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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE i

THE IMPACT OF ONLINE GAMING HABITS


AMONG HSU STUDENTS IN THEIR
ACADEMIC PERFORMANCE

A Research Proposal
Presented to the Faculty of
Higher School ng UMAK
University of Makati

In Partial Fulfillment of the Requirements of Practical Research I

Presented To:

Dr. Leonardo G. Adap


Professional Lecturer
Higher School ng UMak
University of Makati

Presented By:

Michael Jhon Baguyo


Menard R. Casicas
Mico Niel Crisolo
Zabdiel Josh Quitain
Lourdes Marie F. Sison
Maurein Anne B. Tepace

March 2017
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE ii

APPROVAL SHEET

In fulfillment of the requirements for the Subject Practical Research 1,

the study entitled “THE IMPACT OF ONLINE GAMING HABITS AMONG HSU

STUDENTS TO THEIR ACADEMIC PERFORMANCE”, prepared and

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.

Dr. Leonardo G. Adap


Research Adviser

________________________________________________________________
Panel Of Examiners

Approved by the Committee on Oral Examination with the grade of_______.

Prof. Glen I. Tio-an


Chairman

Edwin M. Magdaleno Prof. Carlo Jay Evardone


Member Member

Accepted as Research Proposal in partial fulfillment for the Subject

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

I. THE PROBLEM AND ITS BACKGROUND

Introduction-------------------------------------------------------- 1

Background of the Study--------------------------------------- 4

Theoretical Framework----------------------------------------- 5

Conceptual Framework----------------------------------------- 7

Statement of the Problem-------------------------------------- 8

Hypothesis--------------------------------------------------------- 9

Scope and Limitation of the Study--------------------------- 9

Significance of the Study--------------------------------------- 10

Definitions of Terms--------------------------------------------- 11

II. REVIEW OF RELATED LITERATURES AND STUDIES

The Rise of Electronic Games--------------------------------- 13

Modernization in Gaming--------------------------------------- 14

The Need For Internet------------------------------------------- 16

Online Addiction--------------------------------------------------- 17

Types of Online Games----------------------------------------- 18

Real Time Strategy Games--------------------------- 21


HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE iv
iii

First Person Shooters Games------------------------ 22

Addiction Among Teenage Filipinos------------------------- 24

Disadvantages of Online Gaming---------------------------- 28

III. RESEARCH METHODOLOGY

Research Design------------------------------------------------- 41

Population and Sampling Procedure------------------------ 41

Research Locale------------------------------------------------- 41

Research Instrument/Tools------------------------------------ 42

Data Gathering Procedure------------------------------------- 42

Data Analysis------------------------------------------------------ 43
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Chapter I

The Problem and It’s Setting

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

discovery and never-ending investigation. In the end, this accumulated

knowledge of information were used and applied in relevance to practical living.

Hence, technology was born out of application of Science, the body of

knowledge based on facts, observation, and experimentation. Technology is

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

kinds of software applications of different interests, office and business works

and the like.

On the other hand, technology is not only made day by day. It is now

even studied in schools and universities. According to Microsoft Encarta in 2008,

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

of crafting. In an increasingly technology-dependent based society, people will


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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

own or use a computer.

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.

These days, gaming technology has progressed to an amazing extent. Things

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

cater to this by having rankings to determine then champions. There can be no

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

online gaming is not just a teenage obsession

. In the Higher School ng UMAK, the elective subject Computer

Programming offers opportunity allowing students to specialize in the study and


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application of computer technology in the community or society. One of the

courses offered in UMAK is Bachelor of Science in Computer Programming

Major in Application Development. Students are taught how to make use of

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

action and strategy. They can be played professionally or casually by millions 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.

There is no doubt that technology is always a good companion. But what

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

life with regards to video gaming.


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Background of the Study

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.

Seay in 2006 conducted a study on the social and psychological impact

of online gaming. In his study, he investigated on the factors that contribute to

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

social isolation or expansion in the social connectedness a player feels. Also, if

involvement in online gaming leads to depression or can participation on it

reduces depressive effect. 1836 respondents were surveyed through a revised

online survey to gather information from avid gamers regarding their gaming

habits, attitudes, and feelings. Employing a longitudinal design, three waves of

data were collected over a 14 month period from a sample including 2883 online

gamers. Prospective analysis was used to establish causal and temporal

linkages among the repeatedly measured factors. While the data provide some

indication that a player’s reasons for playing do influence the development of

problematic usage, these effects are overshadowed by the central importance of

self-regulation in managing both the timing and amount of play. An individual’s

level of self-regulatory activity is shown to be very important in allowing them to

avoid negative outcomes like problematic use and, more broadly, depression.

Further, the results indicate that participation in online gaming can lead to
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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.

Another study conducted in 2011 by Wang and Zhu wanted to find out the

online game addiction among university students. It aims at investigating the

impact that online games have on undergraduate students at University of

Gävle, Sweden. As most of the previous researchers in this area conducted a

quantitative research, they decided to do a qualitative research which can help

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

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
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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

become addicted to online games was channelled.

Computer games have become a very popular leisure activity among

children and adolescents in recent years. In fact, based on popularity alone

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

also an important professional resource for work, communication as well as

education.

The researchers who are currently taking up their Computer

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

sometimes to do normal household activities or school home

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

investigate the online gaming attitudes of the students.


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Theoretical Framework

This study is supported by the theories on attitude formation. According to

Cherry (2016), in psychology, an attitude refers to a set of emotions, beliefs, and

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

over behaviour. Psychologists define attitudes as a learned tendency to evaluate

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

components that make up attitudes. The components of attitudes are sometimes

referred to as CAB or the ABC's of attitude. Cognitive Component: Your

thoughts and beliefs about the subject. Affective Component: How the object,

person, issue or event makes you feel. Behavioural Component: How the

attitude influences your behaviour. (Cherry, 2016)

There are three key theories that describe attitude formation. There are

three founders of attitude formation. Attitude formation theories provide insight

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

are functionalism, learning, and cognitive dissonance theories.

Attitude formation theories suggest that people do what benefits them,

hence the functionalist theory. Daniel Katz, a functional theorist, suggests that
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attitudes are formed according to how a particular person or thing meets our

needs. To a functionalist, attitudes are shaped based on the personal benefit

they offer. (Study.com, 2016)

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-

image or existing values.

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

is called classical conditioning: when a previously neutral stimulus provokes a

conditioned response. Another type of conditioning is called operant

conditioning. This is simply when a stimulus provokes a response. (Study.com,

2016)To relate this to the study, online gaming attitudes are formed by getting

conditioned with the same stimulus. It is repeatedly experienced by gamers

since they frequently play online games nowadays. Learning theories suggest

that attitudes are from conditioned past experiences that continue at present.

Cognitive dissonance theory states that people have an attempt to

restore harmony to two opposing truths are held. Cognitive dissonance is a

phenomenon in which a person experiences psychological distress due to

conflicting thoughts or beliefs. In order to reduce this tension, people may


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change their attitudes to reflect their other beliefs or actual behaviours.(Cherry,

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

online gaming attitudes (independent variables) includes the type of games

played, number of hours spent, frequency of playing, and extent of gaming. The

researchers wanted to determine if these online gaming attitudes will influence


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the academic performance of the respondents (dependent variable). To

determine if there is significant relationship between the two variables, a test of

correlation will be used.

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

aspects of the study.

Statement of the Problem

This study will investigate online gaming attitude among senior high

school computer programming students in the Higher School ng UMAK. It will

specifically answer the following questions:

1. What is the profile of the senior high school students of the Higher School ng

UMAK according to the following:

1.1 Age;

1.2 Gender;

1.3 Grade level;


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1.4 Online gaming frequency;

1.5 Online gaming medium and;

1.6 Online games played ?

2. How do the online gaming habits affect the student respondent’s academic

performance of student respondents in terms of the following?

2.1 Social Behavior;

2.2 Academic Performance and;

2.3 Study Habits ?

3. Is there a difference on the online gaming habits of the student respondents

when grouped according to people?

Hypothesis

To determine if there is a significant relationship between online gaming

attitudes of the respondents and their academic performance, the study will be

testing the null hypothesis at .05 level of significance:

HO: There is no significant relationship between the online gaming

attitudes of the student respondents and their academic performance.

Scope and Limitation of the Study

Senior high school students in the Higher School ng UMAK 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
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location, and electronic medium used when accessing online games and it will

only include their assessment of their online gaming attitudes.

Significance of the Study

The researcher conducted this research to know the online gaming

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

playing too much online games is not worth their money.

Parents

Parents will be provided good information background about how their

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.

Schools and Universities

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

and playing online games.


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Future Researchers

Future researchers may be provided eye-opening insights about online

gaming attitudes among people. This study may become a proposal for them to

perform a wide and in-depth study and analysis on this topic.

Definition of Terms

The following words used in the study are defined operationally by the

researchers for much easy understanding:

Academic Performance. Performance measured by taking written and

oral tests, performing presentations, turning in homework and participating in

class activities and discussions. Teachers evaluate in the form of letter or

number grades and side notes, to describe how well a student has done.

Habits. The personal view of a person towards a particular thing,

condition, or aspect.

Attributes. A quality or characteristic of Online Gaming among HSU

Students in UMAK.

Computer. An electronic gadget that runs with a central processing unit

(CPU).

Decision–Making. This is regarded as mental processes (cognitive

process) resulting in the selection of a course of action among several

alternatives. Every decision making process produces a final choice. The output

can be an action or an opinion of choice.


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Internet. It is an electronic network of computers that includes nearly

every university, government, and research facility in the world.

Online Games. Any electronic or computer video games that are played

in the presence of an internet connection.

Problem-Solving. Is a mental process that includes problem finding and

problem shaping. Considered the most complex of all intellectual functions,

problem solving that has been defined as higher-order cognitive process that

requires the modulation and control of more routine or fundamental skills.

Problem solving occurs when an organism or an artificial intelligence system

needs to move from a given state to a desired goal state.

Programming. A process of making or creating programs that command

how a computer will function or work.

School. An institution that offers formal education to students.

Productivity. A measure of efficiency of the student in converting inputs

into useful outputs.

UMAK. University of Makati. This is the locale of the study.


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Chapter II

Review of Related Literatures

This chapter presents and discusses the various theories, concepts,

research findings, and output from both foreign and local perspectives which are

relevant and supportive to the proposed study.

The Rise of Electronic Games

An electronic game is an interactive hardware or software played for

entertainment, challenge, or educational purposes. Electronic games vary in

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

systems, handheld devices, and coin-operated arcade consoles; and computer

games, which are played on personal computers. Electronic games are a

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

software programs employ game-play elements to teach reading, writing,

problem solving, and other basic skills. From their crude origins in the late 1950s

and 1960s, electronic games have grown to become a multibillion-dollar

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

established rating system—much like the movie industry—that includes the

designations E (for Everyone), T (Teen), M (Mature), and AO (Adults Only).

(Kent, 2009)

Modernization in Gaming

Building on the success of interactive games played on consoles and

computers, some companies have branched out into new platforms. One of the

fastest-growing gaming platforms is the Internet. While the first multi-user

dungeon game (or MUD, online role-playing game worlds involving multiple

players) appeared in 1979, recent developments have made Internet, or online,

gaming a unique platform unto itself. (Kent, 2009)

One type of popular Internet game is characterized by its “massively

multiplayer online” (MMO) worlds, in which hundreds and even thousands of

players can socialize and compete with one another. These games are also

sometimes known as massively multiplayer online role-playing games, or

MMORPGs. With 100,000 paid subscribers by 2000, Origin Systems’ Ultima


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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

the expanding availability of broadband Internet access. Other popular MMO

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

the electronic-games industry. Several companies now publish games for

handheld personal digital assistants as well as for cell phones. The popularity of

electronic games today actually drives the development of new technologies

because companies see a huge, lucrative market in which to release new

products. Cutting-edge developments such as virtual reality may eventually be

introduced to a mass audience through video games, breaking new

technological ground in society through play. (Kent, 2009)

From Zona in 2004 as cited by Seay in 2006, it was estimated that 430

million people world-wide, or 7% of the world’s population, played video games

in the year 2003 alone. Over one quarter of these individuals did so online and

that number as a percentage of total video gamers continues to grow. In the

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

industry in 2003. The gaming population continues to expand alongside these

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

demographics continue to diversify, revenue continues to mount, and content

becomes more and more adult in nature, there is no sense in which gaming can

be defined as “kid stuff”.

The Need for Internet

Online gaming needs internet connection. Internet is a computer-

based global information system. The Internet is composed of many

interconnected computer networks. Each network may link tens, hundreds, or

even thousands of computers, enabling them to share information and

processing power. The Internet has made it possible for people all over the

world to communicate with one another effectively and inexpensively. Unlike

traditional broadcasting media, such as radio and television, the Internet does

not have a centralized distribution system. Instead, an individual who has

Internet access can communicate directly with anyone else on the Internet, post

information for general consumption, retrieve information, use distant

applications and services, or buy and sell products. The Internet has brought

new opportunities to government, business, and education. Governments use

the Internet for internal communication, distribution of information, and


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automated tax processing. In addition to offering goods and services online to

customers, businesses use the Internet to interact with other businesses. Many

individuals use the Internet for communicating through electronic mail (e-mail),

retrieving news, researching information, shopping, paying bills, banking,

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.

Instead of restricting component networks to a particular manufacturer or

particular type, Internet technology allows interconnection of any kind of

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

connect a few computers within a single room as well as expensive networks

that can span a continent and connect thousands of computers. (Comer-

Microsoft Encarta, 2009)

Online Addiction

Online gaming is said to be linked to addiction as gamers or players tend

to stay long in the cyberspace. Cyberspace refers to a computer jargon, the

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

he described cyberspace as a place of “unthinkable complexity.” The term has


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given rise to a vocabulary of “cyber terms,” such as behaviours (cafes that sell

coffee and computer time), cybermalls (online shopping services), and cyber

junkies (people addicted to being online). (Microsoft Encarta, 2009)

According to Wang and Zhu in 2011, internet addiction is a relatively new

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

decrease in social friend network and face-to-face interactions with others,

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

this is mostly unsuccessful as it almost always ends up failing.

Types of Online Games

Massively Multiplayer Online games (MMOs), Multiple Undergrad

Destroyers (MUDs) and Massively Multiplayer Online Role-Playing Games

(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

gaming experiences available online, from backgammon to modern combat

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

available online in a multiplayer setting. This is not restricted to the PC, as

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

the PC experience. Buddy lists, instant messaging, and voice communication

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

by the lion’s share of this study’s participants: Massively Multiplayer Online

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

debate, a family of online text-based environments called Multi-User Dungeons

(MUDs) began to captivate a niche of gamers with academic and commercial

access to the internet throughout the 1980s by offering a collaborative social

experience in a persistent online world. The experience of playing a MUD is

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

their accessibility and penetration on college campuses with capable computer

systems, MUDs became known pejoratively as Multiple Undergrad Destroyers.

Early online communities like Lambda Moo and Habitat grew and flourished

around this collaborative communication technology in spite of its no-frills,


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command line appearance. Text only MUDs still thrive all over the internet in

both commercial and public domain manifestations today. In the mid 1990s,

even more players joined in as graphical, internet based multiplayer PC games

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

compelling nature and longevity of well conceived online worlds. Huge

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

widespread availability of broadband internet connectivity, and penetration of 3D

acceleration hardware, graphically intensive multiplayer online games are now a

sizable part of the interactive entertainment industry. Today, comparatively few

entertainment products for the PC ship without some form of networked

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)

According to Woodcock in 2005 products like World of Warcraft and Ever

Quest II command audiences of 200,000 to 5 million subscribers who purchase


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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

generally require sizable investments by developers in infrastructure and

upkeep, but can bear huge dividends when subscriber numbers swell. Blizzard,

the developer of World of Warcraft, reported that worldwide subscriptions to their

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

playing. Participation in these “worlds” allows players to build social relationships

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,

2001). The continuing penetration of broadband internet and voice

communication promise to enhance the social and collaborative experiences

upon which these games are based. (Seay, 2006)

Real Time Strategy Games

A real time strategy game, or RTS, is a type of strategy game that is

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
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Genesis/Mega Drive. The game was one of the first to introduce the idea of

managing resources to create and deploy semi-autonomous units that would

engage in real-time combat. Herzog Zwei offered single player and split screen

two-player modes. Dune II, developed by Westwood Studios and published by

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)

First Person Shooters Games

First person shooter games, as the name suggests, generally involve

taking on the perspective of a person or vehicle with a gun or camera and

“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

games. Though somewhat of a controversy, it is generally agreed that the first

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

networked multiplayer competition in real time. In 1980 Atari released Battle

zone in arcades around the US. This vector graphics game involved shooting
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tanks and UFOs while the player looked through a simulated “periscope” view

finder. ID software’s 1992 release of Wolfenstein 3D followed quickly in 1993 by

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

decade including Marathon, Quake, Unreal, and Half-life, leveraging the

expanding display and user interface capabilities of personal computers by

implementing 3D graphics and mouse-based aiming. (Seay, 2006)

Notable for its longevity and popularity, Counter-Strike is an FPS played

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-

paced, team oriented gameplay. As with other mods, the customizability of

Counter-Strike gave rise to a large amount of player created content ranging

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

series, Counter-Strike is an important part of the thriving online community of

players and fans surrounding PC first-person shooters. (Seay, 2006)

Important FPS releases on console systems include Goldeneye 007 for

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

voice communication, a substantial improvement that addressed the need for


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tactical coordination in multiplayer FPS, but also a huge social enhancement.

Halo, from developer Bungie, did not directly support play over the internet when

it was released. However, enterprising gamers were able to overcome this

limitation with a PC based, companion application named Xbox Connect, which

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

previously been available only to PC gamers. (Seay, 2006)

Addiction among Teenage Filipinos

According to Maslog in 1998, the youth of today no longer seem to spend

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

to be no restriction as to whom, how or what online gaming can extend to. As in

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
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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

elementary school pupils. According to one concerned Internet café

entrepreneur, “Internet cafés are seducing youths to a new form of addiction,

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 addiction according to them is the excessive use of internet and

computer that affects their daily life activities. This includes gaming, gabling,

pornography, shopping, blogging, and social networking. Consequently,

addictions to these have ruined their lives as they disrupt family life, distract

students, and compromise jobs.

Destacamento in 2012 of the Philippine Star said that as the

advancement in information technology continues to gleam over the country,


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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

disremember. The advent of computers and internet cafeterias may have

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

the ears of those who are in the café to do more

meaningful business of researching or encoding, for instance. Sometime in their

playing, they can even get extremely profane. Almost everywhere, this seems to

be the culture among youths engaged in online gaming. According to an online


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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

the child in other ways. (Destacamento, 2012)

An article of the PinoyGaming.Net in 2008 discussed about why the

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

access to express themselves. Online games became the breathing space of


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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

opened the occurrences of ailments that should be experienced by office

workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions

are avoidable, just know your body’s limitations and potentials and balance them

out.

The youth of today, without being bias or one-sided is considerably

weaker than the earlier generations. They tend to stumble on the lightest of

problems, and crippled on the slightest of mistakes. Online games became a

staple “point of refuge”. Our country is a natural disaster playground. We have

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

into a whole new world found in cyberspace.

Disadvantages of Online Gaming

Destacamento in 2012 mentioned the General Aggression Model (GAM),

developed by Craig Anderson and Douglas Gentile. It indicated that violent

computer games can cause short term aggression. The computer games can be

more prone to exciting aggression than other entertainment because of the

interactive nature of the computer games. Children will have lack of problem
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solving. Violent computer games teach children that problems can be solved

with little or no personal investment or by violence. These games indicate that

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.

A child who is conditioned to play computer games may find it difficult to

socialize with other children. This anti-social 31behaviour can extend through

adulthood, making it more difficult for the adult to respond to co-workers in an

effective manner. This can also negatively affect relationships and friendships,

causing a sense of loneliness. While new technology contributes something

good to humanity, it can also have disturbing impacts.

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)
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Seay in 2006 conducted a study on the social and psychological impact

of online gaming. In his study, he investigated on the factors that contribute to

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

social isolation or expansion in the social connectedness a player feels. Also, if

involvement in online gaming leads to depression or can participation on it

reduces depressive effect. 1836 respondents were surveyed through a revised

online survey to gather information from avid gamers regarding their gaming

habits, attitudes, and feelings. Employing a longitudinal design, three waves of

data were collected over a 14 month period from a sample including 2883 online

gamers. Prospective analysis was used to establish causal and temporal

linkages among the repeatedly measured factors. While the data provide some

indication that a player’s reasons for playing do influence the development of

problematic usage, these effects are overshadowed by the central importance of

self-regulation in managing both the timing and amount of play. An individual’s

level of self-regulatory activity is shown to be very important in allowing them to

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.
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With responsible use, online gaming appears to be a healthy recreational activity

that provides millions of people with hours of social entertainment and adaptive

diversion. However, failure to manage play 33 behaviour can lead to feelings of

dependency. Strategies and tools for addressing these self-regulatory deficits

and supporting self-regulatory activity with respect to gaming 33 behaviour were

discussed.

Another study conducted in 2011 by Wang and Zhu wanted to find out the

online game addiction among university students. It aims at investigating the

impact that online games have on undergraduate students at University of

Gävle, Sweden. As most of the previous researchers in this area conducted a

quantitative research, they decided to do a qualitative research which can help

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

the psychological problems of addicts among adolescents in Taiwan and to


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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 the investigation to focus on why young people

become addicted to online games was channelled.

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 stated that the

physical symptoms of Internet and online game addiction were cervical

spondylosis, neurasthenia and insomnia. Cervical spondylosis, a fairly common

symptom of many 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
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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. (Wang and Zhu, 2011)

Cancio (2014) made mention of a study regarding violent computer

games that lead to aggressive behaviour. The title of the study is “A longitudinal

study of risk-glorifying games and behaviours deviance” from researchers of

Dartmouth College. They suggested that MRRG (mature-rated, risk glorifying

games) gameplay can have consequences for deviant behaviours broadly

defines by affecting the personality, attitudes, and values of the player. Video

games may lead teens to drive recklessly and experience increases in

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

“behavioural deviance”, or actions or behaviours that violate social norms. It also

said the said effects “part of consequences of the effects of such gameplay on

sensation seeking and rebelliousness, attitudes toward deviant behaviour in

oneself and others, and affiliation with deviant peers.

A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and

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

survey provided a comprehensive result related to online gaming among teens

and are presented as follows:

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

genres than non-daily gamers.

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

online, and by themselves. Although most teens play games by themselves at

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.
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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.

Teens encounter both pro-social and anti-social behaviour while gaming.

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

games, played by nearly three-quarters of teens in the sample. These genres

are noteworthy because they have little to no violent content. However, two-

thirds of teens reported playing “action” or “adventure” games, some of which

contain considerable violent content.

Parental monitoring of game play varies. While most parents engage in

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

teens are exposed to anti-social behaviour or words in the gaming context.

There are civic dimensions to video game play. Their study found that the

quantity of game play is not strongly or consistently related to most civic

outcomes, but that some particular qualities of game play have a strong and

consistent positive relationship to a range of civic outcomes.


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The quantity of game play is not strongly related to teens’ interest or

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

most of the civic and political outcomes that we examined—following politics,

persuading others how to vote, contributing to charities, volunteering, or staying

informed about politics and current events.

The characteristics of game play and the contexts in which teens play

games are strongly related to teens’ interest and engagement in civic and

political activities. Longitudinal and quasi-experimental studies have identified a

set of civic learning opportunities (such as simulations of civic or political

activities, helping others, and debating ethical issues) that promote civic

outcomes among youth. Many of these civic learning opportunities parallel

particular elements of video game play. We call these elements of game play

“civic gaming experiences,” and the survey assesses how many of these

experiences teens had.

Playing games with others in person was related to civic and political

outcomes, but playing with others online was not.

Teens who take part in social interaction related to the game, such as

commenting on websites or contributing to discussion boards, are more

engaged civically and politically.

Civic gaming experiences are more equally distributed than many other

civic learning opportunities. (Lenhart et.al, 2008)


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The study of Bringula, Basa, Enriquez, Bonifacio, Manuel, and

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

top market in Asia in online gaming. Furthermore they mentioned De Guzman

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

effects on students such as disturbance in study periods, quality time not

dedicated to family, laziness to do household chores, stubbornness, escapism

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

MMORPGs were found to be a highly socially interactive environment which

provided an opportunity to create strong friendships and emotional relationships.

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
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age. Suler (2004) commented that these behaviours were called dissociative

anonymity (“you don’t know me”) and invisibility (“you can’t see me”). These

behaviours cause people to self-disclose sensitive issues to someone online

more than they ordinarily would in a real life.

Bringula et al. (2013) study employed a descriptive design in which a

descriptive-survey was conducted using the questionnaire as the research

instrument. Based on the classification of the Globalization and World Cities

(GaWC) Research Network of the City of Manila as a Beta+ global city (a

ranking of a city based on its progressive economic activities) (Globalization and

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

investigated into the following dimensions – Responsibilities, Health, Relaxation,

and Socialization. All questions under each construct were found highly valid

and highly reliable.

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

their classmates or avail themselves of the services of cyber cafes in their

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

a certain period of time with a certain amount of fee”. Cyber café is


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interchangeably called internet café, internet shop, or computer shop in the

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

which are unmonitored and controlled. It showed that customers repeatedly

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

tradition and cultural values of the users. (Bringula et al. 2013)

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

specially among gamers particularly teens in general. It discussed how the

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

rampant development of computer gaming addiction on the player themselves.

Furthermore the related studies cited here, in such a manner explored the

different relationship of online gaming to the attitude of young people nowadays.

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

of the different methods that may be employed in the development of the


HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 42

methodology of the study regarding the different data gathering procedures to

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

researchers of the study as well as the population and sampling procedure. It

includes the research locale, research instruments and tools, data gathering

procedures and statistical treatment appropriate for the analysis of data.

Research Design

The study will be conducted using a descriptive-correlational method.

Descriptive method is based on observed events from which theories may later

be developed in explaining the observations. It is correlational since it will look

for the significant relationship between the online gaming attitudes of the student

respondents and their academic performance.

Population and Sampling Procedure

The respondents will be chosen using random sampling. Senior high

school students will be participating in the study. They will be given survey

questionnaires to determine their profile background and online gaming

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

students will be the main respondents of the study.


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Research Instrument

To gather the necessary data needed for this study the following research

instruments will be utilized:

a. Survey Questionnaire. This is the main data-gathering instrument that the

researchers will utilize to determine the online gaming attitudes of the

selected respondents. This survey will be developed by the researchers.

It will be composed of 30-item questions that explore the online gaming

attitudes of the respondents in terms of the type of games played,

numbers of hours spent playing, frequency, and extent of playing. The

questionnaire will also gather information about the profile of the

respondents and the benefits of the online games played in terms of

problem solving, strategic thinking skills, learning skills, decision making,

and productivity levels.

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

be used to correlate their academic performance to their online gaming

attitudes to find out if there is significant relationship between the online

gaming attitudes of the respondents and their academic performance.

Data Gathering Procedure

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

study and distribution of survey questionnaires to the participating respondents

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,

relative to another quantity. It was specifically used in computing the

percent distribution of the profile variables.

Computation of the Frequency and Percentage Distribution

Formula:

𝑓
% = × 100
𝑁

3. Weighted Mean (WX) was used in average respondents of the assessed

aspects of working condition based on the data that were gathered using

the five-point scale.

Computation of Weighted Mean

Formula:

𝑇𝑊𝐹
𝑊𝑀 = 𝑁
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 46

Where:

WM = Weighted Mean

TWF = The total of the products of weights multiplied by their

respective frequencies.

N = the number of respondents

Table 1

Score Interval for the Online Gaming Attitudes

Mean Range Adjectival Rating

5 4.24 to 5.00 Of much great extent

4 3.43 to 4.23 Of great extent

3 2.63 to 3.42 Of moderate extent

2 1.81 to 2.61 Of least extent

1 1.00 to 1.80 None at all

4. Standard Deviation was used in order to see how spread or varied the

responses of the respondents to the mean.

5. Person product-moment correlation coefficient I was used to find if

there is a relationship between the online gaming attitudes of the

respondents and their academic performance.


HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 47

References

Destacamento, J.M. (2012). Online gaming drawbacks (The Philippine Star


<http://www.philstar.com/freeman-opinion/2012-10-13/859169/online-
gaming- drawbacks

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>

Duggan, Maeve (2015). Attitudes about video games


<http://www.pewinternet.org/2015/12/15/attitudes-about-video-games/
http://www.pewinternet.org/2015/12/15/who-plays-video-games-and-
identifies-as-a-gamer/>

Mu, S.Z. (2006). Harmfulness of Internet Addiction Disorder to College Students


Mentally and Physically and Its Countermeasures. Practical Medical
Techniques. Vol. 17, 2006

Kilgore, N. Attitude Formation Theory in Psychology


<http://study.com/academy/lesson/attitude-formation-theory-in-
psychology.html>

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/>

The Asian Conference on Society, Education, and Technology ( 2013). Official


Conference Proceeding Development of Scales on the Effects of Gaming
in Cyber Cafés in Manila <http://iafor.org/archives/offprints/acset2013-
offprints/ACSET2013_0177.pdf>

Why the Filipino Youth is Hooked to Online Gaming


<http://www.pinoygaming.net/why-the-filipino-youth-is-hooked-to-online-
gaming/>

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

IT Student – survey Questionnaire


Dear IT Students,

Good Day! The researchers are conducting a study entitled “Online


Gaming Attitude Among Computer Programming Students in the Higher School
ng Umak: Its Significance to the Academic Performance”. Please allow us to
take a little of your precious time by answering this questionnaire. Your answer
to this survey will be treated with strictest confidentiality. Thank you for the
consideration.

Part I : Respondent’s Profile

Name: (Optional) ______________________________________


Age: __________
Gender: M__ F__ Grade Level: ________

GWA: ___ 95 above Frequency of Online Gaming:_______


___ 91 – 94 Online Gaming Medium:______
___ 87 – 90 Preferred Online Game:______
___ 83 – 86
___ 79 – 82
___ 78 below
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 49

Part II : Survey Paper


Directions: Put a check ( √ ) on the space/ box provided that correspond to your
response.

Legend:

SA( Strongly A ( Agree ) FA ( Fairly D ( Disagree ) SD (


Agree ) Agree ) Strongly
disagree )

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.. __________________________________

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