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Chapter 4: Online Gaming Impact Analysis

This chapter summarizes the results of a study on the effects of internet addiction among senior high school students. Data was collected from 15 male students attending the Philippine Merchant Marine School in Las Piñas City who are in the STEM track. The results show that most students spend 1-2 hours per day playing online games like League of Legends and spend this time to relax. While most students said internet addiction does not affect their studies, 6% felt it impacted family relationships. Friends were found to be the biggest influence on students' online gaming. The chapter concludes with recommendations for further research on causes and effects of internet addiction.

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75% found this document useful (12 votes)
6K views11 pages

Chapter 4: Online Gaming Impact Analysis

This chapter summarizes the results of a study on the effects of internet addiction among senior high school students. Data was collected from 15 male students attending the Philippine Merchant Marine School in Las Piñas City who are in the STEM track. The results show that most students spend 1-2 hours per day playing online games like League of Legends and spend this time to relax. While most students said internet addiction does not affect their studies, 6% felt it impacted family relationships. Friends were found to be the biggest influence on students' online gaming. The chapter concludes with recommendations for further research on causes and effects of internet addiction.

Uploaded by

Vic Francisco
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 4: Data Analysis and Research Findings
  • Chapter 5: Conclusion, Interpretation, and Discussion

Chapter 4

Data Analysis and Research Findings

In this chapter the results of the data analysis are presented. The data were collected
and then processed in response to the problems posed in chapter 1 of this dissertation.

1. What do you usually perform using internet?

Figure 1

Age Frequency Online games

16 5 90%
17 7 90%

18 2 100%
19 1 100%

Out of 5 16 years old students, 4 were playing online games, the other one spends in

exploring social medias. Out of 7 17 years old students, 6 were playing online games,

the other one spends in watching videos. Out of 2 18 years old students, 2 are spending

their time in playing online games. Out of 19 years old student , spend his time in

playing online games.

2. What is an online gaming for you?

Most of them answered that online gaming is for a past time, a time to relax, a time to

enjoy, and for entertainment.


3. What online game do you usually play?

Figure 2

Most Game played by the Samples

League of Legends
Other games
Dota
Clash of Clans

Based on the pie chart 43% of these students are playing League of Legends, 31% are
playing other games, 22% are playing Dota, and 4% are playing Clash of Clans.

4. How much time do you spend in using computer within a day?

Figure 3
A Minute An Hour A Day A Week

16 4 1

17 1 6

18 2

19 1
Based on Figure 3 Out of 5 16 years old students, 4 were playing online games, the

other one spends in exploring social medias. Out of 7 17 years old students, 6 were

playing online games, the other one spends in watching videos. Out of 2 18 years old

students, 2 are spending their time in playing online games. Out of 19 years old student,

spend his time in playing online games.

5. Which do you prefer going to school or playing computer games?

Out of 15 13 of our respondents prefer going to school and the rest 2 of our
respondents prefer playing online computer games.

6. Does internet addiction affect your studies?

Figure 4

Pie Chart

Yes
No
Maybe
0% percent of our respondents said Yes that internet addiction doesnt affect their
studies. While 67% of them said No and the rest 33% said sometimes.
7. What does it feel when playing an online game?

Out of 15 5 of our respondents are satisfied, and the rest of our respondents were
feeling fine

8. Does internet addiction affect your relationship with your family?

Figure 5
Yes No

6% 94%

Based on Figure 5 6% of our respondent said Yes that internet addiction affects their
family relationship. While the rest 94% said No

9. Is there someone or somebody who influences you to play online games? Who?

Out of 15 10 of our respondents were influenced by their friends, 4 are influenced by


their classmates, and the other one is not influenced by any of them.
10. Do you think you can control your addiction towards internet or online gaming?

Almost 99% of our respondent can control internet addiction and the 1% said No.

11. Does internet serve as an escape from problems or relief from a bad mood?

Out of 15 8 of our respondents said yes, that internet serve as escape from their

problems, 3 of our respondents said no, 2 of them said maybe, and the rest 2 of our

respondents said not at all

12. Have you made repeated attempts to cut back, stop or control your Internet use?

Out of 15 5 of our respondent answered yes and attempts to cut back, 6 of them

answered no, 2 of them answered maybe and the rest 2 of our respondent answered

not at all.

13. Do you see yourself as an internet/online gaming addict?

Yes No Maybe Not at all

3 10 2 0

Out of 15 3 of our respondent answered yes, 10 of them answered no, and the rest of
our respondent answered maybe.

14. How often do you neglect household chores to spend more time with the

internet/online games?

Figure 6

Rarely
No
Occasionally
Always
often

Based on Figure 6 chart 50% of our respondent answered Rarely. 20% answered no

they finished their chores first before playing. 15% answered always. 10% answered

occasionally. And the rest 5% answered often.


15. Do others complain about the amount of time you spend with the internet/online

games?

Out of 15 7 of our respondents answered yes, 7 of our respondents answered no, and

1 of our respondent answered maybe.

16. What made you computer addict?

Out of 15 9 of our respondents are being influenced by friends, 5 respondents they find

it interesting, and 1 of our respondent said not at all.

Chapter 5

Conclusion, Interpretation, and Discussion

The following chapter concludes this report. A summary of the research is

presented, and findings of the study are discussed and interpreted. The significance

of this research in the immediate context of Causes and Effect of Internet addiction

towards senior high students in PMMS. Recommendations for further research end the

chapter. It presents the Summary of Findings, Conclusion drawn and Recommendation

made in the Statement of the Problem in Chapter 1.

Summary of findings

The finding in the study includes the Following:


Respondents demographic profile
Among the 15 respondents
Gender- Findings reveal that the majority of our research respondents are

male with a relative percentage of One hundred percent. (100.00 %)


School- Findings reveal that the majority of the respondents Studies at the

Philippine Merchant Marine School- Las Pias City, with a relative percentage

of one hundred percent (100.00%)

Track- Findings reveal that all respondents involve in the study choose the

Academic track
Strand- Findings reveal that the fifteen (15) respondents are distributed in

academic track which is the Science, Technology, Engineering, and

Mathematics (STEM).

2. The Effects of Internet addiction

Conclusion

Based on the foregoing Summary of Findings, the following Conclusion is drawn:

2.1 Findings reveal that the respondents that are 16 years old 4 of them are

playing online games and the 1 person spends his time in exploring social

medias. In 17 years old students 6 of them spend their time in playing online

games and the 1 person spend his time watching videos. In 18 years old we

have 2 respondents both of them spend their times in playing online games.

In 19 years old student he spend his time in playing online games.


2.2 Findings reveal that Most of them answered that online gaming is for a past

time, a time to relax, a time to enjoy, and making their time not boring.

2.3 Findings reveal that chart Forty three percent (43%) of these students are

playing League of Legends, Thirty One percent (31%) are playing other

games, Twenty Two percent (22%) are playing Dota, and Four percent (4%)

are playing Clash of Clans.

2.4 Findings reveal that 16 years old students 4 of them are playing an hour and

the 1 person is playing a day. In 17 years old students 1 of them is playing a

minute 6 of them are playing an hour. In 18 years old students both of them

are playing an hour. In 19 years old student He is playing an hour.

2.5 Findings reveal that 13 respondents prefer going to school while the rest our

2 respondents prefer playing computer games.

2.6 Findings reveal that zero percent (0%) percent of our respondents said Yes

that internet addiction doesnt affect their studies. While Sixty Seven percent

(67%) of them said No and the rest 33% said sometimes.

2.7 Findings reveal that 5 of the respondents are feeling satisfied. And 10 of the

respondents are feeling fine.

2.8 Findings reveal that Six percent (6%) of our respondent said Yes that internet

addiction affects their family relationship. While the rest Ninety Four percent

(94%) said No

2.9 Findings reveal that 10 of the respondents are influenced by their friends. 4

of them are influenced by their classmate. O of the relative. And 1 says none.
2.10 Findings reveal that almost Ninety Nine percent 99% of our respondent

can control internet addiction and the One percent 1% said No.

2.11 Findings reveal that 8 of our respondent answered Yes. 3 of our

respondent answered No. 2 of the respondent answered maybe and 2

answered not at all.

2.12 Findings reveal that 5 of our respondent answered Yes and attempts to cut

back. 6 of them answered No. 2 of them answered maybe and the rest 2 of

our respondent answered not at all

2.13 Findings reveal that 3 of our respondent answered Yes. 10 of them

answered No. and the rest of our respondent answered maybe.

2.14 Findings reveal that Fifty percent (50%) of our respondent answered

Rarely. Twenty percent (20%) answered no they finished their chores first

before playing. Fifteen percent (15%) answered always. Ten percent (10%)

answered occasionally. And the rest Five percent (5%) answered often.

2.15 Findings reveal that 7 of our respondents answered Yes. 7 of our

respondents answered No. And 1 of our respondent answered Maybe.

2.16 Findings reveal that 9 of our respondents are being influenced by friends.

5 respondents they find it interesting. And 1 of our respondent said not at all

1. Respondents demographic profile


Majority of the Respondents are Male with a percentage of One Hundred percent

(100%). Fifteen (15) of the respondents that involve in the study are currently studying

at Philippine Merchant Marine School- Las Pias City. All of the respondents choose the

academic track

Chapter 4
Data Analysis and Research Findings
In this chapter the results of the data analysis are presented. The data were c
3. What online game do you usually play? 
Figure 2
, 
Most Game played by the Samples
League of Legends
Other games
Dota
Clas
Based on Figure 3 Out of 5 16 years old students, 4 were playing online games, the 
other one spends in exploring social medi
0% percent of our respondents said Yes that internet addiction doesn’t affect their 
studies. While 67% of them said No and t
10. Do you think you can control your addiction towards internet or online gaming?
Almost 99% of our respondent can control i
our respondent answered maybe.
14. How often do you neglect household chores to spend more time with the 
internet/online gam
15. Do others complain about the amount of time you spend with the internet/online 
games?
Out of 15 7 of our respondents ans
Respondent’s demographic profile
     Among the 15 respondents 
Gender- Findings reveal that the majority of our research res
2.2Findings reveal that Most of them answered that online gaming is for a past 
time, a time to relax, a time to enjoy, and m
2.10
Findings reveal that almost Ninety Nine percent 99% of our respondent 
can control internet addiction and the One percen

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