CHAPTER 1
INTRODUCTION
Background of the Study
The rise in the use of the internet has led to many changes in our daily life. In particular,
this rise has also led to the rise of online gaming. Online gaming can refer to any type of game
that someone can play through the internet or over a computer network. Most of the time, online
gaming refers to the video games played over the internet, where multiple players are in different
locations around the world. In most cases, online games are freeware programs that can be used
for an unlimited time and are available for free. Most percentage of web games available
nowadays is written in Flash, Shockwave and Java languages. Because of that, they feature more
primitive game play than downloadable games.
Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the
video game Chaos and its expansion, Warcraft III: The Frozen Throne. The objective of the
game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the
opposing corner of the map, which is based on the "Aeon of Strife" map for StarCraft. Players
use powerful units known as heroes, and are assisted by allied teammates and AI-controlled
fighters. As in role-playing games, players level up their heroes and use gold to buy equipment
during the mission. Today, one can see the impact of computer and video games in politics,
television, popular music and Hollywood. A lot of research is conducted to study its effect on
lifestyle and behavior of the wow power leveling gamer especially kids. Online game (DOTA) is
the most sought leisure activity followed by kids nowadays. Computers play a major role in
shaping the future of the kids. Days are gone when children loved to indulge in outdoor
activities, rather than running or playing outside, children spend most of their time playing online
games. Online games (DOTA) surely have an impact on minds of kids. Taking into
consideration, it is positively a great mind exercise and helps kids explore many new things. It
includes improvement in recursive and proactive thinking, increased sociability and improved
interpretive skills. Some research shows that the children who play online games (DOTA) are
more active and have sharper minds than their other counterparts. However, computers and video
games also receive much more negative critics, because games are often coined with issue such
as mindless entertainment, enhanced social recluse, sexism and consumerism. Research shows
that kids who play violent video games showed on increased in emotional arousal and a
corresponding decrease of activity in brain areas involving self-control, inhabitation and
attention.
Everyone who plays video games has a different reason for playing, and the usage of the
game leads to different effects for each individual. Childhood upbringings, peer influences,
pressures at school and family issues are all factors that have a strong connection with the effects
of gaming on individuals. Video games maybe therapeutic for some people, but the small amount
of people who are negatively affected by gaming impact are many.
Theoretical Framework of the Study
This study is anchored on the viewpoints and theories of several authors and experts
taken together to form a theoretical framework on the current inquiry.
Review of Related Literature
Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has evolved to
include online gaming servers and massively-multiplayer online game settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who know their
limits and bad for those who fix themselves in the seats for long hours and cut off the interaction
with rest of the world.
According to the study of Chang (2009), online gaming was referred to as Internet
Gaming or Electronic Gaming. It was a gathering of players with a common game using a local
area network (LAN) where they could be on the same settings. The players seem to be in a real
situation that they use their mouse or keypads to move in the monitor, their virtual world.
Hall (2005) said that online gaming has become increasing popular over the past few
years.
Both Orzack (2004) and French (2002) found out that in internet search for “gaming
addiction” yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel
syndrome to “problems with school or work,” offered as indicative of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some researchers
into three main types: stand-alone games, local and wide network (LAWN) games and massively
multiplayer online role-playing (MMORP) games.
French & Dwyer (2002) claimed that online game players “don’t have normal social
relationships anymore” and play online games in order to cover feelings of anger, depression and
low self-esteem.
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world, replaced real
social relationships with less robust online substituted and caused users to turn away from more
traditional media.
Turkle (1995) found out that online games enabled self-exploration and discovery that
users extended and idealized their existing personalities or try out new ways of relating to one
another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games was that
they meld the fun and challenge of video games with the rewarding social aspects of online
community. Participation in online communities allows us to stay in touch with old friends,
meet new people, learn, and share information.
Statement of the Problem
This study aimed to know the impacts of online gaming (DOTA) among the Grade 10
students of Caloocan High School. More specifically, this study sought answers to the following
questions:
1. What is the profile of the respondents in terms of:
1.1. Age
1.2. Gender
1.3. Educational Status
2. What are the advantages of online gaming among Grade 10 students?
3. What are the disadvantages of online gaming among Grade 10 students?
Scope and Delimitations of the Study
This study was mainly concerned and limited only with the impacts of online gaming
(DOTA 2) among the Grade 10 students of Caloocan High School.
Significance of the Study
This study will be valuable and significant to children, parents, readers and future
researchers.
Children. This study is primarily important to children, for it will give them information
about the impacts they may get from online gaming.
Parent. This study will help the parents to have enough knowledge about the impacts of
online gaming among their children.
Readers. This study will help the readers to have the understanding about the impact of
online gaming.
Future Researchers. This may serve as a basis for future research that they will conduct.
Definition of the Terms
For clearer understanding of the work, the following terms were defined technically and
operationally.
Addiction. The fact or condition of being addicted to a particular substance, thing, or
activity.
Defense of the Ancients (DotA). A multiplayer online battle arena (MOBA) mod for the
video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen
Throne.
CHAPTER II
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies relevant to presentation
investigation.
Related Literature
Carey (2012) found out that the history of online gaming included contributions
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
game settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours and
cut off the interaction with rest of the world.
According to the study of Chang (2009), online gaming was referred to as
Internet Gaming or Electronic Gaming. It was a gathering of players with a common
game using a local area network (LAN) where they could be on the same settings. The
players seem to be in a real situation that they use their mouse or keypads to move in
the monitor, their virtual world.
Hall (2005) said that online gaming has become increasing popular over the past
few years.
Both Orzack (2004) and French (2002) found out that in internet search for
“gaming addiction” yields lists of physical and psychological symptoms from dry-eyes
and carpal tunnel syndrome to “problems with school or work,” offered as indicative of
problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some
researchers into three main types: stand-alone games, local and wide network (LAWN)
games and massively multiplayer online role-playing (MMORP) games.
French & Dwyer (2002) claimed that online game players “don’t have normal
social relationships anymore” and play online games in order to cover feelings of anger,
depression and low self-esteem.
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was detracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users
to turn away from more traditional media.
Turkle (1995) found out that online games enabled self-exploration and discovery
that users extended and idealized their existing personalities or try out new ways of
relating to one another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding social
aspects of online community. Participation in online communities allows us to stay in
touch with old friends, meet new people, learn, and share information.
Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online
gaming can be addictive. The research has tended to concentrate on negative aspects,
such as excessive play and addiction. Instead of spending their hours on studying and
doing their homework, children spend their time on playing computer games.
Gentile, et al. (2004) said that the majority of these studies have shown that
online games can be addictive and that some online games have been associated with
aggressive behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
research is fraught with problems and criticism.
The study of Carrasco (2001) stated that computers have become a part of
man’s life. Almost all the things around us were made by computers with the aid of
modern machines. Associated with the computers is the internet where we can find
online games. Online game has a big impact to children especially to teenagers. They
tend to be hook by the computer.
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance learning,
offer solace, to drive away boredom, and/or to persuade players to adopt certain actions
and opinions. The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive
accuracy for players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive behaviour. In that
case, children imitate online characters. Some children are at the period of modelling
(Anderson & Bushman, 2001).
Taha, J. (n.d.) said that online games are seen as good learning tool because
many think that they can teach children in ways that their teachers are failing by
sparking their minds, stimulating their thinking, and inspiring their imagination.
CHAPTER III
METHODOLOGY
This chapter introduces the details of research design, respondents of the study,
sampling, data gathering procedures, data gathering instruments, and statistical
treatment of data.
Research Design
The researchers used the descriptive research to conduct this study entitled “The
Perceptions on the Effects of Online gaming among Grade 10 Students of Caloocan
High School.”
Respondents of Study
The respondents were chosen through quota sampling. The researchers made
use of 100 Grade 10 Students of Caloocan High School. The respondents’ ages range
from 14 – 16 and 17-19 years old.
After choosing the respondents, each of them were given a survey questionnaire
to answer.
Sampling
The researchers made use of 100 Grade 10 Students. All Grade 10 Students
who play online games answered the test questionnaire given by the researchers.
Data Gathering Procedure
At first, the researchers looked for necessary resources that could help them in
their study. They did an intensive reading from the internet and asked opinions from
the online game players. From these, they were able to construct ideas and questions
necessary for the questionnaire.
The researchers asked the permission from their adviser to allow them to
proceed with the distribution of the questionnaire to the Grade 10 CHS students.
Data Gathering Instrument
Questionnaire was used as the main instrument of the study to determine the
effects of online gaming among Grade 10 CHS Students. The designed questions
focused on the causes and effects of online gaming.
The questionnaire was prepared by the researchers themselves after doing a
research and intensive reading from the internet and asking opinions from the online
game players.
The researchers initially distributed the survey questionnaire among the Grade
10 CHS Students. After the questionnaire was sent back to the researchers, the
responses were analyzed and interpreted. It was done through the use of percentage.
Statistical Treatment of Data
Percentage and ranking were used by the researchers to convert the numerical
data gathered from the questionnaire. Only tallying, getting of percentage, and getting of
ranking were the methods needed to come up with a conclusion on this study.
Descriptive statistics which include basic summary of the data gathered was used to
explain further the result of the study. The descriptive statistics used frequency and
percentage. These things would be explained further in the following.
a. Frequency - pertains to the number of respondents that have the same answer in
a specific question.
b. Percentage - used to determine the ratio of respondents that have same answers
with general number of respondents.
Wherein:
Formula:
% = percentage
% = f x 100
N f = number of respondents that
answered the question
N = total number of respondents
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of data.
1. Profile of the Respondents
The study included several profile variables to gain the information about the
respondents of the study. These were presented in the following chart.
1.1 Age. Chart 1 shows the characteristics of respondents in terms of age.
Chart 2
Age Distribution of the Respondents
Age
44%
14 - 16 yrs old.
17 - 19 yrs old.
56%
Results indicate that out of 100 respondents, 56 of them which is 56% were 14-
16 yrs. Old while 44 of them which is 44% were 17-19 yrs. Old
The findings revealed that majority of the respondents who are playing online
games were 14-16 yrs. old.
1.2 Gender. Chart 2 shows the profile of the respondents in terms of gender.
Chart 2
Gender Distribution of the Respondents
Gender
Male Female
68
32
Male Female
Out of 100 respondents, 68 of them are male which is equivalent to 68% while 32
of them are female which is equivalent to 32%.
The findings revealed that majority of the respondents who are playing online
games were male.
1.3 Educational Status. Chart 3 shows the profile of the respondents in terms of
educational status.
Chart 3
Educational Status of the Respondents
Educational Status
Studying Not Studying
0%
100%
It shows that all of the respondents are studying. In this result, it is revealed that
all the respondents are studying even they are fond of playing online games.-=
2. Advantages of Online Games
2.1 Table 1 shows the advantages of online gaming.
Table 1
Advantages of Online Games
Advantages Agreed Disagreed
1. Students who play online games
are able to enjoy the reward and
satisfaction that come with the 100 or 100% 0 or 0%
small goals that are often
established in games.
2. Online games raise respondent’s
confidence and also instill a sense
of accomplishment. 100 or 100% 0 or 0%
3. Respondents learn the importance
and fun of sharing and taking
turns. 93 or 93% 7 or 7%
4. Playing team games help the
respondents to learn how to
cooperate in a team. 100 or 100% 0 or 0%
5. Students who play online games
improve their technological
abilities. 98 or 98% 2 or 2%
6. Playing games like brain
challenge, etc., sharpen the mind
of the respondents. 93 or 93% 7 or 7%
7. Students who play online games
can learn how to multitask in an
effective manner. 89 or 89% 11 or 11%
Table 1 shows the advantages of online gaming. It shows that almost all of the
advantages listed above are agreed by the respondents. Out of 7 advantages, 3 of them
got the highest percentage (100 or 100%): “Students who play online games are able to
enjoy the reward and satisfaction that come with the small goals that are often
established in games”, “Online games raise respondent’s confidence and also instill a
sense of accomplishment” and “Playing team games help the respondents to learn how
to cooperate in a team”. The advantage that got the lowest percentage (89 or 89%):
“Students who play online games can learn how to multitask in an effective manner.”
The result was related to the study conducted by Klabber (2001). A great variety
of forms have been developed and put into practice to enhance learning, offer solace, to
drive away boredom, and/or to persuade players to adopt certain actions and opinions.
The game play improve various thinking skills but that it can also boost cognitive speed
for those who play action games and can also improve cognitive accuracy for players
who solve puzzle and strategy games.
3. Disadvantages of Online Games
3.1 Table 2 shows the disadvantages of online gaming
Table 2
Disadvantages of Online Games
Disadvantages Agreed Disagreed
1. Playing online games can damage 100 or 100% 0 or 0%
the vision of the students.
2. Students who play online games 100 or 100% 0 or 0%
waste their money.
3. Respondents are getting addicted 92 or 92% 8 or 8%
to computer games.
4. Online games can be bad for your 94 or 94% 6 or 6%
health.
5. Respondents spend most of their 92 or 92% 8 or 8%
time on computer.
6. Online games can influence 87 or 87% 13 or 13%
respondents to be violent like killing
and fighting.
7. Students tend to ignore on their 70 or 70% 30 or 30%
education which is very important.
Table 2 shows disadvantages of online gaming. It shows that almost all of the
disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, two
of them got the highest percentage (100 or 100%): “Playing online games can damage
the vision of the students.” and “Students who play online games waste their money.”
The disadvantage that got the lowest percentage (70 or 70%): “Students tend to ignore
on their education which is very important.”
This result was associated with the study conducted by Orzack (2004) and
French (2002). They found out that in internet search for “gaming addiction” yields lists
of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to
“problems with school or work,” offered as indicative of problem usage behavior.
CHAPTER V
SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS
This chapter presents the summary of findings, conclusions and
recommendations related to the present study, The Effects of Online Gaming among
the Grade 10 Students of Caloocan High School. Year 2018-19
Summary of Findings
This study was conducted to determine the effects of online gaming among the
grade 10 students, ages 14-19. This research was conducted during the year 2018-19.
Specifically, the study attempted to answer the following questions:
1. What is the profile of the respondents in terms of:
1.1. Age
1.2. Gender
1.3. Educational Status
2. What are the advantages of online gaming among Grade 10 Students?
3. What are the disadvantages of online gaming among Grade 10 Students?
After the data were tabulated, analyzed and interpreted the following findings
emerged:
1. The profile of the respondents in terms of:
1.1. Age. Out of 100 respondents, 56 of them which is 56% were 14-16 yrs. Old
while 44 of them which is 44% were 17-19 yrs. Old
1.2. Gender. Out of 100 respondents, 68 of them are male which is equivalent to
68% while 32 of them are female which is equivalent to 32%.
1.3. Educational Status. All of the respondents are studying even they are fond of
playing online games.
2. This study showed that 3 out of 7 advantages got the highest percentage (100 or
100%): “Students who play online games are able to enjoy the reward and
satisfaction that come with the small goals that are often established in games”,
“Online games raise respondent’s confidence and also instill a sense of
accomplishment” and “Playing team games help the respondents to learn how to
cooperate in a team” while the advantage that got the lowest percentage (89 or
89%): “Students who play online games can learn how to multitask in an effective
manner.”
3. This study showed that 2 out of 7 disadvantages got the highest percentage (100 or
100): “Playing online games can damage the vision of the students.” and “Students
who play online games waste their money.” while the disadvantage that got the
lowest percentage (70 or 70%): “Students tend to ignore on their education which is
very important.”
Conclusions
1. Online games are prevalent, and the students are not that addicted to the
popular online games.
2. Students are getting many advantages from online gaming like “Students who
play online games are able to enjoy the reward and satisfaction that come with
the small goals that are often established in games”, “Online games raise
respondent’s confidence and also instill a sense of accomplishment” and “Playing
team games help the respondents to learn how to cooperate in a team” ; in the
other hand they are getting many disadvantages, too like “Playing online games
can damage the vision of the students.” and “Students who play online games
waste their money.”.
3. The education of the students is not greatly affected by playing online games;
however online games are seen as good learning tool because many think that
they can teach respondents in many ways.
Recommendations
After a careful and thorough evaluation of the results of the research conducted,
the following recommendations are hereby given:
1. Students should know their limitation in playing online games.
2. Students should know the consequences that they might get from too much
playing of online games.
3. Students should know that online games are not just for fun but it could also give
them the learning that they may apply in their lives.
4. Parents must guide them on choosing the most appropriate online games that
their children should play.
5. Parents must know how to limit their children in playing online games.