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Chapter 1

This chapter introduces the background, theoretical framework, problem statement, hypothesis, scope, conceptual framework, significance, and definition of terms for the study. The background discusses the rise in online gaming among teens and its potential negative impacts. The theoretical framework covers addiction theories from diagnostic manuals and research on links between excessive smartphone/online game use and poorer academic performance. The study aims to explore the relationship between hours spent online gaming and students' academic progress.

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0% found this document useful (0 votes)
345 views11 pages

Chapter 1

This chapter introduces the background, theoretical framework, problem statement, hypothesis, scope, conceptual framework, significance, and definition of terms for the study. The background discusses the rise in online gaming among teens and its potential negative impacts. The theoretical framework covers addiction theories from diagnostic manuals and research on links between excessive smartphone/online game use and poorer academic performance. The study aims to explore the relationship between hours spent online gaming and students' academic progress.

Uploaded by

buraksakape
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

This chapter includes the introduction, theoretical framework, statement of

the problem, hypothesis, scope and limitation, conceptual framework,

significance of the study and the definition of terms used.

Introduction

Background of the Study

In recent years, fast technological innovation has resulted in both benefits and

difficulties have a huge impact on several elements of people's lives. One notable

development. As a result of this progression, online gaming has become popular and

addictive among people, particularly teens. Online games refers to Video games that

may be accessed and played via the Internet or other computer networks. This is

modern platform includes desktops, mobile devices, and cellphones, and provides a

virtual world for interactive gameplay. However, concerns have been made about the

predominance of gaming. Addiction is extremely prevalent among today’s youth.

The fact that individuals live in a information-rich environment where

everything is constantly updated, the internet has become a necessity for all humans

, regardless of age or gender. In today’s society. However, the impact of this useful

machine on adolescents is undeniably dubious. All of these devices are quite

effective in distracting people. In response to this trend, internet gaming was

developed to provide individuals with enjoyment.

Online gaming is a popular leisure activity among many individuals. Teenagers

that play these online games claim that they do it for enjoyment and to escape the

heat of the sun, unaware that there are numerous side consequences to playing
these games. Some study suggests that playing online games can be advantageous.

It stimulates the players' minds, particularly in puzzle-based games. It aids the player

in making judgments in difficult situations, particularly in adventure games that need

the player to be aware, active, and strategic. Playing these types of games makes

the player experienced different feelings because it is as if the player is really the

one taking the challenges.

Despite those benefits, playing these games also bring negative effects. It

requires much of the player's time, leaving school activities and home works

unattended. (http://www.oppapers.com)

Among a variety of online games accessible, titles such as Counter-Strike,

Call of Duty, and Clash of Clans, League of Legends, Minecraft, and Mobile Legends

have become quite popular. Notably, Mobile Legends has grown really addictive.

Many students have fallen to the charm of this game since its rise to popularity and

rapid dissemination. over the country. Unfortunately, this obsession has caused

negative health implications, as pupils disregard healthy eating and sleeping habits.

Furthermore, excessive participation in online gaming activities frequently leads to

distraction, as pupils become exclusively engaged with the game, resulting in bad

behaviors. Such as gambling, theft, threats, and even thoughts of committing

suicide. Consequently, academic performance students have been greatly impacted

by these internet games.

Moreover, online gaming can lead to psychological stress, decreased school

performance, compromised sleep quality, suicidal ideation, reduced sociability and

self-efficacy, and decreased life satisfaction. The adverse impact of excessive

gaming extends to an individual's mental, physical, and emotional well-being.

Embracing technology without adequate mitigation strategies poses risks and


consequences. Engaging in online gaming late at night disrupts sleep patterns,

potentially contributing to a decline in academic performance and affecting students'

behavior. Furthermore, online gaming might cause psychological stress, reduced

academic performance, and compromised sleep quality, suicidal ideation, decreased

sociability and self-efficacy, and worse life satisfaction. Th enegative effects of

excessive gaming extend to a person's mental, physical, and emotional well-being.

Embracing technology without proper mitigation techniques carries risks and

repercussions. Late-night internet gaming disturbs sleep habits, which may

contribute to a deterioration in academic performance and alter student conduct.

This study aims to dive deeper into the relationship between online gaming and

academic performance, shedding light on the harmful impact that prolonged

interaction with online games can have on students' educational outcomes. Online

gaming has become a popular form of amusement among folks, particularly

teenagers. However, its addictive nature and the negative outcomes connected with

excessive gameplay have prompted concerns, particularly over students' academic

performance. The purpose of this study is to explore the impact of online gaming on

students academic progress, evaluating the number ofh ours spent playing these

games and creating ways to help students manage their gaming activities were

carried out effectively.

Rationale of the Study

The phrase computer game is in direct conflict with video games, console

games, and arcade games. Video games and console games typically refer to

games that are connected to a television, whereas arcade games refer to games that

are installed in public areas. In contrast, the term "computer games" is occasionally

moused to refer to games played on a personal computer. However, because all of


these fields were developed concurrently and all of these games are played on

computers, most scholars use the word computer game to refer to all of these areas

as a whole. Computer games originally appeared in the 1960s, with the debut of a

shoot-up game.

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.

The youth of today do not appear to spend their leisure time as they did in the

past, such as playing outside or with toys; instead, they spend their spare time in

their homes, internet cafés, or computer shops only to satisfy their appetite, which is

online gaming. Online gaming has a tremendous impact on people of all ages. So

far, almost anyone can hop on a computer and use the keyboard and mouse to gain

a high score, talk with other players, obtain the rarest stuff, and level up as quickly as

possible. Yes, it appears that there are no restrictions on who, how, or what internet

gaming can be extended to.

Online gaming has grown as a popular and successful form of amusement and

recreation for people of all ages, particularly students. It refers to games performed

over a computer network, often the internet. These games are played online,

allowing you to connect with other players. It is often platform neutral, relying on a

web browser and a suitable plug-in. Robinson A. (2018).


Theoretical Framework

To fully understand the nature of Online Gaming and why most of students

have difficulties in maintaining their academic performance and social behavior, their

personal experiences relative to their intellectual capacity and characteristics must

be considered in order to explore their behavior towards that difficulty. Some theories

hypothesized that it is their behavior that is in capable of doing such but different

theorists have various perspectives about it.

As theorized by Yayman & Bilgin (2020) (DSM) "Diagnostic and Statistical

Manual" includes gaming disorder, which is defined as playing with other players

frequently and repetitively. Symptoms of gaming addiction include playing games for

up to 8–10 hours a day, not being able to control one's behaviour, reacting angrily

even to constructive criticism, severing ties with close relationships, and putting off or

failing to complete basic needs and activities. These symptoms have negative

effects on adolescents during their developmental period. Other effects include

malnutrition, the emergence of suicidal and deadly behaviours, strained social

relationships, problems with family dynamics, and significantly lower academic

success.

The various negative effects of excessive smartphone obsession have been

demonstrated by a large body of literature on the relationship between problematic

smartphone use and academic performance (Durak, 2018; Mendoza et al., 2018;

Rozgonjuk et al., 2018). Three key ways these effects manifest are as follows: first,

the more often students use cell phones during study sessions, the more detrimental

effects these have on academic performance and achievement; second, students

need to master basic skills and cognitive abilities to succeed academically, which are
negatively impacted by excessive use of cell phones and addiction; and third,

students' motivation to learn is negatively impacted by online game addiction (Demir

and Kutlu, 2018; Eliyani and Sari, 2021).

China Youth Network (2019) conducted an online game survey among 682

Chinese college students who played online games. The results showed that nearly

60% of participants played games for more than an hour a day, over 30% stayed up

late due to gaming, over 40% believed that playing games had an impact on their

physical health, over 70% said that playing games had no bearing on their academic

performance, and over 60% had spent money on online games. The fact that

smartphones and other portable gaming devices have emerged as new gaming

platforms as a result of technological advancements has made this phenomenon

worse.

Furthermore, Chen & Gu (2019) stated that because of PCs, smartphones,

PSPs (PlayStation Portable), and other gaming devices have become so popular,

online games have also become a part of college students' everyday lives. Addiction

to online games has recently grown to be a serious issue impacting the academic

and personal life of college students. The World Health Organisation (WHO) formally

classified online game addiction as a "addictive mental disorder" as early as 2018,

and the International Classification of Diseases (ICD) was modified to include the

new category of "Internet Gaming Disorder" (IGD).

All these theories come to a point that the level of performance of the students

depends on their knowledge and their mastery towards a specific subject. This is

intensified by the self developmental theory as it explores on the behavior of the

students based on the level of difficulty a certain acitivity demands, those theories

about the Online Gaming to academic performance and Social behavior of the
students only proved that the difficulties towards a specific area can have a dominant

influence in the level of performance of the students. The premises mentioned above

leave a gap that should be filled by future researchers. Moreover, the researchers try

to explore on the performance difficulties affecting the level of performance of

Students at NFHS.

Statement of the Problem

This study aims to know the perceived effects of online games to the academic

performance among the Senior High School Students in North Fairview High School.

The research wanted to answer the following questions:

1. What are the demographic profiles of the respondents in terms of:

a. Frequency of playing online games b. Average time span of playing

online games

c. Length of period of playing online games (since they’ve started)

2. How does playing online games affect the academic performance of the students

in relation with:

a. Class Participation b. Number of Hours spent in Studying

c. Frequency of Absences in Class

3. Is there significant relationship between playing online games and academic

performance of the student

Objectives of the study

The main objective of this study is to identify the influence of online gaming on

the academic performance of students in Senior High School students; Study the

effects of playing computer games on the academic performance of the students;


Investigate the relation between exposure to computer games and the academic

performance of the students; and analyze data collected from the questionnaire

using statistical method to devise conclusions.

Hypothesis

Ha: There is a significant positive relationship between academic performance

and social behavior among senior high school students

Ho: There is no significant positive relationship between academic

performance and social behavior among senior high school students

Scope and Limitation of the Study

The study covers students of North Fairview High School Senior High School

students. This study was limited to Mobile Legends, Valorant, and Roblox. The

researcher will gather information about the possible effects of the selected online

games on students’ academic performance.

A survey will be done to evaluate the responses to the study of the effects of

these online games on students' academic performance at North Fairview High

School Senior High School students. In a random order, practically all senior high

school students will be handed questionnaires to collect information for the study.

This study will look into the effects of online gaming on students' academic

achievement, problem-solving strategies, and decision-making. The problem-solving

approach, memorization, and decision-making ability will be assessed using a series

of situations and identifications from the questionnaire.


Conceptual Framework of the Study

Figure 1 will present the conceptual framework of the study

The boxes will present the variables and the lines and the arrows will present

the connection of the variables. The independent variables will have respondents

and How Online Games, Mobile Platforms, and Gadgets Affect the Senior

Highschool Students in North Fairview High School. The dependent variables will

explain the effects of Online Games, Mobile Platforms, and Gadgets on the Senior

Highschool Students in North Fairview High School.

Significance of the Study

This study will provide students with insight into how internet games affect their

academic achievement. The research study will help readers understand the impact

of internet gaming. Future research may serve as a foundation for future research.

The following will benefit from this study:

Students

As a student, online gaming can be harmful to your health and

Social life. I recognize the impact on how many hours we spend each day and stay

positive throughout. It is important for us to identify the negative aspects of the

problem while also focusing on the goal and progress that we have made. If we

choose to stop playing online games, we can achieve our dreams.

Teachers
This study is significant because it can assist teachers in teaching their pupils

about the positive and bad effects of online gaming in their study habits. It also helps

to prevent people from becoming addicted to playing online games. This study will

ensure that playing online games has both positive and negative effects on students,

teachers, and their children, as well as their relations.

Parents

This study is important because as parents, they need to know what the most

common issues are with teenagers and whether their child is addicted or has a

status about playing online games. They also need to teach their children how to

avoid playing online games and how to avoid becoming addicted to playing online

games, as well as how many online games can harm or help them. They will benefit

from having more time and communication with their children. They certainly

understand how to limit their child's access to internet games by providing solid

guidance.

Community

Most online gamers make friends through the games they play, even if they

have not met those pals in person. A bonding process is taking place, which has the

potential to lead to a solid partnership.

School.

If this study is published or successful, the school can fix or help many

students on how they can get over playing online games, not only on how, but also

on why they really need to stop or stay on playing online games because it has an

effect on their study habits. For example, if some of their students are playing online

games and say they are addicted to them, the school can help them stop playing.
Definition of terms

Sex - Differences of gametes is the defining feature of sexes. (Linda zerilli)

Age - is a experiences that through process that must to complete. (Rabbi Yelwda)

Online games User - A person who plays a game, specially a role playing game or

computer game. (mozee, 2014)

Online games - a video played over some form of computer network. (Mozee,

2014)

Pleasure - Wait upon his pleasure (William shakespeare)

Time allotment - Time shift, leisure and tourism : Impacts of time allocation on

successful products and services. (Harald Pechlanes, 2006)

Feature of games - an interesting or important part of games. (e.g MMOG)

Study habit - The beghavior used when preparing for a test or learning academic

material. ( Grohol, 1992)

Time management - the act or process of deciding how to use something by time.

Motivation - Intrinsic motivation and the process of learning: Beneficial effects and

contextualization, personalization and choice. (Diana Cordova).

Interest - Something (such as a hobby) that person enjoys

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