RESEARCH
RESEARCH
CHAPTER 1
This chapter consists of five parts namely: (1) Background and Conceptual Framework
of the study, (2) Statement of the Problem and Hypothesis (3) Significance of the Study, (4)
Part One, Background and Conceptual Framework of the study, discusses the rationale
reasons for conducting the study and presents its conceptual framework.
Part Two, Statement of the Problem and Hypothesis, states the research problem and
Part Three, Significance of the study, cites the benefits that could be derived from the
Part Four, Definition of Terms, provides the conceptual and operational meaning of
Part Five, Delimitations of the Study, specifies the scope and coverage of this research.
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John B. Lacson Foundation Maritime University – Molo Inc.
An online game is a video game played over some form of computer network. This
network is usually the internet or equivalent technology, but games have always used whatever
technology was current: modems before internet, and hard wired terminals before modems.
The expansion of online gaming has reflected the overall expansion of computer network from
small local networks to the internet and the growth of internet access itself. Online games can
range from simple text based environments to games in cooperating complex graphics - a
virtual world populated by many players simultaneously. Many online games have associated
online communities, making online games a form of social activity beyond single player games
(Wikipedia, 2017).
Online games have been widely spread all over the world. Many young people are
playing different online games today. These online games made a huge impact on the society,
because a lot of young people were addicted to it. Some have already stopped schooling and
some have been skipping classes, meals, and normal hygienic practices. Their being hooked to
online games left them no time to talk to family members, and even to engage in socialization
activities.
The negative aspects of young people’s online game activities as reflected in their
classroom behaviour are raising some concerns. Extreme use of the internet to play online
games has created an imbalance in their experience in particular and their personality in
general. Studies found out that a student who is too focused on online games may experience
poor academic performance (a drop in grades), family relations problems (having to hide their
excessive internet use from parents), mental instability (depression), and financial constraints
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Like in other schools, at John B. Lacson Foundation Maritime University – Molo Inc.
many of the students are engaged in playing online games. Thus the researchers agreed to
study the Addiction of Online Games among Marine Engineering students of the university.
Conceptual Framework
Many students have been hooked into playing online computer games. As a result, their
school performance suffers and even their personality development is at risk because a large
portion of their time is used in playing these games leaving them with very little time or no
centre in Britain, web – based computer ‘fantasy world” such as the World of Warcraft triggered
a wave of addiction not only among children but also among adults.
As the game becomes more enticing it leaves people at home in front of computer
screen. They become too obsessed with being online. In extreme circumstances game players
become detach from normal senses, forget to eat or sleep as they interact with screen
characters such as wizards and monsters. Youngsters can also develop posture problems.
United Kingdom, dealing normally with alcoholics and drugs addicts, has recently treated a 23-
According to Brian Dudley, the centre’s chief, the 23 year old patient was staying online
for 7 to 8 hours. They developed a treatment for him which is a 12 step approach but they did
not tell him never to use the internet again. Although he has eating issues because he is not
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Dudley added that the problem is not just restricted to young kids. There are also
parents who are hooked to internet games, though it is a small percentage. There are no
Peter Smith, another counselor at broad way lounge, said that it is not unusual for
people to get so obsessed with online gaming that they forget to eat and drift forward an
anorexic and undernourished state. A player can play online with people around the world, so it
can be at odd times a day. When it is 5pm in Chicago, it is evening in Japan. He can have a
relationship with characters in the games that gives him an artificial feeling, created by his
body’s natural endorphins, when he has killed some monster or solved a problem.
playing games” as the most addictive. Success in these games is highly dependent on the
amount of time one puts into them. Playing the game casually will leave one trailing behind
others who put in more time, possibly making one feels as someone falling behind.
Online role-playing games, the site encourages interaction amongst people and
development of groups, allowing people to flourish socially online, providing an escape for their
struggling social life; however, the games could also ruin a “successful social life”.
ELSPA- the Entertainment and Leisure Software Publishers Association denied that
playing online games could lead to addiction. Its director becoming increasingly mainstream in
the UK and believes in the positive impact games can have (The Guardian, 2009).
([Link]/technology/.2009/004/08/[Link]-on-rise)...place in
the bibliography...
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Student Profile …
Availability of Internet
Figure 1: Degree of Addiction to Online Games among Marine Engineering Students in John B.
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This study attempted to determine the degree of Addiction to Online Games in John B.
Lacson Foundation Maritime University – Molo Inc. during the 2 nd semester of school year 2016-
2017.
1. What is the degree of addiction to computer games among the students when
they are classified as to their (a) weekly allowance, (b) year level, and (c)
games when classified according to (a) weekly allowance, (b) year level, and
Hypothesis
1. There are no significant differences in the Degree of Addiction to Online Games among
Inc. classified into: (a) weekly allowance, (b) year level, and (c) availability of internet at
home.
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Teachers. From the result of the study the teachers may get some beneficial
information that they can use to help some students from getting addicted to computer games.
Students. The outcome of the study may help some students realize the
Parents. This study might provide some parents with the idea about what happens to
students who get addicted to online computer games, so they can give their children closer
Definition of Terms
For the purpose of clarification, the following terms are by here defined conceptually
and operationally:
Age – this is the length of time which a being or a thing has lived or exist (Webster,
2008)
In this study age is categorized as younger (16 below) and older (19 above)
Year Level – year level is the educational ladder in tertiary level or educational
progress. ([Link]/index)
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In this study, year level is categorized into: first year, second year, third year, and
fourth year.
This study attempted to determine the degree of addiction to online games among
Marine Engineering students of John B. Lacson Foundation Maritime University – Molo Inc. It
tried to ascertain the differences in degree of addiction to online games among the students
when classified according to certain categories. The study was conducted at John B. Lacson
Foundation Maritime University – Molo Inc. This utilized the students enrolled during the S.Y
2016-2017 as respondents.
The respondents were selected through simple random sampling or the lottery
technique. They were classified according to their weekly allowance, year level, and availability
of internet at home.
The research used the questionnaire to gather the necessary data for the purpose of
this study. It was personally constructed and subjected to validity and reliability testing. The
The study was conducted on January 2017. The statistical tools utilized in statistical
analysis of the gathered data were the means, standard deviations, t-test and one-way ANOVA.
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CHAPTER 2
business but also for pleasures. Computers have become a social and an 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; therefore, necessary precaution must be taken in exploring all the
uses of computers, and the negative consequences of using them on daily basis.
Certain video games have adopted a model creating continuous play wherein the game
is designed to have a built in monthly fee, and in exchange the game is continually expanded
by the company in the hopes of keeping the player entertained. On the surface, it is simply a
model of business designed to create endless gameplay for individuals with the desire to
One unintended side effect, however, is the escalation of commitment of time that
players experience, sometimes increasing their desire to seek the rewards found through
gaming while eschewing other important life responsibilities to the extent that it is debilitating
to themselves and those around them, creating potentially dangerous levels of immersion
With the newly flourish cyber culture surrounding video games thriving, it is important to
understand the impact of the said culture, particularly any addictive behaviors taking place
within it. Such behaviors can have life threatening ramifications in terms of both the use of the
games themselves and other addiction-related behaviors. A particular aspect of computing that
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The aspect of computer usage is recreational and lacks practicality in their majority of
people’s daily life. Three different types of computer players have emerged. The first are pro-
gamers, competitive and skilled players that play in tournaments and play money. The second
are social players, who play recreationally and for no monetary gain. They may play socially, to
spend times with friends while doing a particular activity, enjoyment of the game itself, or to
relieve stress. The third are computer addicts, who dedicated a large portion of their time to
playing a computer game, and display behaviors that are common to addiction. The number of
addicted players continues to grow as gaming gains more influence. If computer gaming is a
serious disorder, then it should be entered into the Diagnostic and Statistical Manual for Mental
Disorder V (DSM-V). With its inclusion, there will be credence to its validity, and therapeutic
programs can be created to find and treat those with serious computer games addiction. More
research will become focused on this phenomenon, as there is little attention on this subject
Also, perhaps computer game company will take up social responsibilities and decrease
Persistence
the point that self-maintenance is neglected. Besides repeating an action to point of self-harm,
computer game addiction is more associated with ignoring bodily needs in favor of playing. The
British Broadcasting Corporation (2005) posted an article about a man in South Korea who
played for 50 hours straight in an internet café, and eventually collapsed from exhaustions. He
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died in the hospital with heart failure. Many of there stories usually stem from developed
countries in Asia such as China, South Korea and Japan where computer gaming is more
accepted and popular than in United States. For instance, in South Korea, StarCraft is popular
spectator sport and one needs a license in order to qualify as a pro-gamer. Computer Game
Addiction has been recognized as a formal disorder in these countries, and the government has
taken steps against it by creating programs and clinics to battle against it.
Risked Relationship
In addiction, one may drift away or alienate one’s close relation in favor of the
substance or activity. It has also been reported that several parents have neglected their
children in favor of computer and/or internet games. In case of Kim Yun-Jeong and her
husband, Kim Jae-Beom, they played a game named Prius, a fantasy, Massive Multiplayer
Online Role-playing game (MMORPG). They raised a virtual child named Animus in the game,
while only feeding and changing their child in between gaming sessions. The child due to
malnourishment, and they were sentenced to jail. Another parent, a single mother, played a
social game named Small Worlds, and neglected her children and two dogs. The children fed
themselves from bean cans every day, and the dogs died from malnourishment. Gamers often
become too invested and immersed in their games, and as they play longer hours they begin to
lose contact with the real world relationships. For some gamers, it is possible to play long hours
and not be considered addicted, and there are varying levels of risked relationship (Griffiths,
2000).
Violence
The basis of any addiction is the negative consequences that come with using a
substance or doing an activity. With pathological gaming, the criteria for it includes resorting to
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crimes to fund one’s own activity or pay off debts one has accumulated. However, articles in
the media indicate a trend that many crimes may occur either due to frustration surrounding
the game, or to copycat violent acts from the game. One man in China stabbed his friend
because the friend had sold a virtual sword on eBay for money (British Broadcasting
Corporation, 2005).
In another case, a mother in Florida shook her 3-month baby to death for crying when
she was playing Farmville (News Vancouver, 2010). In the instance of grand theft auto, there
have been copycats who have set out to repeat the crimes they committed in game; one group
of teenager in Garden City, New York decided to live out the popular action-adventure, crime
game named grand theft auto. They committed burglary, beat some men, attempted to steal a
car, and even punched a police officer in the face. Their only motivation was that they were
Debt
In case of many computer games, you purchase a single game and then you hand out
no more money. However, game companies have changed their model to increase profits, and
now offer money options to buy more in game weapons or power-ups, gain advantages within
the game, or to renew a subscription to a game. It is possible to bid real money and earn
money, as well as lose money. The same problems of gambling addiction occur without casino,
and with the convenient use of the computer. Internet gambling may be even worse as it is a
solitary activity and is possible to play for hours or days without anyone seeing or stopping
oneself. Furthermore, virtual money has been converted from real money no longer seem like
having monetary value, and thereby creating inhibiting effect which would cause greater
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spending. It is harder to determine the difference between 100 dollars and a thousand dollars
when it is on the screen, and there is nothing physical within one’s hands (Poon, 2012).
Emotional Dependence
Computer player may use computer games as a way to solve emotional problems, and
to get away from reality. This may create a self-repeating cycle, as the problem is not solved
and only delayed which creates more conflict for the individual and cause them to play more. In
this manner, some or perhaps many gamers are more emotionally and socially invested in their
gameplay than someone who does not need computer games to interact (Poon, 2012).
MMORPG
Just as casinos create strategies to draw costumer in and prey on the vulnerable to
gambling addiction, computer game companies also attempt to make the most engaging and
interesting games in order to gain and keep costumers. Perhaps, the most addictive is Massive
Multiplayer Online Role Playing Games (MMORPG). These games allow for thousands to millions
of users to enter a virtual world they can interact with each other while developing their
character; the most notable MMORPG is WarCraft to the extent is has been nicknamed
WarCrack. World of Warcraft and EverCraft are two major games that have been researched by
psychologist when studying computer game addiction due to its salient qualities. Chan and
Persistence – This is split between world persistence and avatar persistence. World
persistence refers to how the player knows the world continues to exist with or without
him playing. It is accessible at all times, during the whole week. This continuity allows
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for social structures to emerge, and creates the sense of a parallel reality. Avater
persistence refers to a created identity that has consistency in its representation of itself
to others.
Physicality – MMORPG world are grounded in the physical. That is, they have laws of
nature, that are consistent in how all character\ within the game must abide by. There
are usually some consistent time and space factors, but they may be sped up or
or offering real life information to communicate about topics other than the game,
MMORPGs definitely have a social factor that make it appealing to the general public.
with which they may create a new identity online. This is another appeal of MMORPGs,
as it offers anonymity which increases their freedom to play as they like without social
boundaries.
Vertical game play – Game play is entirely focused on achievements and may include
Perpetuity – MMORPGs do not have an ending in the traditional sense. Rather, the game
only ends for the player when they choose not to play. This leads tothe concentration of
the game being on the player, who can choose how they want to play the game, rather
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CHAPTER 3
METHODOLOGY
Chapter 3 consists of five parts namely: (1) Research Design, (2) Respondents, (3)
Part One, Research Design, presents the method used by the researchers in the study.
Part Four, Procedure, states the procedures employed by the researchers before the
Part Five, Data analysis, presents the statistical tools used to analyze and interpret the
Research Design
Descriptive survey method was used in this study. This particular design of research is
concerned with the present phenomena in terms of conditions. Practices belief, processes,
relationship or trends invariably termed as “Descriptive survey study”. According to Dr. Y.P
prevailing conditions or situations for the purpose of description and interpretation. This type of
research method is not simply amassing and tabulating facts but includes proper analysis,
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Moreover, it is concerned not only with the characteristic of individuals but with
the characteristic of the whole sample thereof. It provides information useful to the solutions of
This descriptive research aimed to know the degree of addiction to online games of
Marine Engineering students in John B. Lacson Foundation Maritime University – Molo Inc.
Procedure
In gathering the data necessary for this research, the researchers in order to clarify and
answer whatever clarifications and questions raised with the respondents. The respondents
were also assured that their response would be treated with confidentiality and would be
All the gathered data from the respondents were coded, tabulated, computer processed,
The Respondents
The respondents of this study were the 500 Marine Engineering students of John B.
Lacson Foundation Maritime University – Molo Inc. who were officially enrolled during this
school year 2016-2017. In selecting these respondents, the researcher got the 36% of the total
population of the Marine Engineering students of the said institution. The same percentage was
applied to get the number of respondents from first year to fourth year. Then, they were
selected through simple random sampling or the lottery procedure. The name of each student
was written on a small piece of paper. The paper was rolled and put inside the box. Then,
researchers picked out the name of the students to be utilized as respondents until 36% was
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reached. The respondents were classified according to their year level, weekly allowance and
availability of computer at home. Year level was categorized into: first year, second year, third
year, and fourth year. Weekly allowance was categorized into: 1 000 above and 1 000 below.
Availability of internet at home was categorized into: available and not available.
The data in the table 1 show the distribution of the respondents classified as to certain
When they were classified as to their year level, there were 20% 1 st Year, 30% 2nd Year,
When they were classified as to their weekly allowance, there were 21 or 32.3% higher
When they were classified as to their availability of computer at home, there were 21 or
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C. Weekly Allowance
Higher (1 000) 375 75%
D. Availability of
Computer at Home
Instrument
The research instrument that served as the source of the data in this study was the
The first part contained some questions about the respondents, name, year level,
The second part contained the different statements to determine the degree of addiction
to online games.
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The respondents were given Three (3) options to their answer in the questionnaire. The
options are: Never, Sometimes, and Always. For satisfactory reason, numerical weights were
Never 1
Sometimes 2
Always 3
Data Analysis
The data gathered for this study were subjected to computer processed statistics
via Statistical Package for Social Science (SPSS) Software. The descriptive statistics used
was the mean. The inferential statistical tools used were the t-test and One-way
T-test. This test was employed to ascertain the significance of the differences on
the degree of addiction on online games when the respondents were classified according
to the independent variables with 2-level categories such as their year level, weekly
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CHAPTER 4
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This chapter explains the results of research. The results are divided into two
parts namely (1.) Descriptive Data Analysis and (2.) Inferential Data Analysis
Part One, Descriptive Data Analysis which deals in the degree of addiction in
University –Molo Inc., when they are classified according to certain categories
Part Two, Inferential Data Analysis deals with the differences of students’
addiction to online games when they are classified to some certain categories.
The data gathered for this study were basically subjected to descriptive statistical
data treatment. This was done to terminate the students’ degree of addiction to online
games. The means and its corresponding description were utilized in the interpretation
of data.
The data in the table 2 show the findings on the degree of addiction to online
game among the Marine Engineering students of John B. Lacson Foundation Maritime
University –Molo Inc., when they were classified as to certain categories. Based on the
the table, the results reveal that the students had a “low” degree of addiction to online
games whether they were taken as an entire group or classified as to their year level,
weekly allowance, and availability of internet at home as shown by their obtained mean
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which ranged from 28.00 to 32.28 except among the second year students that
A. Entire Group
B. Year Level
1st Year 28.50
C. Weekly Allowance
Higher (1 000) 30.38
D. Availability of
Computer at Home
Available 30.24
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Arbitrary Scale
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determine the difference, in the degree of addiction to online games among students
when they were classified, as to certain categories. T-test and One-way ANOVA were
to Certain Categories.
Table 3 and 4 show the data on differences in the addiction to online games
Molo when they were classified according to certain categories. The table shows that the
when they were classified as to their year level as attested by the t-test which generated
a sig. (2-tailed) value of 0.000 for gender and one-way ANOVA which generated a sig.
Value of 0.042 for year level. These did not exceed a set significance of 0.05 alpha.
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On the other hand, weekly allowance and availability of internet at home did not
revealed by the sig. (2-tailed) values of the computer at home which. These exceed the
4th Year 9
F. Weekly
Allowance
Higher (1 000) 375 5.912 30.98
G. Availability of
Computer at
Home
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CHAPTER 5
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Chapter four has three parts: (1) Summary, (2) Conclusion, (3) Recommendations.
Part One, Summary, presents the vital points and the finding of the study.
Part Two, Conclusions, presents the inferences drawn from the finding of the study.
Summary
Study aimed to determine the degree of addiction to online games among the Marine
Engineering students of John B. Lacson Foundation Maritime University-Molo Inc. It also aimed
to ascertain the differences in their addiction to online games when they were classified as to
certain categories.
Considering such objectives, the researchers utilized the descriptive method of research.
The independent variable employed were Year level, Weekly Allowance, and Availability of
internet at home. The dependent variable is the degree of addiction to online games among
The respondents of this study were the 500 Marine Engineering students of John B.
Lacson Foundation Maritime University-Molo Inc. during the school year 2016-2017. They were
determined using Gay’s Formula in getting a sample size which is 36% of the total population
and were selected through Simple Random Sampling. They were classified according to their
The instrument used in gathering the necessary data was a questionnaire personally
constructed by the researchers. It was also personally administered to the respondents. The
study was conducted on January 2017. The statistical tools used in the statistical treatment of
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the data were mean, T-test, and one-way ANOVA. The level of significance was set at 0.05
alpha level.
The students had a “low” degree of addiction to online games whether they were taken
as an entire group or classified as to their Year level, Weekly Allowance, Availability of internet
at home. On the other hand, the second year students reflected an “average” degree of
Conclusion
Based on the formulated data taken as an entire group, the degree of addiction on
online games among Marine Engineering students of John B. Lacson Foundation Maritime
University-Molo Inc. the result reveal that the student had a “low” degree of addiction to online
games, except 2nd year students. Based on the one-way ANOVA the differences were reveal that
the 1st Year, 3rd Year and 4th Year got a low average at addiction in online games except 2 nd year
students also base in the result in the mean of one-way ANOVA using Arbitrary scale.
Therefore, the “low” average of addiction in online games, means that the students are
not addicted to online games and they’re not giving mere time in playing online games and they
much giving mere attention to their study. And also if their average in addiction is “low” their
Only the 2nd year students got the average degree of addiction in online games.
Therefore, the average result means, the students setting their time for playing online games
and into their studies, and they give more time in playing online games rather than their studies
and that’s the results why the 2nd year students got the average result. The researchers also
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observe that there were some 2nd year students doing some unethical behavior because of their
The difference in the degree of addiction in online games in the Marine Engineering
students of John B. Lacson Foundation Maritime University-Molo Inc. was terminated by using
the one-way ANOVA, and they are all significant. The researchers consider that they are
significant by using this method sig. (2 tailed)> 0.05 not significant, sig. (2 tailed) < 0.05
significant. If the result is greater than 0.05 that is significant, but if it is less than or equal 0.05
that is significant.
Recommendation
The researchers would like to recommend some rules and regulation for school, because
of our forgoing observation of our study we found out that some Marine Engineering students
of John B. Lacson Foundation Maritime University-Molo Inc. doing some unethical behaviour
due to their addiction in online games. The researchers recommend that the rules and
regulation of this school must be stricter. We want to add some rules to prevent some case of
1. The teachers must have the cellphone number of the parents of every
student for them to confirm the excuse letter of the students, because the
2. The students must not be excused to class unless absence has been proven.
References:
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([Link]
[Link]
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