CHAPTER 1
THE PROBLEM AND ITS BACKGROUND
INTRODUCTION
Online games is very popular today to this modern
era.
Students nowadays are very prone to the genetic influence of
technology. They have most major portion on the gaming rather
than their school performance or academic matters. Knowing
that there is a huge scratch to academic performance when you
become addictive on using technology, epidemics are touching
students one by one.
Keating and Sunakawa (2010) has suggested that
online gamers must adopt socially to the new modalities,
recognize and re-examine and how meaning is made within this
virtual environment, and consider how to use new users to
provide and interpret meaning such as body movement,
gestures, repetition, and tools within their game environments.
Online gaming is a new interest that has the
potential to impair pupil’s school performance. We remark that
when we play online games, “it feels so nice even if you to stop
playing online games; you can’t just stop since it’s highly
addicted once you start playing.” Others may play incessantly,
causing them to overlook basic necessities such as eating and
relaxing. And this could have an impact on the obsessive
gamer’s social life and behaviors.
According to our personal experience, we play online games to
enjoy ourselves and kill the boredom. Other technology-inclined
individual waste several hours playing instead undertaking
more crucial task such as studying. Online role playing games,
according to the site “encourages contact amongst other
individuals and formation, allowing people to flourish socially
online, giving an escape for their suffering social life”, but they
damage a “good social life”. Some online games began playing
online games since elementary and have continued to do so
until now.
BACKGROUND OF THE STUDY
Online games are video games played over the internet
or computer networks, available on various platform like
consoles, PC’s and mobile devices. They encompass diverse
genres, from action and strategy to role-playing games.
Designs vary from simple text based games to immersive
graphics and virtual words. Online features can be minimal, like
leaderboards, or core to gameplay, enabling multiplayer
interactions. Many online games Foster their own communities,
while others, like social games, integrate players real-life social
network.
Online gaming culture faces criticism for promoting toxic
behavior like xenophobia, violence, cyber bullying. Concerns
also exists about addiction and social stigma. Despite this,
online games attract diverse players worldwide. Researchers
study online gaming to understand virtual social interaction and
real-life behavior. Some argue that online multiplayer
experience are similar to playing with AI due to limited player
communication.
Excessive online gaming can have severe consequences, di
scripting daily life and potentially leading to negative behaviors
like lying, theft, and neglecting school. This is because gaming
addiction, a compulsive need for and overuse of games, can
cause significant change in behavior on priorities. The issue is
particularly relevant for the students or your people (ages 12-
29) due to their increased internet access and higher risk of
overuse.
STATEMENT OF THE PROBLEM
This study aims to identify the effects of Online Games
Addiction to the academic performance of the students in
CNHS.
1. What are the Negative Effects of Online Games addiction?
2. What are the possible consequences of students playing
online games on their academic performance?
3. Is there a relationship between the effects of online games
addiction to the academic performance of the students in
CNHS?
4. Is there a significant difference between the effects of
online games addiction to the academic performance
of the students in CNHS?
THEORETICAL FRAMEWORK
T
Legal Bases FRAMEWORK Theories
CONCEPTUAL
The online games -Self determination theory(SDT)
Regulation Act 2019 suggests that the non-satisfaction of
basic psychological need can lead to
(RA no. 1063)
negative consequences (I.e –online
gaming addiction)
Fucos of the study
-Exploring the Negative Impact of Online
games addiction within the Academic
Performance of the students.
Outpot of the study
-Show the negative result of online
games addiction within the academic
performance of the students
CONCEPTUAL FRAMEWORK
Negative Effect Academic
of Online Games Performance of
Addiction students in CNHS
Number of students who use
online games and affected their
Academic performance.
SIGNIFICANCE OF THE STUDY
The outcomes of our study are the results of identifying the
possible negative effects of playing online games which is
helpful for the students so that they can control their
addiction to online games. This study may provide students
with information on how online game affect their lives. To the
teachers, this study could help them identify students who are
addicted to online games so that they can help them avoid
becoming addicted.
To the parents, this study is important to the family since it
may assist them determine whether or not to their children
are addicted to internet games.
SCOPE AND DELIMITATIONS OF THE STUDY
This research delves into the negative impacts of online game
addiction to the academic performance of the students in
CNHS. The study will focus on a students to examine the
academic performance between excessive online game
addiction.
The study’s major goal is to identify the negative impacts of
playing online games, as well as to determine whether playing
online games interferes with their ability to complete their
studies.
The study focuses solely on online games and their impact on
the academic achievements of the participants.
Chapter 2
REVIEW OF RELATED LITERATURE AND STUDIES
This sections presents the related literature that are
relevant to the study.
Foreign Literature
According to Inwon Kang (2011).he stated that internet
addiction gives the gamer to the unique psychological
properties which is the users increase their use of these
internet services,the utility they gain from each usage does not
diminish,leading not only to self-destructive addiction but also
to social ills.
According to Lan Ying Huang (2008),he stated that by
playing online games features online gamer participants may
view the game as source of providing diversion and filling time.
According to Rooij (2011),he stated that the show that
compared to non-addicts, video game addicts have significantly
higher levels of expressive moods, loneliness and significantly
lower levels of self-esteem. In this study, the result of this
comparison for social anxiety level is not significant.
According to Zhou (2007), he stated that the
physical symptoms of internet and online games addiction were
cervical spondylitis, neurasthenia and insomnia.This situation is
more often that not leads to injuries to the neurasthenia on the
other hand is a neurological disorder that results from when
players engage in hours ang hours of game playing with no
virtually sleep intervals in between.
Chapter 3
RESEARCH METHODOLOGY
In this chapter are the
designs,environment,respondents,instruments,and
procedures used during the conduct of the study.
Research Design
This research utilize qualitative method is considered
appropriate because according to Cresswell (1994).a
qualitative study is defined as an inquiry process of
understanding a social or human problem, based on
building a complex, holistic picture, formed with words,
reporting detailed views of informants, and conducted in
a natural setting.
A case study is a research strategy and an empirical
inquiry that investigates a phenomenon within its real-life
context. Case studies are based on an in-depth
investigation of a single individual, group or event to
explore the causes of underlying principles.
The researchers used qualitative study because it
collects and works with non-numerical data and that
seeks to interpret meaning from the data that help us
understand social life through the study. The study also
used case study approach because the researchers
would want to know the deeper details about a certain
situation, event, activity process, and a group of
individuals.
Flow of the study
The figure shows the flow of the study using
the system approach.
How does online games effect the
INPUT students on there Academic
Performance.
Retrieval of Questionnaire and
PROCES survey techniques Interview.
S
Students can find out the
OUTPUT negative effects within their
Academic performance
Population and Sampling
The population under the study consists of
individuals students within the Camotes National
High School area of San Francisco, Camotes,
Cebu,Philippines, actively engaged in Online
Addiction or Online Games Addiction to the
Academic Performance of the student. Given the
negative effects and awareness to the students in
CNHS.
To select respondents for the study, the
researchers employed purposive sampling as the
primary method. This approach allows for the
targeted identification of the students with direct
experience in online games addiction
Research Instruments
Questionnaire was used in gathering the
data. The questionnaire consisted of yes or no and
scaling questions that determined the negative
effects of online games addiction to senior high
school students to academic performance
Data Gathering Procedure
The data collection process for this study
investigating the negative impacts or effects of
online games addiction on academic performance
of the students in CNHS, was designated to
ensure data accuracy.
Statistical Treatment
The gathered data were tallied ,tabled,
graphed, and subjected to the following statistical
computation. The following were the statistical
treatments used by the researcher in the
presentation and analysis of the data.
Simple percentage. This was used to determine
the percentage distribution of the gathered data.
Percentage= F/N ×100
Where:
F= Frequency
N= Total number of samples
Solution:
1· Identify Frequency (F): Count the number of
students who are experiencing a negative effects
on online games resulting to fail their academic
performance. Lets say you find 25 students who
are interested to play online games and its
affecting their energy to fucos on their studying.
2· Identify Total Sample (N): This is the total
number of students interviewed, which is 38 in
this case.(N=37)
3· Calculate Percentage: Use the formula;
Percentage = (F/N) × 100
Calculation: Percentage = (25 students / 37
students) × 100 = 67.57%
4· Interpretation: Based on your study with 37
students, 67.57% are affected or experienced
negative effects on their academic performance.
This initial data for investigation into their
experiences on online games in the region.