Beruflich Dokumente
Kultur Dokumente
Japhet T. Repolidon
Judas Javier
Russian Arendon
Karen Burgos
Introduction:
Interacting with mobile devices (e.g., smartphones and tablets) has now become a part of
day to day activities in societies across the world as many different types of activity can now be
engaged in (e.g., gaming, gambling, and social networking). Over the past two decades mobile
gadgets has evolved into an important tool for it has a lot of functions and benefits for a user to
just have one( Lopez-Fernandez , 2018), (Hoffner , Lee and Park 2016).In terms of entertainment
,Smartphone gaming has been one form of popular mobile entertainment engaged in on a variety
of devices, accounting for more than 42% (i.e., 32% for smartphones and 10% for tablets) of the
global games market (i.e., 47% Asia-pacific, 25% North America, 24% Europe, Middle-East and
Africa, and 4% Latin-America)( Newzoo, 2017) We are now at an age where gaming is getting
more and more portable. Although, while we do enjoy gaming on the go with handheld consoles
like the DS, 3DS, PSP, and now Nintendo Switch, these gadgets are hard to be brought around
anywhere you go. This is why most now turn to mobile phone gaming for a truly “portable”
experience. After all, Mobile gaming is becoming even more practical thanks to its continuous
rise. In fact, it’s now the No.1 platform for games, easing out PCs and Consoles. (Estacio, 2018)
Unknown to some people playing games is beneficial in terms of learning. It enables the player’s
mind to be more active, especially those strategy and puzzle games. Furthermore, it helps the
player with their decision making skill in critical situations, especially those adventure and real
time strategy games that keep the players to be alert, active and strategic. Students' learning takes
place unexpectedly, but it’s not without its negative effects with students’ inappropriate usage of
playing online games, they lead themselves in problems of neglecting their schools lessons and
activities affecting their academic performance (Dumrique, Castillo, 2017). “I played the game
for three years now because this is where I found friends who share the same level of interest as I
do. Friends that cannot be seen in-real or at close range like classmates, but friends who can offer
a relationship that could stand the test of time”. This is the statement of a Filipino student after
being caught and scolded by his father playing an online game where he should be in his class. In
online games, you can be you the way you want yourself to be, even if not accepted in society
and in reality. Filipinos are conservative by nature, but through online gaming they can be
liberated as much as they want. Just like coming out from the chains of how society wants them
to be, they now have the access to express themselves. Online games became the breathing space
of Filipinos, not just the youth but everyone who gains internet access. Boredom is one of the
reason. The sun is up, rather than playing basketball, you engage yourself into battle with other
players with awesome sword fights and spell casting. (Why the Filipino Youth is hooked to
Online Gaming, 2008) But to students, according to Skoric, Teo, and Neo (2009), those addicted
to gaming consistently performed negatively in the academic setting, while there was no negative
correlation between times spent playing or engagement and academic performance. Here in
Central Philippine Adventist College - Academy, It is observed that Senior High School Students
here are often engage in mobile games even during class hours. Going as far as challenging their
fellow teachers to also play the game with them instead of having their own classes.
Statement of Problem:
This aims to find out the effects of online games in the academic performances of the Senior
1. What are the positive effects in a student’s academic performance after playing online
mobile games?
2. What are the negative effects in a student’s academic performance after playing
3. Do the player of online mobile games spend more time in playing rather doing their
assignments?
4. Based on the results of the study, how can their teacher use the findings of the result
5. Is there an edge to those senior high students who are playing online mobile games?
Hypothesis
That there is negative effects in the academic performance of the senior high students.
CPAC –A Faculties could use the findings of this study to expose themselves into
a new way of thinking and a new personal strategy for them to use to enhance a student’s
Future researchers could exercise the findings of this study to improve or refine their
related research about the effects of Online Mobile Games because this study will provide
strong information’s regarding the topic mentioned above. Senior High school students
who value their education will see how they can improve or refine their way of learning to
have a successful academic life during their senior high school level.
Scopes and Limitations
This study focuses on the effects of playing online mobile games to a Central Philippines
Adventist College - Academy senior high school students’ academic performance and
how it can be used as an advantage to a teacher’s teaching strategy. The researchers will
conduct a survey only to CPAC-A’s SHS student’s players and non-players as the
researchers will compare the academic performances of the two with regards their
previous academic performances. One thing that limits the accuracy of our study is the
honesty of our respondents to the survey we’re giving them. Another is our finances in
finances is a challenge for us. Lastly full group cooperation, a researcher in this group is
frequently absent every meeting and so cannot do the task assigned for him/her because
he doesn’t even know the task to begin with and thus resulting for the remaining
researchers in the group carrying his obligations and squeezing their time and effort into
number and nature of the impacts in that online games might have an influence on the
reports and doctorate papers related to the topic of our study. Related information that we
gathered from the research conducted the findings is presented. Online Gaming: What
Causes Addiction among Adolescent? The aim of the study by Wan and Chiou (2006) on
why adolescents are addicted to online gaming was to investigate the psychological
problems of addicts among adolescents in Taiwan and to discover the motivation, both
conscious and unconscious, of online game addicts. During the research process they
discovered that most of the adolescents they interviewed stated that online gaming had
become the main focus on their lives, and that life would become dark and bleak without
these games. From this point of view we can channel our investigation to focus on why
young people become addicted to online games (Ibid). 10 Further literature reviews in
this area revealed an emotional point of view that aimed at explaining the reason.
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. According to
Diao (2003), 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. (Ibid) Addiction:
social workers and psychologists are unaware of and are thus unprepared to treat at
present. Mu (2006) points out that some of the main symptoms of Internet and online
game addictions, including the decrease in social friend network and face-to-face
interactions with others, become infrequent while the member of friends in the virtual
weaker over time. This means that after a long time of playing online games, the players
begin to realize the dangers of online gaming. At this point players generally try to play
less as they try to orient themselves back to the demands of society. However this is
mostly unsuccessful as it almost always ends up failing. Zhang (2007) and Zhuo (2007),
who also researched on the same topic, reported different results on the online game
addiction and the finding supported the same symptoms. With regards to undergraduate
students who were addicted to the Internet or online games, Zhang indicated that most of
these students had bad grades in their universities. Moreover, Zhuo (2007) stated that the
physical symptoms of Internet and online 11 game addictions were cervical spondylosis,
MMOG players, is essentially a spinal injury which results from keeping the same sitting
position for hours while playing games. This situation is more often than not leads to
injuries to the cervical vertebra on the spinal cord. Neurasthenia on the other hand is a
neurological disorder that results from when players engage in hours and hours of game
playing with no virtually sleep intervals in between. Even though players may end up
playing games for a long time before going to sleep, their brains still keep running and
experiencing phantom excitement from playing games even when they are asleep. This
causes sleep sensitivity and disorders which induce addicted players to wake up several
times during the night and as such this leads them suffering from insomnia which can
cause mental anxiety and eventually result in nervous breakdowns and general tiredness.
Once the nature of physical and mental symptoms that manifest in MMOG addicts had
been determined, we perused in various literatures on this topic to discover the ways
through these addiction could be evaluated. One of the useful information sources was
obtained from Young (1999), who conducted a study aimed at enabling social workers to
better understand, detect and treat Internet addiction. The research by Young focused on
the complications that precede an Internet addiction diagnosis. With regards to this
online games or not. To create a more holistic point of view this thesis also aims to
identify the negative consequences associated with using the Internet and the ways to
assess and identify the reasons causing the onset of pathological Internet use. To facilitate
this, we reviewed existing research findings from Hall and Parsons (2001), whose work
offers a framework for working with individuals who have presented some common
symptoms associated with Internet Behavior Dependence (IBD). In their article, these
two authors introduced a working definition for IBD, an overview of IBD prevalence 12
rates as well as demographic profiles. They also presented reviews of IBD assessment
identification of online game addicts by requiring that individuals should meet five of
and High Engagement in the Context of Online Game Playing Charlton and Danforth
(2007) considered the distinctions between core and external standards for behavioral
addictions as they applied in the specific area of Massive Multiplayer Online Game
gaming addiction has been identified by an actual diagnosis, in which most researchers
rely on their definition for addiction as the guidance of this document. On the other hand,
Kimberly and Young (2007) identified and referred to Internet addiction as a new and
often unrecognized clinical disorder that impacts the ability of a user to control Internet
use to the extent in that it can cause relational, occupational, health and social problems.
Syracuse University (2007) reported that being addicted to games may lead to a
decreased sleep, interference with the demands of society life including socializing and
academic work. In addition, Bowman (2004) claimed that Internet addiction should not
explanations for what addiction is. He also said that Internet addiction should be viewed
should focus more on mediating and moderating processes between media use and
corresponding effects like addiction” (Bowman, 2004, p. 114). Despite the fact that it has
and hospital clinics have set up outpatient clinics, programs and campus support groups
to help those who are addicted to the Internet. 13 Moreover, one interesting thing in this
thesis is that these facts tell us that playing a lot is not the same as being a pathological
gamer -- the gaming must be causing problems for the individual to be considered as a
pathological condition, which can help us to diagnose whether the interviewees are
addicted to online games or not. Iowa State University (2011) has found further evidence
in which video game addiction exists globally, and is identified as what the risk factors
REFERENCES:
Wan,C.SandChiou,W.B.,2006.WhyAreAdolescentsAddictedtoOnlineGaming?
AnInterviewStudyinTaiwan.Cyberpsychology&Behavior,9(6),pp.762-766.
Weaver, J. B, Mays,D, Weaver, S.S., Kannenberg, W., Hopkins, G.L., Eroglu, D. and
Bernhardt,J.M.,2009.Health-RiskCorrelatesofVideo-GamePlayingAmongAdults.
AmericanJournalofPreventiveMedicine,l37(4)
Widyanto,LandMcMurran,M.,2004.Psychometricpropertiesinternetaddictiontest.
CyberPsychologyandBehavior(7)4,pp.443-450
Young, K.S., 2007. Treatment Outcomes with Internet Addicts. CyberPsychology &
Behavior.10(5),pp.671-679.
Young, K.S., 2010. Understanding online gaming addiction and treatment issues for
adolescents. The center for internet addiction recovery [e-journal] Available through:
Netaddiction.com
Young, K., January, 1999. Internet addiction: symptoms, evaluation and treatment. In
Vol.17;pp.19-31.Sarasota,FL:ProfessionalResourcePress.
46 Zhang,G.2007.ThestudyofInternetAddictionDisorder onundergraduatestudents.
pp.499-502
Zhuo, M.M., 2007. The symptoms and treatment of undergraduate students’ internet
addiction.JournalofChina’sAdultEducation,Vol.17,2007p.39-40