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