to 15%. It indicates that almost all of the respondents are

spending 3-5 days in a week in playing online games.


Table 6. Amount of Money the Respondents Spend for Online Gaming (per day)

Money( peso) Frequency Percentage

10-30 7 35%

40-60 8 40%

70-100 3 15%

100-150 1 5%

160-200 1 5%

TOTAL 20 100%

This table shows the amount money that each respondents spend in their online gaming per

day. It shows that 10 students out of 20 respondents spend 10-30 pesos in their gaming

equivalent to 35% of the total respondents. 8 respondents spend 40 -60 pesos just to play

online games which is the percentage of 40%. 3 out of 20 respondents spend 70-100 pesos

in playing online games and both 1 respondents that spend their money 100-150 and 160-

200 pesos. With a percentage of 5%. By this, it indicates that most of the respondents spend

a 40-60 pesos in just playing online games.


Table 7. Reasons Why They Play Online Games

Reasons Frequency RANK

Entertainment and fun 20 1

Challenge 6 5

Boredom 11 2

Connectedness 3 6

Emotional satisfaction 9 3

Alternative to negative 3 6

behaviors

Escapism 8 4

Table 7 shows the reason why respondents play online games. It indicates that all of the

respondents play online games just to have entertainment and fun, because it has the frequency of

20 out of 20 respondents. Followed by the reason boredom as rank 2 with a frequency of 11.

Emotional satisfaction reason got the 3rd rank having the 9 out of 20 frequency. One of the reason

why they play online games is escapism, which been rank as 4 because it got 8 out of 20

respondents. 6 of the respondents play online games because they want the challenge it offer, and

that reason is on rank 5. Lastly the reason connected and alternative to negative behaviors got the

last rank because both get 3 out of 20. This table shows that every respondents play online games

because they have thier own reasons.


2. Effects Of Online Gaming Addiction

Table 8 . Effects

Yes No

Does your parent/guardians 11 or 55% 9 or 45%

scold you about your addiction

to online games?

Do they asks you to stop 11 or 55% 9 or 45%

playing online games

Does online games tends you 13 or 65% 7 or 35%

to gain lower grade?

Does online gaming makes 14 or 70% 6 or 30%

you to forget your project?

Do you feel frustated if you 10 or 50% 10 or 50%

cannot play online games

during class hours?

Do you skip classes just to 11 or 55% 9 or 45%

play online games?

This table shows the effects of online gaming addiction. 11 out of 20 or 55% of the total

respondents say yes that their parents/guardians scold them because they play online games while

9 or 45% of the respondents says no or their parents doesn’t scold them because they play online
games. 11 out of 20 or 55% say yes that their parent ask them to stop playing online games while

9 or 45% say no that their parent doesn’t ask or beg them to stop playing online games. 13 or 65%

of the respondents say yes that they got lower grades as the effect of playing online games while

7 or 35% say no that they don’t get lower grade because of online gaming addiction. One of the

effects of playing online games is they tend to forget making project which 14 or 70% of the

respondents agree that they forget making projects because of online games while 6 or 30% says

no. 10 or 50% say yes that they feel frustrated if they cannot play online games during class hour

while the other half 10 or 50% say no. 11 out of 20 or 55% of the respondents says they cut classes

just to play online games while the other 9 or 45% says no. This indicates that there are few

respondents still know their limitation and few of them take their action safely to get rid of the

effects of online gaming addiction. But there are some parents let their children do freely and not

thinking what it brings to their children.


CHAPTER V

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

Summary of Findings

This research or study was conducted to determine the effects of online gaming addiction

to the academic performance of Junior High Students in Scnhs. This research was conducted

during the year 2018. Specifically, the study attempted to answer the following questions:

After the data were tabulated, analyzed and interpreted the following findings emerged:

1. The profile of the respondents in terms of:

1.1 Age

Out of 20 respondents, the age 13-15 has the frequency of 11 with a percentage of

55% of the respondents. And followed by the age 16-18 with a frequency of 9 and

percentage of 45% of the total 20 respondents.

1.2 Gender

Out of 20 respondents, all of players are male which is in frequency of 20 at

the percentage of 100 percent.

1.3 Online games commonly played

Most played online game is the DOTA 2 which has a frequency of 10 out of 20. The

game RULES OF SURVIVAL got a frequency of 8 which is being ranked as the second

game that respondents commonly played and the WORLD OF WARCRAFT, COUNTER

STRIKE: GLOBAL OFFENSIVE AND CROSSFIRE got the ranked of 3 because theu
have the frequency of 4 means that they play also that game. While the League of legends

got a frequency of 4 and HEARTSTONE GOT 2.

1.4 Length of time the respondents play online games (per hour)

There were 11 out of 20 respondents are spending 1-3 hours for playing online games

which is equivalent to 55.5%; five of them are spending 4-6 hours for playing online

games which is equivalent to 25%; two of them are spending 10-12 hours for playing

online games and 2 for 11-13 hours equivalent to both 10%.

1.5 Length of time the respondents play online games in a week (per day)

There were 8 out of 20 respondents are spending 1-2 days in a week for playing online

games which is equivalent to 40 %: 9 out of 20 respondents are spending 3-5 day in a

week for playing online games which is equivalent to 45%; three of them are spending 6-

7 days in a week for playing online games which is equivalent to 15%.

1.6 Amount of money the respondents spend for online gaming (per day)

There were 10 students out of 20 respondents spend 10-30 pesos in their gaming

equivalent to 35% of the total respondents. 8 respondents spend 40 -60 pesos just to play

online games which is the percentage of 40%. 3 out of 20 respondents spend 70-100 pesos

in playing online games and both 1 respondents that spend their money 100-150 and 160-

200 pesos. With a percentage of 5%.

1.7 Reason why they play online games

All of the respondents play online games just to have entertainment and fun, because
it has the frequency of 20 out of 20 respondents. Followed by the reason boredom as rank

2 with a frequency of 11. Emotional satisfaction reason got the 3rd rank having the 9 out

of 20 frequency. One of the reason why they play online games is escapism, which been

rank as 4 because it got 8 out of 20 respondents. 6 of the respondents play online games

because they want the challenge it offer, and that reason is on rank 5. Lastly the reason

connected and alternative to negative behaviors got the last rank because both get 3 out

of 20.

2. What are the effects of online gaming addiction to the JHS student’s academic

performance?

Being scold by parent, having lower grade, forgetting the project, feeling frustrated if cannot

play during class hours and skipping classes are the effects of online gaming addiction. 11 out of

20 or 55% of the total respondents say yes that thier parents/guardians scold them because they

play online games while 9 or 45% of the respondents says no or their parents doesn’t scold them

because they play online games. 13 or 65% of the respondents say yes that they got lower grades

as the effect of playing online games while 7 or 35% say no that they don’t get lower grade because

of online gaming addiction. 14 or 70% of the respondents agree that they forget making projects

because of online games while 6 or 30% says no. 10 or 50% say yes that they feel frustrated if they

cannot play online games during class hour while the other half 10 or 50% say no. 11 out of 20 or

55% of the respondents says they cut classes just to play online games while the other 9 or 45%

says no.
3. What are the intervention strategies can be suggested to prevent students from online

gaming addiction?

There were 8 out of 8 respondents which are the teacher, says that that online gaming addiction

can be prevented because it only needs a cooperation and discipline and addiction is just a

psychological disorder. The intervention strategies that teacher suggest are this following; 1.

Implement the non-gaming policy of students and law for the internet cafe/centers to prohibit

students from using or logging in to online games during school days and a punishment for them.

2. Students should be encouraged to join sport and religious activities and schools should provide

a student center in the school campus for the students to standby and to have another thing they

can do.3 Internet cafe owners should increase their rental pay of the computer so that students

can’t afford. 4. Lastly, parents should follow up their children, provide them guidance, monitor the

action of their children at school and control their children to avoid them from playing online

games. If these strategies be made, maybe we can prevent children to addiction.

Conclusion

Online gaming addiction is something we must come to terms with as a society. Whether it is

decided to be a read full- fledged addiction, or just a compulsive behavior, it can still cause trouble

in people's lives. The problem will not go away either, it will probably only get worse, as designers

get a better understanding of what makes consumers want their games. We know that the effects

of online gaming will get worst also if we don’t think the possibilities of that action. Remember

that it takes a village to educate a child. Therefore everybody must cooperate towards the success
of the performance of each of us. The lack of attention from the side of their parents and school

teachers. And that social interaction problem should be solved. Young people should be provided

with the choice and the opportunity to read books and do some sports. They should be fairly

communicated and inspired to live real lives. Right words should be found to persuade them to

check on practice that real world and experiences of real life cannot be substituted with computer

fantasies. Young people should be aware that they carry the total responsibility for their lives and

they should live their lives the best they can, and do everything not to feel sorry for wasted hours

in front of the monitor. Our actions are the reason why we are today.

Recommendation

1. Students should know how to limit thierself.

2. Students should know the effects or consequences of their action

3. Students must learn to set aside their enjoyment and practice recreational

activities.

4. Parents should have a regular follow up to their children

5. Parents must take control of their children

6. Parents should limit their children

7. Parents should guide their children to better way of action.


CURRICULUM VITAE

PERSONAL DATA

NAME: ANDREW BALDONADO

AGE: 16

SEX: LALAKI

BIRTHDATE: MAY 14, 2001

BIRTHPLACE: CEBU CITY

CITIZENSHIP: FILIPINO

RELIGION: ROMAN CATHOLIC

CIVIL STATUS: IN RELATIONSHIP

FATHER: ANDY N. BALDONADO

MOTHER: ANABEL C. BALDONADO

EDUCATIONAL BACKGROUND:

PRIMARY: SAN VICENTE ELEMENTARY SCHOOL

SECONDARY: STA CRUZ NATIONAL HIGH SCHOOL


CURRICULUM VITAE

PERSONAL DATA

NAME: RIVA BIAG

AGE: 17

SEX: BABAE

BIRTHDATE: MARCH 19, 2000

BIRTHPLACE: MAASIN CITY HOSPITAL

CITIZENSHIP: FILIPINO

RELIGION: ROMAN CATHOLIC

CIVIL STATUS: IN RELATIONSHIP

FATHER: REYNALDO J. BIAG

MOTHER: MELBA E. BIAG

EDUCATIONAL BACKGROUND:

PRIMARY: STA. CRUZ ELEMENTARY SCHOOL

SECONDARY: STA CRUZ NATIONAL HIGH SCHOOL


CURRICULUM VITAE

PERSONAL DATA

NAME: MARY JOY ALINSUB

AGE: 18

SEX: BABAE

BIRTHDATE: JANUARY 15, 1999

BIRTHPLACE: MANILA

CITIZENSHIP: FILIPINO

RELIGION: ROMAN CATHOLIC

CIVIL STATUS: IN RELATIONSHIP

FATHER: FELICIANO MONTEDERAMOS

MOTHER: LORENA MONTEDERAMOS

EDUCATIONAL BACKGROUND:

PRIMARY: SAN ROQUE ELEMENTARY SCHOOL

SECONDARY: SAINT JAMES COLLEGE


CURRICULUM VITAE

PERSONAL DATA

NAME: NICOLE ANGELINE VILLA

AGE: 16

SEX: BABAE

BIRTHDATE: NOVEMBER 24, 2001

BIRTHPLACE: MANILAHOSPITAL

CITIZENSHIP: FILIPINO

RELIGION: ROMAN CATHOLIC

CIVIL STATUS: SINGLE

FATHER: NICKY A. FELICILDA

MOTHER: SHIERIE ANN C. VILLA

EDUCATIONAL BACKGROUND:

PRIMARY: STA. CRUZ ELEMENTARY SCHOOL

SECONDARY: STA CRUZ NATIONAL HIGH SCHOOL


CURRICULUM VITAE

PERSONAL DATA

NAME: FRENA MAE A. ABIÑON

AGE: 18

SEX: BABAE

BIRTHDATE: MARCH 11, 2000

BIRTHPLACE: TIMBA, MALITBOG, SOUTHERN LEYTE

CITIZENSHIP: FILIPINO

RELIGION: ROMAN CATHOLIC

CIVIL STATUS: SINGLE

FATHER: ALFREDO A. ABIÑON

MOTHER: LORNA A. ANIÑON

EDUCATIONAL BACKGROUND:

PRIMARY: TIMBA ELEMENTARY SCHOOL

SECONDARY: STA CRUZ NATIONAL HIGH SCHOOL

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