Beruflich Dokumente
Kultur Dokumente
A Research Proposal
Presented to the Faculty of
Higher School ng UMAK
University of Makati
Presented To:
Presented By:
March 2017
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE ii
APPROVAL SHEET
the study entitled “THE IMPACT OF ONLINE GAMING HABITS AMONG HSU
submitted by John Michael Baguyo, Menard Casicas, Mico Niel Crisolo, Zabdiel
Josh Quitain, Lourdes Marie Sison and Maurein Anne Tepace and passed the
Oral examination.
________________________________________________________________
Panel Of Examiners
Practical Research 1
March 2017
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE iii
Table Of Contents
Pages
TITLE PAGE--------------------------------------------------------------------- i
APPROVAL SHEET----------------------------------------------------------- ii
TABLE OF CONTENTS------------------------------------------------------ iii
CHAPTER
Introduction-------------------------------------------------------- 1
Theoretical Framework----------------------------------------- 5
Conceptual Framework----------------------------------------- 7
Hypothesis--------------------------------------------------------- 9
Definitions of Terms--------------------------------------------- 11
Modernization in Gaming--------------------------------------- 14
Online Addiction--------------------------------------------------- 17
Research Design------------------------------------------------- 41
Research Locale------------------------------------------------- 41
Research Instrument/Tools------------------------------------ 42
Data Analysis------------------------------------------------------ 43
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 1
Chapter I
Introduction
Man’s quest for knowledge shaped its world and identity since the
beginning. Philosophers in the past never imagined how the curiosity of their
minds that asked the fundamental questions of existence turned into a reality of
widespread nowadays. Today’s era, its existence can be best seen on modern
and hi-tech gadgets that most of us are usually familiar with and use every day.
Gadgets like computers, smart phones and tablets were never outdated. They
keep on transforming and changing especially that they can now run different
On the other hand, technology is not only made day by day. It is now
the word technology originated from two Greek words, tekhnē m eaning craft or
art; and logia, meaning an area of study. So literally, technology is for the study
continue to use computers not only for business but also for pleasure.
Computers have become a social and economic necessity that permeates every
part of our lives; it is feasible that in the future, every person in the world may
The rise in the use of the internet has led to many changes in our daily
lives. In particular, this rise has also led to the rise of online gaming. We can still
recall a time when we were limited by slow computers with crawling dialup
speed. In the past, people could never have imagined the great leaps that would
be taken in the field of online games. Today, online games are very advanced.
like streaming 3-D animation graphics with superb surround sound stereo now
have the ability to make us all addicted to gaming. Playing online games is so
much more different that playing games in a single player mode where your only
challenge is to beat the computer. If you are into online gaming, you can
challenge some of the top gamers in the world. In fact, certain game platforms
doubt that with this rankings system, gamers have become very motivated to
win. Becoming the best is important to most of these gamers. Whether it is RPG
(role playing games), shooting or strategy games, it is not surprising to see that
computer technology in creating various useful applications for both school and
business needs. For most students, technology in their computers aided them to
study and to play as well when they want to relax. Playing can be best described
when they sit in front of their computer or laptop for quite long periods of time.
They play various games that test thinking and decision-making. But the most
famous of all games are the role-playing games and even more popular when it
is played online. Such games are competitive in nature which includes game of
fans in the world. Many students of various ages are one of very passionate fans
who play a lot. Well-known online games are League of Legends (L.O.L), DOTA,
Cross Fire are just some of the few well-known games played online.
if there are negative consequences too? There is a human law Ecology that
says, technology can be both part of the solution and part of the problem as
well. For this reason, the researchers found it interesting to find out how senior
high school students view their online gaming attitudes. This may provide an
enlightening aspect of how each of the students usually considers things in their
Nowadays, more and more people are starting to use the internet. At the
same time online games have become extremely popular among the young
generation.
players reporting that gaming has gone beyond being an engaging pass-time
and begun to cause problems in their real life. It also included if playing leads to
online survey to gather information from avid gamers regarding their gaming
data were collected over a 14 month period from a sample including 2883 online
linkages among the repeatedly measured factors. While the data provide some
avoid negative outcomes like problematic use and, more broadly, depression.
Further, the results indicate that participation in online gaming can lead to
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 5
decreased isolation and enhanced social integration for those players who use
online gaming as a medium in which to spend time and interact with real life
Another study conducted in 2011 by Wang and Zhu wanted to find out the
them to get a deeper and better understanding of online game addiction. They
chose systems and ecological perspectives as their theory and analyzed their
data using the hermeneutic approach. The methodology they used is interview;
which entailed four interviews with both Swedish and Chinese undergraduate
students. On the basis of the research the results they got are that; most of the
students they interviewed are having problems with health and studies because
of online gaming; and some of them are having bad relationships with friends
and families, however, some of them have a good relationship with their parents.
Wang and Zhu (2011) also cited the study of Wan and Chiou in 2006 on
why adolescents are addicted to online gaming. Their study was to investigate
addicts. During the research process they discovered that most of the
adolescents they interviewed stated that online gaming had become the main
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focus on their lives, and that life would become dark and bleak without these
games. From this point of view the investigation to focus on why young people
online gaming garners a larger share of ‘favorite’ votes among young people
than physical team sports such as ice hockey and football combined. There are
many benefits of the Internet as it not only acts as an entertainment tool, but
education.
Programming elective subject became interested to find out the online gaming
attitudes among senior high school students of the Higher School ng UMAK.
The researchers can mostly relate upon knowing many of their friends or
classmates play online games and tell stories that they stay very late at night
playing the games and even become very much addicted to it, forgetting
works and projects because they lack already the energy and feels lazy to
perform in the school. This is the reason why the researchers wanted to
Theoretical Framework
behaviours toward a particular object, person, thing, or event. Attitudes are often
the result of experience or upbringing, and they can have a powerful influence
things in a certain way. This can include evaluations of people, issues, objects
or events. Such evaluations are often positive or negative, but they can also be
uncertain at times. Researchers also suggest that there are several different
thoughts and beliefs about the subject. Affective Component: How the object,
person, issue or event makes you feel. Behavioural Component: How the
There are three key theories that describe attitude formation. There are
how a person's attitude takes shape and why a person might have a particular
attitude or how that attitude came to exist. Attitudes often direct behaviour on the
person itself. The three theories used most often to describe attitude formation
hence the functionalist theory. Daniel Katz, a functional theorist, suggests that
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 8
attitudes are formed according to how a particular person or thing meets our
To relate this to the study, a person develops their online gaming attitudes
because playing the games meets their needs. At some extent, it supports self-
Learning theory on the other hand states that their past experiences have
taught them how to act. Ivan Pavlov, a learning theorist, gives the explanation
that our attitudes are formed through conditioning. Pavlov would suggest that as
this person grows older they will likely respond by favourite classical music. This
2016)To relate this to the study, online gaming attitudes are formed by getting
since they frequently play online games nowadays. Learning theories suggest
that attitudes are from conditioned past experiences that continue at present.
2016)
To relate this to the study, online gamers may be aware that some people
says that too much gaming might not be good for them, so they change their
belief that “playing” computer games is just a form of leisure activity and nothing
to be worried much.
Conceptual Framework
INPUT
Impact of Online Gaming
Habits (Independent PROCESS
Variables) OUTPUT
Data
*Type of games played Gathering
There is no significant
*Number of hours playing Through
relationship between
*Extent of gaming Surveying of
online gaming habits and
HSU Students
academic performance
on Student Performance
(Dependent Variable)
Figure 1
Impact of Online Gaming Habits Among HSU Students to their Academic
Performance
The figure above shows the research paradigm of the study. The two-way
arrow shows how the online gaming attitudes will influence the academic
performance of the selected Senior High School respondents of the study. The
played, number of hours spent, frequency of playing, and extent of gaming. The
In order to perform the above procedures, the researchers will gather the
necessary data through a survey questionnaire that they will develop. The
survey questionnaire will gather the information of the senior high school
students’ profile background and their online gaming attitudes at the same time.
After the data are fully gathered and completed, it will be carefully processed for
collation and tallying to provide insights for over-all result analysis and
interpretation. After the analysis and interpretation are made, the output of the
study can now be finalized through summary of the results and drawing of
conclusions. The recommendations for the study will depend on these two
This study will investigate online gaming attitude among senior high
1. What is the profile of the senior high school students of the Higher School ng
1.1 Age;
1.2 Gender;
2. How do the online gaming habits affect the student respondent’s academic
Hypothesis
attitudes of the respondents and their academic performance, the study will be
randomly selected to become the respondents of the study. They will answer a
survey that will be designed by the researchers. The survey will ask of their
personal profile regarding their age, gender, current grade level, online gaming
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 12
location, and electronic medium used when accessing online games and it will
attitudes of senior high school students of the Higher School ng UMAK. The
researchers believe that the result of this study will greatly benefit the following:
UMAK Students
They will know the emotional and physical effects of playing online
games. They will be more conscious on the said effects. They will know how
they behave when playing online games every time and they will realize that
Parents
children behave towards online gaming. They will become more aware of the
different nature of online games that their children usually play on their mobile or
electronic gadgets.
The different schools will be also informed of the online gaming attitudes
of their students. Because of this, they may provide programs that will guide and
counsel students with regards to proper attitudes and outlook in both studying
Future Researchers
gaming attitudes among people. This study may become a proposal for them to
Definition of Terms
The following words used in the study are defined operationally by the
number grades and side notes, to describe how well a student has done.
condition, or aspect.
Students in UMAK.
(CPU).
alternatives. Every decision making process produces a final choice. The output
Online Games. Any electronic or computer video games that are played
problem solving that has been defined as higher-order cognitive process that
Chapter II
research findings, and output from both foreign and local perspectives which are
design but can include vibrant color, sound, realistic movement, and visual
effects; some even employ human actors. There are two broad classes of
electronic games: video games, which are designed for specific video-game
popular pastime for both children and adults. Categories include strategy
games, sports games, adventure and exploration games, card and board
games, puzzle games, fast-action arcade games, and flying simulations. Some
problem solving, and other basic skills. From their crude origins in the late 1950s
industry, one which uses the latest computer technology to produce ever-more
realistic game experiences for millions of users (known as gamers). (Kent, 2009)
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Also studies have shown that, increasingly, the majority of gamers are
age 18 or older. In response, many software companies and game studios have
focused on developing more advanced games aimed at late teenage and adult
audiences. This in turn has sparked concerns by some parents’ groups that
younger teens and children are being exposed to graphic violence, drugs, and
even sexual imagery in popular games. Most game developers now follow an
(Kent, 2009)
Modernization in Gaming
computers, some companies have branched out into new platforms. One of the
dungeon game (or MUD, online role-playing game worlds involving multiple
players can socialize and compete with one another. These games are also
Online was the first economically successful MMO game. Games such as
Sony’s EverQuest and Microsoft’s Asheron’s Call built on this popularity and on
games include The Sims, World of Warcraft, and Lineage. Developments in the
console game market, such as Microsoft’s Xbox Live feature, were also able to
take advantage of the Internet to connect gamers and enhance their games.
Xbox Live had attracted about 4 million paid subscribers by the end of 2006.
(Kent, 2009)
The rapid pace of technological growth appears to offer a bright future for
handheld personal digital assistants as well as for cell phones. The popularity of
From Zona in 2004 as cited by Seay in 2006, it was estimated that 430
in the year 2003 alone. Over one quarter of these individuals did so online and
United States, half of all Americans age six and older play video games (ESA,
2004). Both Zona and Kagan in 2004 mentioned that in 2003 worldwide gaming
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revenues reached $31.37 billion, including hardware and software, having more
than doubled since 1996. This compares to $34.2 billion in revenue for the film
impressive financial numbers. The average age of the video game player in
2004 was 29, and 39% of gamers were female (ESA, 2004). As the
becomes more and more adult in nature, there is no sense in which gaming can
processing power. The Internet has made it possible for people all over the
traditional broadcasting media, such as radio and television, the Internet does
Internet access can communicate directly with anyone else on the Internet, post
applications and services, or buy and sell products. The Internet has brought
customers, businesses use the Internet to interact with other businesses. Many
individuals use the Internet for communicating through electronic mail (e-mail),
listening to music, watching movies, playing games, and even making telephone
calls. Educational institutions use the Internet for research and to deliver online
courses and course material to students. Use of the Internet has grown
tremendously since its inception. The Internet’s success arises from its flexibility.
computer network. No network is too large or too small, too fast or too slow to be
interconnected. Thus, the Internet includes inexpensive networks that can only
Online Addiction
community of networked computers and the culture that has developed among
users of these computers. The term was coined by American writer William
Gibson and first used in his 1984 science fiction novel Neuromancer, in which
given rise to a vocabulary of “cyber terms,” such as behaviours (cafes that sell
coffee and computer time), cybermalls (online shopping services), and cyber
phenomenon in which social workers and psychologists are unaware of and are
thus unprepared to treat at present. They cited Mu (2006) pointing out that some
of the main symptoms of Internet and online game addictions, including the
become infrequent while the member of friends in the virtual world exponentially
increases. Ultimately, the psychokinesis becomes weaker and 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
(MMORPGs)
Seay (2006) listed several online games and their notable features.
According to him there is a great breadth of social (and not so social) multiplayer
simulations. One need only peruse the shelves of local retailers, miniclip.com, or
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Xbox Live Arcade to see that there are gaming experiences from many genres
console-based online services like Xbox Live bring the social world of online
gaming out of the study and into the living room along with many trappings of
are now a part of the formerly simple and comparatively solitary console gaming
world. This section will define the classes of multiplayer online games enjoyed
games (MMOs), Real Time Strategy Games, and First Person Shooters.
He cited Koster in 2002 that though the true “beginning” is a matter of some
much like that of playing any one of the collection of “Infocom-style” text-based
adventure games, except that there are other people playing with you, fighting
alongside and against you, creating content, and changing the world. MUD1
created by Bartle and Trubshaw was available on the ARPANET in 1980. Due to
Early online communities like Lambda Moo and Habitat grew and flourished
command line appearance. Text only MUDs still thrive all over the internet in
both commercial and public domain manifestations today. In the mid 1990s,
like Meridian 59 and Ultima Online began to hint at the potential commercial and
social impact of what would become the Massively Multiplayer Online (MMO)
genre.
Both Ultima Online and Meridian 59 (the first graphical MMORPGs) are
still available for play on the internet at the time of this writing, a testament to the
commercial successes like Sony’s Ever Quest in 1999 and Blizzard’s World of
Warcraft in 2004 have followed, cementing the legacy of the genre. With the
multiplayer component, and the consoles are following suit. For example,
Microsoft’s online gaming service, Xbox Live is heavily integrated into their latest
console product, the Xbox 360. Sony plans to offer a similarly integrated online
gaming service with the release of their next console, the Playstation 3. (Seay,
2006)
the client software for 30-60USD and pay a monthly fee of around 15USD to
play. The Blizzard Entertainment in 2005 said that massively multiplayer games
upkeep, but can bear huge dividends when subscriber numbers swell. Blizzard,
game surpassed 5 million in December of 2005. (Seay, 2006) Within MMOs like
Ever Quest Online Adventures for PS2, Phantasy Star Online for Xbox, and Star
Wars Galaxies for the PC, several thousand players can simultaneously join in a
persistent gaming experience in a world that exists even when they aren’t
with other players, which often develop into organized collaborative groups,
called guilds. Seay also mentioned Yee’s series of surveys of Ever Quest
players found that social interaction was the primary reason for playing (Yee,
played without turns. Instead all moves and countermoves are made in real
time, allowing for a faster pace. Though the genre is today characterized by PC
titles like Command and Conquer and StarCraft, many trace the roots of the real
time strategy genre back to the year 1989 and the title Herzog Zwei for the Sega
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 24
Genesis/Mega Drive. The game was one of the first to introduce the idea of
engage in real-time combat. Herzog Zwei offered single player and split screen
Virgin Interactive, was released in 1992 and became the first popular instance of
the RTS genre. Based on the Frank Herbert’s fantasy universe, Dune II
chronicled the struggle between Houses Atreides, Ordos, Harkonnen for control
of the planet of Arrakis. In designing the game Brett Sperry introduced tech trees
and faction specific units to the genre. Games like Warcraft, Command and
Conquer, and StarCraft followed, providing players the ability to compete with
one another across direct dial-up connections and later over the Internet. (Seay,
2006)
“shooting” things in the environment. The roots of the first person shooter (FPS)
genre extend quite a bit further back in time than those of real-time strategy
two implementations of the first person shooter appeared in the early 1970s and
were titled Spasim and Maze War. Both of these games eventually supported
zone in arcades around the US. This vector graphics game involved shooting
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 25
tanks and UFOs while the player looked through a simulated “periscope” view
Doom marked the beginning of the modern FPS genre. Though both employed
sprite
based graphics, the gameplay and level design that came to define the FPS
genre were evident in these releases. Several notable titles followed in the next
around the world and used in professional competition. It started out as a free
modification or “mod” of Valve’s Half-Life and became renowned for its fast-
from player skins to levels. Along with games like the Battlefield series from
Digital Illusions, Infinity Ward’s Call of Duty, and Epic’s Unreal Tournament
the Nintendo 64, SOCOM for the Playstation2, and Halo and Halo2 for Xbox.
SOCOM, from Zipper Interactive, was among the first console games to support
Halo, from developer Bungie, did not directly support play over the internet when
enabled Xbox gamers to locate and join one another’s games over the internet.
The launch of the Xbox Live service in 2002 brought voice communication to
Xbox gamers as well as social functions like friend lists and messaging that had
their leisure activities like in the olden days; outdoor games or playing with toys,
instead, they spend their free time in their homes, internet cafés or computer
shops simply to satisfy their hunger; and that hunger is Online Gaming. Online
gaming has such a profound impact on not only the young, but dynamically
every age group as well. So far, virtually anyone is able to go on a computer and
punch through the keys and mouse in order to get a high score, chat with
players, get the rarest items, and level up as fast as possible. Yes, there seems
any situation where new technology is introduced, the social impact of the
Internet is being looked at. One social problem that has been observed is that
the Internet café has become mainly game centres. About one-half to two-thirds
of the computers in a typical Internet café, according to one study, are devoted
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 27
to games (violent and gory games). The use of the remaining computers was
roughly split between browsing, email, online chat, word processing and
research. The Internet cafés have become not just game centres. They are
becoming centres off addiction among the youth, mostly boys, including
one which may not destroy their bodies as drugs do, but which is certainly
twisting their minds. To the young play is reality and reality is play.” (Maslog C.
(1998)
The CIDG or “Criminal Investigation & Detection Group” (or CIDG) of the
Philippine National Police (PNP) established the Project Angel Net: Internet
Child Protection Program. They have a link about the different online risks
“children” can and will encounter in the cyberspace. Their website define online
gaming as a new epidemic that takes toll on the mental well being of players,
and that this disease is equally debilitating as an addiction to drugs and alcohol.
computer that affects their daily life activities. This includes gaming, gabling,
addictions to these have ruined their lives as they disrupt family life, distract
another part of our culture—one that our youth are tasked to espouse and
keep—slowly veers away from the light, creeping into the cavities of complete
compressed the universe in a nutshell but in the process, it has also eaten up
some of the Filipino youth’s prominent identity. Entertainment for the youth now
comes in a form of a computer set and online games, most of which seem to
promote and uphold violence. Least likely nowadays he said to see kids playing
bato - lata, Dr. Wakwak or siyatong and any other traditional Pinoy games and
sports. When in fact, these traditional games and sports characterize the kind of
youth our nation has— springing with enthusiasm and power, gregarious but
never oblivious to the basic tenets of humility in both defeat and victory, and
most of all, glowing with some sense of resourcefulness that comes always
inalienable to their being Filipino. Filipino kids are much rampantly found in any
ordinary internet café in the behaviours and there you will find students, others
still in their school uniform, clashing in pairs and groups as they try to outplay
others in what seems to be a battle of who clicks on the mouse faster. They are
like being dragged into their own magical world that only they understand. They
then, in a boisterous and raucous way, utter words that are rather displeasing to
playing, they can even get extremely profane. Almost everywhere, this seems to
how-to guide, many studies indicate that violent computer games can have very
negative effects on children. New studies indicate that even the non-violent
games may have negative effects on a child. Games can have some positive
results in helping children deal with stress and to learn difficult school subjects
such as math and reading. These same positive games can cause problems for
Filipino youth is hooked to online gaming. A father caught his son playing an
online game during the times he should be in class. His son said: “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.” One of the main advantages of having an internet connection is
the opportunity to reach out other people, wherever they are or whatever time
zone they are in. As long as you are online, the possibilities are endless. In all
honesty, online games consist of just a small slice of those possible options out
there. And in comparison to other choices, games could be the lightest of all. In
online games, you can be you the way you want yourself to be. You can stand
out the way you want it, evolving into options that are not socially acceptable in
real life. Filipinos are conservative by nature, but online they can be as liberated
as other countries. Just like coming out of its tight shell, they now have the
Filipinos, not just the youth but everyone who gains internet access. Boredom
may play a small role in the reasons, but it could still count. The sun is up, rather
than playing basketball, you engage yourself into battle with other players with
awesome sword fights and spell casting. This boredom almost made our
“national street games” like piko, tumbang preso, and shato extinct. It also
are avoidable, just know your body’s limitations and potentials and balance them
out.
weaker than the earlier generations. They tend to stumble on the lightest of
typhoons, volcanos, and man-made disasters all year round. Some individuals
may lose hope because of this but others actually divert the fear and condense it
computer games can cause short term aggression. The computer games can be
interactive nature of the computer games. Children will have lack of problem
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 31
solving. Violent computer games teach children that problems can be solved
rather than talking through and taking responsibility for problems, shooting or
other acts of violence can elicit correct responses and make problems go away.
They are also prone to weight gain. Computer games frequently do not require
any additional movements beyond the hands. This coupled with a child’s
tendency to eat and drink while playing computer games can result in weight
gain. Weight gain has been linked to various diseases including diabetes, high
blood pressure and heart disease. Children also develop antisocial behaviours.
socialize with other children. This anti-social 31behaviour can extend through
effective manner. This can also negatively affect relationships and friendships,
Our youth with never ending attitude of curiosity can be most vulnerable to any
behaviours bearing technology may bring. Of course, they can get entertainment
for themselves but the process should not compromise the other important
pieces of our nationhood. They can always choose to become DoTA masters,
but they should first become Dr. Wakwak. (Destacamento, 2012) become DoTA
masters, but they should first become Dr. Wakwak. (Destacamento, 2012)
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 32
players reporting that gaming has gone beyond being an engaging pass-time
and begun to cause problems in their real life. It also included if playing leads to
online survey to gather information from avid gamers regarding their gaming
data were collected over a 14 month period from a sample including 2883 online
linkages among the repeatedly measured factors. While the data provide some
avoid negative outcomes like problematic use and, more broadly, depression.
Further, the results indicate that participation in online gaming can lead to
decreased isolation and enhanced social integration for those players who use
online gaming as a medium in which to spend time and interact with real life
friends and relatives. No causal link between online gaming and depression is
observed, even in those individuals who report viewing their use as problematic.
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 33
that provides millions of people with hours of social entertainment and adaptive
discussed.
Another study conducted in 2011 by Wang and Zhu wanted to find out the
them to get a deeper and better understanding of online game addiction. They
chose systems and ecological perspectives as their theory and analyzed their
data using the hermeneutic approach. The methodology they used is interview;
which entailed four interviews with both Swedish and Chinese undergraduate
students. On the basis of the research the results they got are that; most of the
students they interviewed are having problems with health and studies because
of online gaming; and some of them are having bad relationships with friends
and families, however, some of them have a good relationship with their parents.
Wang and Zhu (2011) also cited the study of Wan and Chiou in 2006 on
why adolescents are addicted to online gaming. Their study was to investigate
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 the investigation to focus on why young people
Zhang (2007) and Zhuo (2007), who also researched on the same topic,
reported different results on the online game addiction and the finding supported
addicted to the Internet or online games, Zhang indicated that most of these
students had bad grades in their universities. Moreover, Zhuo stated that the
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
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
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 35
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
games that lead to aggressive behaviour. The title of the study is “A longitudinal
defines by affecting the personality, attitudes, and values of the player. Video
automobile accidents, police stops, and a willingness to drink and drive. The
study further disclosed playing such kinds of games could increase a person’s
said the said effects “part of consequences of the effects of such gameplay on
Vitak in 2008 provided the first nationally representative study of teen video
game play and of teen video gaming and civic engagement in America. The
survey looked at which teens are playing games, the games and equipment they
are using, the social context of their play, and the role of parents and parental
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 36
monitoring. Their first large-scale study was to examine the relationship between
specific gaming experiences and teens’ civic activities and commitments. The
result showed that fully 97% of teens ages 12-17 play computer, web, portable,
or console games. Gender and age are key factors in describing teens’ video
gaming. Fully 99% of boys and 94% of girls play video games. Younger teen
boys are the most likely to play games, followed by younger girls and older boys.
Older girls are the least “enthusiastic” players of video games, though more than
half of them play. Some 65% of daily gamers are male; 35% are female. Their
Youth play many different kinds of video games. Most teens do not limit
themselves to just a few game genres, instead choosing to play many different
types of games. Daily gamers are more likely to play a wider range of game
Gaming is often a social experience for teens. For most teens, gaming is
a social activity and a major component of their overall social experience. Teens
play games in a variety of ways, including with others in person, with others
least occasionally, just one-quarter (24%) of teens only play games alone, and
the remaining three-quarters of teens play games with others at least some of
the time.
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 37
Close to half of teens who play online games do so with people they
know in their offline lives. Online gamers are more likely to report playing games
mostly with people they know in their offline lives than with teens they met
online.
Games are often played with other people. In multiplayer game play, different
people control different characters in the game, and make individual choices
about how to act and what to say in the context of the game.
The most popular game genres include games with violent and nonviolent
content. The two most widely played game genres were racing and puzzle
are noteworthy because they have little to no violent content. However, two-
some form of monitoring, parents are more likely to monitor game play for boys
and for younger children. Monitoring does not have an impact on whether or not
There are civic dimensions to video game play. Their study found that the
outcomes, but that some particular qualities of game play have a strong and
engagement in civic and political activity. Neither the frequency of game play nor
the amount of time young people spend playing games is significantly related to
The characteristics of game play and the contexts in which teens play
games are strongly related to teens’ interest and engagement in civic and
activities, helping others, and debating ethical issues) that promote civic
particular elements of video game play. We call these elements of game play
“civic gaming experiences,” and the survey assesses how many of these
Playing games with others in person was related to civic and political
Teens who take part in social interaction related to the game, such as
Civic gaming experiences are more equally distributed than many other
Natanauan in 2013 cited Hermosa (2010) stating that the threat of excessive
gaming is also present in the Philippines Since the country ranked first as the
and Fabian in 2009 where they already noted the effects of excessive gaming
on Filipino youth. They found out that excessive use of computers has negative
from house work, missing of classes, and failing to submit assignments on time.
However, they also found out that other studies have the opposite results.
Since gaming have positive effects. For example, Cole and Griffiths (2007)
reported from their sample of 912 MMORPG players from 45 countries that
They also reported that 74.7% of gamers made friends with other gamers.
Gamers also tend to meet with other gamers through guild meet ups, small
group meetings, or conventions. Cole and Griffiths (2007) also reported that
81% of their respondents enjoyed playing games with their real-life friends
(friends who were not met online) and family. This is also similar to the findings
of Utz (2000) and Yee (2006b). Cole and Griffiths (2012) also showed that
gaming allowed players to express themselves in ways that they may not feel
comfortable doing in real life due to their appearance, gender, sexuality, and/or
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 40
age. Suler (2004) commented that these behaviours were called dissociative
anonymity (“you don’t know me”) and invisibility (“you can’t see me”). These
World Cities 2008), the City of Manila was chosen as the research locale of the
study. It was revealed that the effects of cyber café gaming could be
and Socialization. All questions under each construct were found highly valid
The study of De Guzman and Fabian (2009) showed that the price of the
technology is the major concern of the students and most of the students cannot
afford ICT products such as video games, cellular phones, MP3 players, and
laptops. In order to address these situations, students share ICT products with
locality. On the other hand, Alam et al. (2009) defined cyber café as “a shop,
café or place which is open to public, where anyone can just hire a computer for
Philippines. They also cited the study from Somoni et al. in 2010 that cyber
cafés are open to the public and offer gaming and Internet services to the users
returned to the cyber cafés because of computer games. Also, Alam et al. 2009
mentioned that the gaming services provided by cyber cafés posed threats to
Synthesis
The literatures and studies of both foreign and local shows an in-depth
nature of how technology in the form of online games becomes part of living
games changed and had become modern with the development of internet at
the same time. It gave a glimpse of the different types of online games widely
played in the world that are now popularly played by the Filipino youth as
mentioned by the local articles. The literatures also provided information of the
Furthermore the related studies cited here, in such a manner explored the
It provided a bigger understanding for the researchers so that the study may be
placed into its proper order and undertaking for this will enable the researchers
to investigate well on its background. Also, it provided the researchers the idea
be used. This will help in designing the research tool or survey for the study.
The present study on the other hand is unique because it will explore the
online gaming attitudes among senior high school students in the University of
Makati. The research locale where the study will be conducted is different and
the main concern will only revolve particularly on the gaming attitudes as
perceived by the students in the senior high school of the University of Makati.
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 43
Chapter III
Research Methodology
This chapter discusses the research methods and design utilized by the
includes the research locale, research instruments and tools, data gathering
Research Design
Descriptive method is based on observed events from which theories may later
for the significant relationship between the online gaming attitudes of the student
school students will be participating in the study. They will be given survey
attitudes.
Research Locale
The locale of the study will be the Senior High School of the University of
Makati or Higher School ng UMAK. Respondents who are senior high school
Research Instrument
To gather the necessary data needed for this study the following research
b. Report Card. The report card of the participating respondents of the study
will be utilized to gather their GWA or general weighted average. This will
The procedure for data gathering will involve a courtesy call to office of
the Dean of the Higher School ng UMAK to submit a letter for the conduct of the
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 45
of the study.
Data Analysis
The following statistical tools will be used in analyzing the numerical data
gathered:
1. Frequency (f) was used in tabulating the scores from the profile variables
of the respondents.
2. Percentage (%) was used to express how large or small one quantity is,
Formula:
𝑓
% = × 100
𝑁
aspects of working condition based on the data that were gathered using
Formula:
𝑇𝑊𝐹
𝑊𝑀 = 𝑁
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 46
Where:
WM = Weighted Mean
respective frequencies.
Table 1
4. Standard Deviation was used in order to see how spread or varied the
References
Cherry, K. (2015). Attitudes: How They Form, Change and Shape Behavior .
Attitudes Can Have a Powerful Influence Over Behavior
<https://www.verywell.com/attitudes-how-they-form-change-shape-
behavior-2795897>
Scitech, (2015). Video games boost skills, but also harmful – studies
<http://www.gmanetwork.com/news/story/463170/scitech/technology/vide
o-games-boost-skills-but-also-harmful-studies>
Lenhart,A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., Vitak, J. (2008).
Teens, Video Games and Civics
<http://www.pewinternet.org/2008/09/16/teens-video- games-and-civics/>
http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-
effects-of-video-games
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 48
Research Questionnaire
Legend:
Decision Making SA A FA D S
D
Effectivity in time management
Improve logical thinking
Having better strategy skills
Game Played SA A FA D S
D
RPG (Role Play Games) ex. Sims, WOW,LOL
RTS(Real Time Strategy Games) ex. DOTA
FPS(First Person Shooter Games) ex. Call of Duty
Assessment SA A FA D S
D
Playing online games through computers
Playing mobile application games
Participation in MMO Tournaments ( Massively
Multiplayer Online)
Time Consumed SA A FA D S
D
30 mins – 1 hr a day
1hr – 3hrs a day
3hrs – 5hrs a day
Others.. __________________________________
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 50
Frequency SA A FA D S
D
Ones a week
Twice a week
Thrice a week
Others.. __________________________________