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CHAPTER 1

INTRODUCTION

Background of the Study

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 game play than downloadable games.

Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the

video game Chaos and its expansion, Warcraft III: The Frozen Throne. The objective of the

game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the

opposing corner of the map, which is based on the "Aeon of Strife" map for StarCraft. Players

use powerful units known as heroes, and are assisted by allied teammates and AI-controlled

fighters. As in role-playing games, players level up their heroes and use gold to buy equipment

during the mission. Today, one can see the impact of computer and video games in politics,

television, popular music and Hollywood. A lot of research is conducted to study its effect on

lifestyle and behavior of the wow power leveling gamer especially kids. Online game (DOTA) is

the most sought leisure activity followed by kids nowadays. Computers play a major role in

shaping the future of the kids. 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 (DOTA) surely have an impact on minds of kids. Taking into

consideration, it is positively a great mind exercise and helps kids explore many new things. It

includes improvement in recursive and proactive thinking, increased sociability and improved

interpretive skills. Some research shows that the children who play online games (DOTA) are

more active and have sharper minds than their other counterparts. However, computers and video

games also receive much more negative critics, because games are often coined with issue such

as mindless entertainment, enhanced social recluse, sexism and consumerism. Research shows

that kids who play violent video games showed on increased in emotional arousal and a

corresponding decrease of activity in brain areas involving self-control, inhabitation and

attention.

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.

Theoretical Framework of the Study

This study is anchored on the viewpoints and theories of several authors and experts

taken together to form a theoretical framework on the current inquiry.


Review of Related Literature

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.

According to the study of Chang (2009), online gaming was referred to as Internet

Gaming or Electronic Gaming. It was a gathering of players with a common game using a local

area network (LAN) where they could be on the same settings. The players seem to be in a real

situation that they use their mouse or keypads to move in the monitor, their virtual world.

Hall (2005) said that online gaming has become increasing popular over the past few

years.

Both Orzack (2004) and French (2002) found out that in internet search for “gaming

addiction” yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel

syndrome to “problems with school or work,” offered as indicative of problem usage behavior.

Griffiths, et al. (2003) stated that online gaming has been separated by some researchers

into three main types: stand-alone games, local and wide network (LAWN) games and massively

multiplayer online role-playing (MMORP) games.


French & Dwyer (2002) claimed that online game players “don’t have normal social

relationships anymore” and play online games in order to cover feelings of anger, depression and

low self-esteem.

Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual

communities was detracted from social activity and involvement in the real world, replaced real

social relationships with less robust online substituted and caused users to turn away from more

traditional media.

Turkle (1995) found out that online games enabled self-exploration and discovery that

users extended and idealized their existing personalities or try out new ways of relating to one

another that can positively affect real life relationships.

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.

Statement of the Problem

This study aimed to know the impacts of online gaming (DOTA) among the Grade 10

students of Caloocan High School. More specifically, this study sought answers to the following

questions:

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

1.1. Age

1.2. Gender
1.3. Educational Status

2. What are the advantages of online gaming among Grade 10 students?

3. What are the disadvantages of online gaming among Grade 10 students?

Scope and Delimitations of the Study

This study was mainly concerned and limited only with the impacts of online gaming

(DOTA 2) among the Grade 10 students of Caloocan High School.

Significance of the Study

This study will be valuable and significant to children, parents, readers and future

researchers.

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.

Future Researchers. This may serve as a basis for future research that they will conduct.

Definition of the Terms

For clearer understanding of the work, the following terms were defined technically and

operationally.
Addiction. The fact or condition of being addicted to a particular substance, thing, or

activity.

Defense of the Ancients (DotA). A multiplayer online battle arena (MOBA) mod for the

video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen

Throne.
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to presentation

investigation.

Related Literature

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.

According to the study of Chang (2009), online gaming was referred to as

Internet Gaming or Electronic Gaming. It was a gathering of players with a common

game using a local area network (LAN) where they could be on the same settings. The

players seem to be in a real situation that they use their mouse or keypads to move in

the monitor, their virtual world.

Hall (2005) said that online gaming has become increasing popular over the past

few years.

Both Orzack (2004) and French (2002) found out that in internet search for

“gaming addiction” yields lists of physical and psychological symptoms from dry-eyes
and carpal tunnel syndrome to “problems with school or work,” offered as indicative of

problem usage behavior.

Griffiths, et al. (2003) stated that online gaming has been separated by some

researchers into three main types: stand-alone games, local and wide network (LAWN)

games and massively multiplayer online role-playing (MMORP) games.

French & Dwyer (2002) claimed that online game players “don’t have normal

social relationships anymore” and play online games in order to cover feelings of anger,

depression and low self-esteem.

Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual

communities was detracted from social activity and involvement in the real world,

replaced real social relationships with less robust online substituted and caused users

to turn away from more traditional media.

Turkle (1995) found out that online games enabled self-exploration and discovery

that users extended and idealized their existing personalities or try out new ways of

relating to one another that can positively affect real life relationships.

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.

Gentile, et al. (2004) said that the majority of these studies have shown that

online games can be addictive and that some online games have been associated with

aggressive behaviour. However these studies have been relatively controversial as they

examine these factors using self-report methods and artificial scenarios. This type of

research is fraught with problems and criticism.

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.

On the other hand, online gamers can also benefit on playing online games. A

great variety of forms have been developed and put into practice to enhance learning,

offer solace, to drive away boredom, and/or to persuade players to adopt certain actions

and opinions. The game play improve various thinking skills but that it can also boost

cognitive speed for those who play action games and can also improve cognitive

accuracy for players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive behaviour. In that

case, children imitate online characters. Some children are at the period of modelling

(Anderson & Bushman, 2001).

Taha, J. (n.d.) said that online games are seen as good learning tool because

many think that they can teach children in ways that their teachers are failing by

sparking their minds, stimulating their thinking, and inspiring their imagination.
CHAPTER III

METHODOLOGY

This chapter introduces the details of research design, respondents of the study,

sampling, data gathering procedures, data gathering instruments, and statistical

treatment of data.

Research Design

The researchers used the descriptive research to conduct this study entitled “The

Perceptions on the Effects of Online gaming among Grade 10 Students of Caloocan

High School.”

Respondents of Study

The respondents were chosen through quota sampling. The researchers made

use of 100 Grade 10 Students of Caloocan High School. The respondents’ ages range

from 14 – 16 and 17-19 years old.

After choosing the respondents, each of them were given a survey questionnaire

to answer.

Sampling

The researchers made use of 100 Grade 10 Students. All Grade 10 Students

who play online games answered the test questionnaire given by the researchers.
Data Gathering Procedure

At first, the researchers looked for necessary resources that could help them in

their study. They did an intensive reading from the internet and asked opinions from

the online game players. From these, they were able to construct ideas and questions

necessary for the questionnaire.

The researchers asked the permission from their adviser to allow them to

proceed with the distribution of the questionnaire to the Grade 10 CHS students.

Data Gathering Instrument

Questionnaire was used as the main instrument of the study to determine the

effects of online gaming among Grade 10 CHS Students. The designed questions

focused on the causes and effects of online gaming.

The questionnaire was prepared by the researchers themselves after doing a

research and intensive reading from the internet and asking opinions from the online

game players.

The researchers initially distributed the survey questionnaire among the Grade

10 CHS Students. After the questionnaire was sent back to the researchers, the

responses were analyzed and interpreted. It was done through the use of percentage.
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 and

percentage. 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.

Wherein:
Formula:
% = percentage
% = f x 100
N f = number of respondents that
answered the question

N = total number of respondents


CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the analysis and interpretation of data.

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 chart.

1.1 Age. Chart 1 shows the characteristics of respondents in terms of age.

Chart 2

Age Distribution of the Respondents

Age

44%
14 - 16 yrs old.
17 - 19 yrs old.
56%

Results indicate that out of 100 respondents, 56 of them which is 56% were 14-

16 yrs. Old while 44 of them which is 44% were 17-19 yrs. Old

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

games were 14-16 yrs. old.


1.2 Gender. Chart 2 shows the profile of the respondents in terms of gender.

Chart 2

Gender Distribution of the Respondents

Gender
Male Female

68

32

Male Female

Out of 100 respondents, 68 of them are male which is equivalent to 68% while 32

of them are female which is equivalent to 32%.

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

games were male.


1.3 Educational Status. Chart 3 shows the profile of the respondents in terms of

educational status.

Chart 3

Educational Status of the Respondents

Educational Status
Studying Not Studying

0%

100%

It shows that all of the respondents are studying. In this result, it is revealed that

all the respondents are studying even they are fond of playing online games.-=
2. Advantages of Online Games

2.1 Table 1 shows the advantages of online gaming.

Table 1

Advantages of Online Games

Advantages Agreed Disagreed

1. Students who play online games


are able to enjoy the reward and
satisfaction that come with the 100 or 100% 0 or 0%
small goals that are often
established in games.
2. Online games raise respondent’s
confidence and also instill a sense
of accomplishment. 100 or 100% 0 or 0%

3. Respondents learn the importance


and fun of sharing and taking
turns. 93 or 93% 7 or 7%

4. Playing team games help the


respondents to learn how to
cooperate in a team. 100 or 100% 0 or 0%

5. Students who play online games


improve their technological
abilities. 98 or 98% 2 or 2%

6. Playing games like brain


challenge, etc., sharpen the mind
of the respondents. 93 or 93% 7 or 7%

7. Students who play online games


can learn how to multitask in an
effective manner. 89 or 89% 11 or 11%
Table 1 shows the advantages of online gaming. It shows that almost all of the

advantages listed above are agreed by the respondents. Out of 7 advantages, 3 of them

got the highest percentage (100 or 100%): “Students who play online games are able to

enjoy the reward and satisfaction that come with the small goals that are often

established in games”, “Online games raise respondent’s confidence and also instill a

sense of accomplishment” and “Playing team games help the respondents to learn how

to cooperate in a team”. The advantage that got the lowest percentage (89 or 89%):

“Students who play online games can learn how to multitask in an effective manner.”

The result was related to the study conducted by Klabber (2001). A great variety

of forms have been developed and put into practice to enhance learning, offer solace, to

drive away boredom, and/or to persuade players to adopt certain actions and opinions.

The game play improve various thinking skills but that it can also boost cognitive speed

for those who play action games and can also improve cognitive accuracy for players

who solve puzzle and strategy games.


3. Disadvantages of Online Games

3.1 Table 2 shows the disadvantages of online gaming

Table 2

Disadvantages of Online Games

Disadvantages Agreed Disagreed

1. Playing online games can damage 100 or 100% 0 or 0%


the vision of the students.

2. Students who play online games 100 or 100% 0 or 0%


waste their money.
3. Respondents are getting addicted 92 or 92% 8 or 8%
to computer games.
4. Online games can be bad for your 94 or 94% 6 or 6%
health.
5. Respondents spend most of their 92 or 92% 8 or 8%
time on computer.
6. Online games can influence 87 or 87% 13 or 13%
respondents to be violent like killing
and fighting.

7. Students tend to ignore on their 70 or 70% 30 or 30%


education which is very important.

Table 2 shows disadvantages of online gaming. It shows that almost all of the

disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, two

of them got the highest percentage (100 or 100%): “Playing online games can damage

the vision of the students.” and “Students who play online games waste their money.”

The disadvantage that got the lowest percentage (70 or 70%): “Students tend to ignore

on their education which is very important.”


This result was associated with the study conducted by Orzack (2004) and

French (2002). They found out that in internet search for “gaming addiction” yields lists

of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to

“problems with school or work,” offered as indicative of problem usage behavior.


CHAPTER V

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary of findings, conclusions and

recommendations related to the present study, The Effects of Online Gaming among

the Grade 10 Students of Caloocan High School. Year 2018-19

Summary of Findings

This study was conducted to determine the effects of online gaming among the

grade 10 students, ages 14-19. This research was conducted during the year 2018-19.

Specifically, the study attempted to answer the following questions:

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

1.1. Age

1.2. Gender

1.3. Educational Status

2. What are the advantages of online gaming among Grade 10 Students?

3. What are the disadvantages of online gaming among Grade 10 Students?


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 100 respondents, 56 of them which is 56% were 14-16 yrs. Old

while 44 of them which is 44% were 17-19 yrs. Old

1.2. Gender. Out of 100 respondents, 68 of them are male which is equivalent to

68% while 32 of them are female which is equivalent to 32%.

1.3. Educational Status. All of the respondents are studying even they are fond of

playing online games.

2. This study showed that 3 out of 7 advantages got the highest percentage (100 or

100%): “Students who play online games are able to enjoy the reward and

satisfaction that come with the small goals that are often established in games”,

“Online games raise respondent’s confidence and also instill a sense of

accomplishment” and “Playing team games help the respondents to learn how to

cooperate in a team” while the advantage that got the lowest percentage (89 or

89%): “Students who play online games can learn how to multitask in an effective

manner.”

3. This study showed that 2 out of 7 disadvantages got the highest percentage (100 or

100): “Playing online games can damage the vision of the students.” and “Students

who play online games waste their money.” while the disadvantage that got the

lowest percentage (70 or 70%): “Students tend to ignore on their education which is

very important.”
Conclusions

1. Online games are prevalent, and the students are not that addicted to the

popular online games.

2. Students are getting many advantages from online gaming like “Students who

play online games are able to enjoy the reward and satisfaction that come with

the small goals that are often established in games”, “Online games raise

respondent’s confidence and also instill a sense of accomplishment” and “Playing

team games help the respondents to learn how to cooperate in a team” ; in the

other hand they are getting many disadvantages, too like “Playing online games

can damage the vision of the students.” and “Students who play online games

waste their money.”.

3. The education of the students is not greatly affected by playing online games;

however online games are seen as good learning tool because many think that

they can teach respondents in many ways.

Recommendations

After a careful and thorough evaluation of the results of the research conducted,

the following recommendations are hereby given:

1. Students should know their limitation in playing online games.

2. Students should know the consequences that they might get from too much

playing of online games.


3. Students should know that online games are not just for fun but it could also give

them the learning that they may apply in their lives.

4. Parents must guide them on choosing the most appropriate online games that

their children should play.

5. Parents must know how to limit their children in playing online games.

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