NOTRE DAME OF TACURONG COLLEGE
Senior High School Department
City of Tacurong
Correlational Research About Online Gaming:
Impact on the Academic Performance of
Senior High School Students
Kevin Loise Abellanosa (Group Leader)
Ferdauz Abdulrahman
Janna Guiapar
Marry Joy Lopez
Marciano, Christian
Sarmiento, Adrianne
Trishia Villaloboz
A Thesis Proposal Presented to the Senior High School Department, Notre Dame of
Tacurong College, City of Tacurong in Partial Fulfillment of the Requirements to the
Grade XII Curriculum
Hummanities and Social Sciences
October 2021
Chapter I
The Problem and Its Background
This chapter includes the introduction, theoretical framework, conceptual
framework, statement of the problem, scope and limitations of the study, hypothesis,
significance of the study and the definitions of term used.
Introduction
We are living in the world of new media, where everything is almost everything in
the world can be seen in the internet. The internet has an important role in our society it
is important in developing one’s mind and life experiences by creating productive works
in schools, offices, and even at home. The fact that people live in on informative life
where everything is updated with just one click, internet became one of the necessities
of people regardless of age or gender in today’s society. However, the influence of this
useful machine on youth is undeniably questionable. Online gaming, what is online
gaming? According to igi-global, Online games refer to games that are played over
some form of computer network, most often the Internet. Online games can range from
simple text-based games to games incorporating complex graphics and virtual worlds
populated by many players simultaneously. Online games are one of the most popular
recreational activities for many people. For some people, playing video games is said to
have various reasons because it can relieve stress, achieving something, relax, enjoy,
interact, and even a mental escape from the real world. For most people, online games
are one of the best leisure activities they can do, especially for teenagers. According to
Kuss & Griffiths, teens who play online games are just having fun. Not only do they play
serious, but also because they just want to feel relief. During school hours, students
tend to feel stressed from having a lot of school work, and playing will bring the release
of some of that stress.
It is undeniable that playing online games offers you something that no one can give
you. After some research, it is beneficial. It allows players to be more active, especially
in these puzzle-based games. In addition, it helps the player to make decisions in
difficult situations, especially adventure games that keep players alert, active and
strategic. Some psychology studies have shown that spending a lot of time on the
Internet can have a negative impact on academic performance because it focuses more
on playing online games than at school. And with this, the researcher felt to further the
concept of influence of Online games to people and the need to determine the impact of
online gaming to Senior high school students’ academic performance. The purpose of
this study is to find out the implications of online gaming to the academic performance
of the students.
Theoretical Framework
Online Gaming Addiction and Academic Performance
Students who spend a lot of time playing online games each week tend to suffer
from poor learning skills, poor concentration, poor academic performance, and poor
interaction with other people. The authors of this study (FangLing Lin, TaiYen Hsu,
TungShen Wu ChihLin Chang) found that college students in central Taiwan spend
hours playing online games and measuring their average daily participation in such
games. To investigate, we conducted a questionnaire-based survey. Out. Using a
proportionally stratified sample, respondents examined weekly participation of college
students from central Taiwan in online games grouped into groups of low, medium, and
high participation in cluster analysis. Selected for the survey results were confirmed by
an in-house developed evaluation system based on working memory and reaction time.
Randomly select 12 college students from a total of 36 college students, or low, middle,
and high participation groups to see how participation, play time, and viewing time in
online games affect working memory. I tested it. The results of this survey are as
follows: I. Low, medium, and high participation in online games is defined as playing
online games for an average of 1.34 hours, 4.84 hours, and 10.27 hours each day. 30.9
percent of respondents said they played online for more than 4 hours, suggesting that
online games may be the reason college students often stay up all night. II. This test
shows that the level of participation in video games, viewing time, and the interaction of
the two factors all affect visual working memory.
Gender Differences
Gender has been suggested as an important factor influencing Internet use and
its impact on mental health. There is evidence that men tend to be attracted to explosive
behavior and activities involving combat, and women are attracted to more social and
communication-oriented activities. Women were given more family supervision, which
could prevent them from developing internet addiction. Recent studies have shown that
female video game addicts have significantly more physical difficulty than male addicts.
They further argued that female addicts may be exposed to the unique risks of negative
physical health and sleep disorders. There was also a significant gender difference in
the relationship between adolescent family function and Internet addiction. Women
showed more negative results due to maladapted use of mobile phones. These studies
highlighted the need to further investigate gender differences in the addition of mobile
games and mental health issues.
Statement of the Problem
As we already know online gaming refer to games that are played over some
form of computer network, most often the Internet which captivated 700 million of
students around the world cited by Spil games, which some turned a simple hobby to
addiction that affects their academic performance.
Objectives of the study
1. To know the influence of online gaming on academic performances of Senior
high school student in NDTC.
2. To know how many Senior high students play online games in NDTC that
affected their academic performance.
3. To know the exact types of games that affect their ability to focus in School.
Significance of the Study
Throughout the years, online gaming paved the way for the development of new
generation. Online gaming was used as people’s game during 1970s until present. It
has been people’s leisure especially these days. Due to fast modernization, the habit of
human has changed a lot and greatly affect their health which causes the Senior High
School students’ lifestyle especially in academic performance. As time pass by, we can’t
deny the fact that people nowadays would prefer to stay at home and play online games
and usually sleep at 2 in the morning and wake up at 5 am that can result to unhealthy
lifestyle. This study was conducted to deepen the knowledge for this typical problem
faced by many especially Senior High School students. The researchers envisioned that
the findings of the proposed study are significant and useful to the following people: The
Senior High School Students. This study will help the Senior High School students to
know the impact of online gaming in their academic performance. It will help them
minimize the use of online gaming. The Researchers of this study will give idea to the
researchers’ in-depth knowledge about the impact of online gaming in the academic
performance of Senior High School students. It will serve as a further information for
their research and they may also use of this study for further endeavor or related
studies.
Scope and Limitations of the Study
This study focuses on influence of the academic performance of the Senior high
school students in Notre Dame of Tacurong College. The data collection will be
conducted exclusively on the Senior high school students of Notre Dame of Tacurong
College, school year 2021-2022 who will represent the population, this study will not
cover things that isn’t related to the study and students who are not Senior high school
students and students from Notre Dame of Tacurong College are not within the scope of
this research. The study would be done through the utilization of questionnaire to the
students as a survey and reference. By this strategy they would deepen their knowledge
about the influence of online gaming in students’ academic performance.
Hypothesis of the study
The researchers proposed two hypothesis in this research. The Null Hypothesis (Ho)
and the Alternative hypothesis (Ha).
The research of hypothesis read as follow:
1. Ho: there is no significant impact of online gaming to the academic performance of
Senior Highschool students.
2. Ho: There is no significant influence of online gaming on social behavior that will
affect the academic performance of Senior Highschool students.
3. Ha: Online gaming is significantly correlated to academic performance of Senior
Highschool students.
Conceptual framework
Academic
Online Gaming Performance
Gender
Definition of terms used
The following terms used were defined according to how they are being use in the
study:
Academic Performance – Academic performance is the measurement of student
achievement across various academic subjects. Teachers and education officials
typically measure achievement using classroom performance, graduation rates and
results from standardized tests. ([Link]
New Media – New media is any media from newspaper articles and blogs to music and
podcasts that are delivered digitally. ([Link]
arts/what-is-new-media)
Knowledge – Information, understanding, or skill that you get from experience or
education ([Link]
Online Gaming – Online gaming describes any video game that offers online
interactions with other players. Video games used to be classified by an Online Content
PEGI descriptor to signify whether they were online or not.
([Link]
Mental Health – Mental health includes our emotional, psychological, and social well-
being. It affects how we think, feel, and act. It also helps determine how we handle
stress, relate to others, and make healthy choices.
([Link]
Recreation – Recreation is an activity of leisure, leisure being discretionary time. The
“need to do something for recreation” is an essential element of human biology and
psychology. Recreational activities are often done for enjoyment, amusement, or
pleasure and are considered to be “fun” ([Link]
Null Hypothesis – A null hypothesis is a type of hypothesis used in statistics that
proposes that there is no difference between certain characteristics of a population (or
data-generating process) ([Link]
Chapter II
Review of Related Literatures
This chapter presents and discusses the various theories, concepts, research
findings, and output from both foreign and local perspectives which are relevant and
supportive to the proposed study
Popularity of Online Games
Online games is a piece of interactive hardware or software that is used for
amusement, challenge, or education. The design of electronic games varies, but they
can incorporate brilliant color, sound, realistic movement, and visual effects, as well as
live actors in some cases. Electronic games are divided into two categories: video
games and computer games. Video games are intended for specialized video game
systems, mobile devices, and coin-operated arcade machines. Computer games are
played on personal computers. Electronic games are a popular hobby among adults
and children alike. Strategy games, sports games, adventure and exploration games,
card and board games, puzzle games, fast-action arcade games, and flying simulations
are some of the categories available. Reading, writing, problem solving, and other basic
abilities are taught using game-like components in some software packages.
Electronic games have expanded from their humble beginnings in the late 1950s
and 1960s to become a multibillion-dollar industry that employs cutting-edge computer
technology to create increasingly realistic game experiences for millions of users
(known as gamers). (Kent, 2009) Furthermore, research have revealed that the majority
of gamers are now beyond the age of 18. As a result, many software businesses and
game studios have shifted their focus to creating more advanced games for late
adolescent and adult consumers. As a result, some parents' groups are concerned that
young children and teenagers are being exposed to graphic violence, drugs, and even
sexual content in popular games. Most game makers now use a rating system similar to
that used in the movie industry, which includes the letters E (for Everyone), T (for
Teens), M (for Mature), and AO (for Adults Only) (Adults Only). (Kent, 2009)
Evolution of Gaming
Some companies have expanded into other platforms as a result of the popularity
of interactive games on consoles and computers. The Internet is one of the fastest-
growing gaming platforms. While the first multi-user dungeon game (or MUD, online
role-playing game worlds featuring numerous players) debuted in 1979, current
advances have elevated the Internet, or online gaming, to a new level. (Kent, 2009)
"Massively multiplayer online" (MMO) worlds, in which hundreds or even thousands of
people can mingle and compete with one another, are one sort of popular Internet
game. Massively multiplayer online role-playing games, or MMORPGs, are another
name for these games.
Ultima Online, developed by Origin Systems, was the first financially successful
MMO game, with 100,000 paying subscribers by the year 2000. Games like Sony's Ever
Quest and Microsoft's Asheron's Call capitalized on this trend, as well as the growing
availability of high-speed Internet connectivity. The Sims, World of Warcraft, and
Lineage are all popular MMO games. Console game developments, such as Microsoft's
Xbox Live feature, have also been able to use the Internet to connect gamers and
improve their games. By the end of 2006, Xbox Live had almost 4 million paid
customers (Kent, 2009). The quick pace of technical advancement appears to offer a
bright future for the electronic-games industry. Games for handheld personal digital
assistants and cell phones are now available from a number of companies. Electronic
games' current popularity actually encourages the development of new technology
because firms see a large, lucrative market in which to launch new goods. Virtual reality
and other cutting-edge technologies may one day be offered to a broad audience
through video games, breaking new technological ground in society through play. (Kent,
2009) According to Zona in 2004, as reported by Seay in 2006, 430 million individuals
played video games worldwide in 2003, accounting for 7% of the global population.
Over a quarter of these people played video games online, and the percentage of
overall video gamers continues to rise. Half of all Americans aged six and up play video
games in the United States (ESA,2004). In 2004, both Zona and Kagan stated that in
2003, global gaming was at its peak revenues, including hardware and software, totaled
$31.37 billion, more than doubling from 1996. In 2003, the film business brought in
$34.2 billion in income. Along with these amazing financial figures, the gaming populace
continues to grow. In 2004, the average age of a video game player was 29, and 39% of
players were female (ESA, 2004). As the demographics continue to shift, income rises,
and content gets increasingly mature, there is no way gaming can remain be a “Kid
thing” interaction.
The Internet
Online gaming necessitates the use of the internet. The Internet is a worldwide
computer-based information system. Many interconnected computer networks make up
the Internet. Each network can connect tens, hundreds, or even thousands of
computers to share data and computing power. People all around the world may now
connect with one another efficiently and affordably because to the Internet. The Internet,
unlike traditional broadcasting mediums such as radio and television, lacks a centralized
distribution structure. An individual with Internet access, on the other hand, can speak
directly with anybody else on the Internet, post content for public consumption, retrieve
information, use remote apps and services, and purchase and sell things. Government,
business, and education have all benefited from the Internet. Internal government
communication, information sharing, and automated tax processing are all done via the
Internet. Businesses utilize the Internet to communicate with other businesses in
addition to selling goods and services to clients. Many people use the Internet to
communicate via electronic mail (e-mail), to get news, to research information, to shop,
to pay bills, to bank, to listen to music, to watch movies, to play games, and even to
make phone calls. The Internet is used by educational institutions for research and to
give online courses and course materials to students. Since its creation, the Internet's
popularity has skyrocketed. The success of the Internet is due to its adaptability. Instead
of limiting component networks to a single manufacturer or kind, Internet technology
allows any type of computer network to be interconnected. There are no networks that
are too big or too little, too fast or too slow to be connected. As a result, the Internet
contains both low-cost networks that connect a few computers in a single room and
high-cost networks that span continents and connect thousands of computers.
(Microsoft Encarta-Comer, 2009)
Online Gaming Addiction
Gaming can become a problematic media focused coping method for
adolescents who utilize online games to cope with pressures (Thalemann, 2009).
Similarly, there have been reports of links between problematic gaming and how
teenagers cope with stress and frustration (Wölfling, Thalemann, & Grüsser, 2008). As
a result of their anger and aggravation, problematic gamers play games substantially
more frequently than non-problematic gamers. As a result, people appear to use
gaming as an emotion management approach to reduce bad feelings.
This appears to be especially troublesome since teenagers who play online
games excessively are less likely to learn appropriate ways of coping with pressures
because they are always occupied with playing online games. As a result, their
psychosocial development may be severely hampered. Consistently filtering out and
passively coping with unpleasant experiences may be effective in the short term, but it
may limit the ability to have essential experiences that are necessary for creating a safe
coping mechanism in the long run. In this situation, it appears more likely that certain
adolescents may continue to utilize escapist and media-focused coping techniques
whenever new stresses arise. This creates a vicious cycle (Wölfling and Müller, 2009).
Mobile Game Addiction and Depression
Cognitive and emotional problems are common in Internet game addiction.
Previous research has found a link between Internet addiction and depression.
Furthermore, a longitudinal study discovered that the severity of Internet game
addiction/depression at one time predicted the severity of depression/Internet game
addiction at a later time, implying that there was a possible bidirectional relationship
between online gamers' depression symptoms and addiction. People use online games
to cope with their emotional discomfort, but long-term use of online games may isolate
them from real-life interactions, leading to more serious mental health issues such as
depression. As a result, we would expect a favorable connection between mobile game
addiction and depression in this study.
Mobile Game Addition and Loneliness
Loneliness is defined as an uncomfortable experience resulting from significant
deficits in a person's social network. Previous research has regularly found a link
between loneliness and internet gaming addiction. Furthermore, loneliness is both the
cause and the effect of online gaming addiction; there may be a reciprocal relationship.
Excessive gaming, according to previous study, does little to help the establishment or
maintenance of real-life connections, despite the fact that it may briefly give an escape
from the negative sensations associated with social deficits. Instead, substituting virtual
contacts for real-life interactions may worsen the breakdown of existing social bonds,
increasing loneliness. As a result, a favorable relationship between mobile game
addiction and loneliness is expected in this study.
Social Anxiety
The most frequent anxiety condition in adolescents is social anxiety, which is
characterized by a feeling of tension or discomfort in social interactions. Given that one-
third of adolescents satisfy the criteria for an anxiety disorder, research on the possible
effects of mobile gaming addiction and adolescent social anxiety is critical. According to
several studies, Internet addiction, smartphone addiction, and online game addiction are
all linked to a person's social anxiety. Individuals who have a major proclivity for online
gaming addiction have much greater degrees of social anxiety than those who do not
play online games. Lo et al. (2015) looked at the impact of online games on the quality
of interpersonal interactions and social anxiety levels. When teenagers spend more time
playing online games, the quality of interpersonal connections may be harmed, and the
level of social anxiety may increase, according to the findings. We would expect a
positive relationship between mobile gaming addiction and social anxiety in the current
study.
Online Gaming Impact in Academic Performance
According to Anand (2007), video games have a huge presence in the United
States, with at least 90% of households having children who have played (rented or
owned) video games. This is a new high that will continue to rise. 55% of gamers use
consoles and 66% of online participants are over the age of 18. The collegiate
demographic appears to be the most active gamers, owing to a lack of parental
supervision and more flexible schedules that allow for more play time (Anand, 2007).
The emergence of video games, like every other invention in society, prompted the
inquiry, "What are the negative impacts or consequences?" According to Smyth (2007),
there appears to be a growing interest in video gaming research to answer this topic. In
recent years, there appears to have been a lot of research on the subject. In reviewing
the evidence, one major concern appears to be whether playing video games has a
harmful or good impact on academic achievement, as well as what those repercussions
are. Anand (2007) discovered a negative relationship between the amount of time spent
playing video games and students' GPA and SAT results in one research. This indicates
that as the amount of time spent playing increased, so did the GPA and SAT scores.
Anand (2007) did acknowledge, however, that using SAT scores has limitations
because they are a one-time standardized assessment. The usage of a grade point
average (GPA) is more believable because it indicates a continual assessment of
academic performance.
Online Gaming and Gender Differences
Men and women adoption rates differ. Indisputably, studies indicate that more
men play online game than women (Beccera et al. 2008; Hainey et al. 2011). Men
develop interest in computer games earlier in their life, while females take up gaming
later in life and on average female player are older than male (e.g Hainey et al. 2011)
Video games have traditionally been associated with men (Lucas and Sherry
2004; Fox and Tang 2013). Existing evidence, with a few exceptions, continues to
support this viewpoint (Table 1). For starters, the adoption rates of men and women are
different. Clearly, more males than women play online games, according to studies
(Becerra et al. 2008; Hainey et al. 2011). Second, men get interested in computer
games earlier in life, whereas women do so later in life, and female gamers are on
average older than male gamers (e.g. Hainey et al. 2011). Men and women also differ in
terms of how much time they spend playing and how often they play. According to
multiple researches, men play more frequently and for a longer period of time than
women (Chou and Tsai 2007; Hainey et al. 2011; Chen 2010). Existing findings on
game duration, however, are inconsistent, and several research imply that women
spend more time gaming than males (Williams et al. 2008; Kuo et al. 2012). It's worth
noting that the sample in Kuo et al(2012) .'s study included over 3,000 gamers ranging
in age from 8 to 86 (average 25), suggesting that older players spend more time
gaming.
While these contradictory results make it conclude that males spend more time
playing, previous research on game duration in an offline situation implies that men play
for longer times. In childhood, for example, 72 percent of all boys' activities endure more
than an hour, compared to only 43 percent of girls' activities (Lever 1976). This
suggests that boys prefer to play for longer lengths of time, correlating with the findings
that men spend more time playing online games.
Online Gaming among students
Online gaming is very popular among students all over the world. Whereas low to
moderate levels of online gaming may be entertaining and providing opportunities to
interact with other players online, excessive gaming lead to online gaming addiction and
associated problems such as depression and anxiety. Prior studies have investigated
the risk for online gaming in terms of the student’s academic performance. The present
study has taken a further step on focusing on student’s perception of relative deprivation
as a macrosystem influence on online gaming. According to the cognitive-behavior
model of Pathological Internet Use (PIU), the perception of relative deprivation may
increase the risk for online gaming by including negative thoughts, emotions or by
increasing escape motivation and in academic performance of the student. Importantly,
the effect of relative deprivation may lead to maladaptive cognition; that is, the
perception of relative deprivation may lead to maladaptive cognition, which in turn would
predict online gaming addiction. Furthermore, individual differences in mindset may
moderate this mediation process, in that entity theorists may be more vulnerable to
maladaptive cognition that incremental theorists. In sum, we propose a moderate
mediation model to account for online gaming. Specifically, we tested the relationship
between relative deprivation and online gaming addiction, the mediating effect of
maladaptive cognition, and the moderating effect of mindset, in a sample of students.
The participants of this study were 460 students (mean age = 16 -19 years, 220
males, 240 females) who had experienced in online game playing. Their average time
gaming was 3 hours per day in the past half year. The participants completed a battery
questionnaire. The proposed moderated mediation model was tested using regression
analysis and the PROCESS macro. Previous studies have suggested that online
gaming addiction may differ by gender and age. Hence, the effects of gender and age
were controlled in all analyses. The present study is the first to demonstrate the
detrimental impact of perceived relative deprivation and the moderated mediation effect
of maladaptive cognition and mindset on online gaming addiction. Our findings provide
further evidence of the role of ecological context in the risk for online gaming disorder.
They also have potential applied value with regard to online gaming addiction in
students. Because incremental theory may be more helpful than entity theory for online
gaming addicts, and because incremental theory can be learned through training,
understanding students’ self-theories can inform the development of prevention and
intervention programs for online gaming addiction. (PsycINFO Database Record (c)
2019 APA, all rights reserved)