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Chapter 1

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30 views27 pages

Chapter 1

Copyright
© © All Rights Reserved
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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.

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