HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
THE IMPACT IMPACT OF ONLINE GAMING HABITS AMONG HSU STUDENTS IN THEIR ACADEMIC PERFORMANCE
A Research Research Proposal Presented to the Faculty of Higher School ng UMAK University of Makati
In Partial Fulfillment of the Reuirements of Practical Research I
Presented To:
!r" #eonardo $" Adap Professional #ecturer Higher School ng UMak University of Makati
Presented By:
Michael %hon &aguyo Menard R" 'asicas Mico (iel 'risolo )a*diel %osh +uitain #ourdes Marie F" Sison Maurein Anne &" ,epace
March !"#
HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
APPRO$AL SHEET
In fulfillment of the reuirements for the Su*-ect Practical Research ./ the study entitled %THE IMPACT OF ONLINE GAMING HABITS AMONG HSU STUD STUDEN ENTS TS
TO
THEI THEIR R
ACADE CADEMI MIC C
PERF PERFOR ORMA MANC NCE& E& /
prepar epare ed
and
su*mitted *y %ohn Michael &aguyo/ Menard 'asicas/ Mico (iel 'risolo/ )a*diel %osh +uitain/ #ourdes Marie Sison and Maurein Anne ,epace and passed the 0ral e1amination"
!r" #eonardo $" Adap Research Adviser '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''' Pane( O) E*a+,ners
Approved *y the 'ommittee on 0ral 21amination 3ith 3ith the grade of4444444" Prof" $len I" ,io5an Cha,r+an
2d3in M" Magdaleno
Prof" 'arlo %ay 2vardone
Me+-er
Me+-er
Accepted as Research Proposal in partial fulfillment for the Su*-ect Su*-ect Practical Research .
HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
APPRO$AL SHEET
In fulfillment of the reuirements for the Su*-ect Practical Research ./ the study entitled %THE IMPACT OF ONLINE GAMING HABITS AMONG HSU STUD STUDEN ENTS TS
TO
THEI THEIR R
ACADE CADEMI MIC C
PERF PERFOR ORMA MANC NCE& E& /
prepar epare ed
and
su*mitted *y %ohn Michael &aguyo/ Menard 'asicas/ Mico (iel 'risolo/ )a*diel %osh +uitain/ #ourdes Marie Sison and Maurein Anne ,epace and passed the 0ral e1amination"
!r" #eonardo $" Adap Research Adviser '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''' Pane( O) E*a+,ners
Approved *y the 'ommittee on 0ral 21amination 3ith 3ith the grade of4444444" Prof" $len I" ,io5an Cha,r+an
2d3in M" Magdaleno
Prof" 'arlo %ay 2vardone
Me+-er
Me+-er
Accepted as Research Proposal in partial fulfillment for the Su*-ect Su*-ect Practical Research .
HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
March !"#
HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
Ta-(e Ta-(e O) Contents Conte nts
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Pages i ii iii iii
'HAP,2R I"
THE PROBLEM AND ITS BAC.GROUND
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Scop Scope e and and #imi #imittati ation of the the Stu Study dy55 5555 5555 5555 5555 5555 5555 5555 5555 5555 5555 5555 5555 5555
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RE$IE/ OF RELATED LITERATURES AND STUDIES
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.9
iii
HIGHER SCHOOL SCHOOL NG NG UMAK UMAK - UNIVERSITY OF
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RESEARCH METHODOLOG0
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7=
iii
,1
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Cha2ter I The Pro-(e+ and It3s Sett,n4 Introd5ct,on
ManBs uest for kno3ledge shaped its 3orld and identity since the *eginning" Philosophers in the past never imagined ho3 the curiosity of their minds that asked the fundamental uestions of e1istence turned into a reality of discovery and never5ending investigation" In the end/ this accumulated kno3ledge of information 3ere used and applied in relevance to practical living" Hence/ technology 3as *orn out of application of Science/ the *ody of kno3ledge *ased on facts/ o*servation/ and e1perimentation" ,echnology is 3idespread no3adays" ,odayBs era/ its e1istence can *e *est seen on modern and hi5tech gadgets that most of us are usually familiar 3ith and use every day" $adgets like computers/ smart phones and ta*lets 3ere never outdated" ,hey keep on transforming and changing especially that they can no3 run different kinds of soft3are applications of different interests/ office and *usiness 3orks and the like" 0n the other hand/ technology is not only made day *y day" It is no3 even studied in schools and universities" According to Microsoft 2ncarta in @<<:/ the 3ord technology originated from t3o $reek 3ords/ tekhnē m eaning craft or artC and logia, meaning an area of study" So literally/ technology is for the study of crafting" In an increasingly technology5dependent *ased society/ people 3ill
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
continue to use computers not only for *usiness *ut also for pleasure" 'omputers have *ecome a social and economic necessity that permeates every part of our livesC it is feasi*le that in the future/ every person in the 3orld may o3n or use a computer" ,he rise in the use of the internet has led to many changes in our daily lives" In particular/ this rise has also led to the rise of online gaming" De can still recall a time 3hen 3e 3ere limited *y slo3 computers 3ith cra3ling dialup speed" In the past/ people could never have imagined the great leaps that 3ould *e taken in the field of online games" ,oday/ online games are very advanced" ,hese days/ gaming technology has progressed to an ama>ing e1tent" ,hings like streaming =5! animation graphics 3ith super* surround sound stereo no3 have the a*ility to make us all addicted to gaming" Playing online games is so much more different that playing games in a single player mode 3here your only challenge is to *eat the computer" If you are into online gaming/ you can challenge some of the top gamers in the 3orld" In fact/ certain game platforms cater to this *y having rankings to determine then champions" ,here can *e no dou*t that 3ith this rankings system/ gamers have *ecome very motivated to 3in" &ecoming the *est is important to most of these gamers" Dhether it is RP$ Erole playing games/ shooting or strategy games/ it is not surprising to see that online gaming is not -ust a teenage o*session "
In the Higher School ng UMAK/ the elective su*-ect 'omputer
Programming offers opportunity allo3ing students to speciali>e in the study and
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
application of computer technology in the community or society" 0ne of the courses offered in UMAK is &achelor of Science in 'omputer Programming Ma-or in Application !evelopment" Students are taught ho3 to make use of computer technology in creating various useful applications for *oth school and *usiness needs" For most students/ technology in their computers aided them to study and to play as 3ell 3hen they 3ant to rela1" Playing can *e *est descri*ed 3hen they sit in front of their computer or laptop for uite long periods of time" ,hey play various games that test thinking and decision5making" &ut the most famous of all games are the role5playing games and even more popular 3hen it is played online" Such games are competitive in nature 3hich includes game of action and strategy" ,hey can *e played professionally or casually *y millions of fans in the 3orld" Many students of various ages are one of very passionate fans 3ho play a lot" Dell5kno3n online games are #eague of #egends E#"0"#/ !0,A/ 'ross Fire are -ust some of the fe3 3ell5kno3n games played online" ,here is no dou*t that technology is al3ays a good companion" &ut 3hat if there are negative conseuences tooG ,here is a human la3 2cology that says/ technology can *e *oth part of the solution and part of the pro*lem as 3ell" For this reason/ the researchers found it interesting to find out ho3 senior high school students vie3 their online gaming attitudes" ,his may provide an enlightening aspect of ho3 each of the students usually considers things in their life 3ith regards to video gaming 6
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Bac74ro5nd o) the St5dy
(o3adays/ more and more people are starting to use the internet" At the same time online games have *ecome e1tremely popular among the young generation" Seay in @< conducted a study on the social and psychological impact of online gaming" In his study/ he investigated on the factors that contri*ute to players reporting that gaming has gone *eyond *eing an engaging pass5time and *egun to cause pro*lems in their real life" It also included if playing leads to social isolation or e1pansion in the social connectedness a player feels" Also/ if involvement in online gaming leads to depression or can participation on it reduces depressive effect" .:=? respondents 3ere surveyed through a revised online survey to gather information from avid gamers regarding their gaming ha*its/ attitudes/ and feelings" 2mploying a longitudinal design/ three 3aves of data 3ere collected over a .7 month period from a sample including @::= online gamers" Prospective analysis 3as used to esta*lish causal and temporal linkages among the repeatedly measured factors" Dhile the data provide some indication that a playerBs reasons for playing do influence the development of pro*lematic usage/ these effects are overshado3ed *y the central importance of
self5regulation in managing *oth the timing and amount of play" An individualBs level of self5regulatory activity is sho3n to *e very important in allo3ing them to avoid negative outcomes like pro*lematic use and/ more *roadly/ depression"
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Further/ the results indicate that participation in online gaming can lead to decreased isolation and enhanced social integration for those players 3ho use online gaming as a medium in 3hich to spend time and interact 3ith real life friends and relatives" Another study conducted in @<.. *y Dang and )hu 3anted to find out the online game addiction among university students" It aims at investigating the impact that online games have on undergraduate students at University of $vle/ S3eden" As most of the previous researchers in this area conducted a uantitative research/ they decided to do a ualitative research 3hich can help them to get a deeper and *etter understanding of online game addiction" ,hey chose systems and ecological perspectives as their theory and analy>ed their data using the hermeneutic approach" ,he methodology they used is intervie3C 3hich entailed four intervie3s 3ith *oth S3edish and 'hinese undergraduate students" 0n the *asis of the research the results they got are thatC most of the students they intervie3ed are having pro*lems 3ith health and studies *ecause of online gamingC and some of them are having *ad relationships 3ith friends and families/ ho3ever/ some of them have a good relationship 3ith their parents" Dang and )hu E@<.. also cited the study of Dan and 'hiou in @< on 3hy adolescents are addicted to online gaming" ,heir study 3as to investigate the psychological pro*lems of addicts among adolescents in ,ai3an and to discover the motivation/ *oth conscious and unconscious/ of online game addicts" !uring the research process they discovered that most of the
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
adolescents they intervie3ed stated that online gaming had *ecome the main focus on their lives/ and that life 3ould *ecome dark and *leak 3ithout these games" From this point of vie3 the investigation to focus on 3hy young people *ecome addicted to online games 3as channelled" 'omputer games have *ecome a very popular leisure activity among children and adolescents in recent years" In fact/ *ased on popularity alone online gaming garners a larger share of favoriteB votes among young people than physical team sports such as ice hockey and foot*all com*ined" ,here are many *enefits of the Internet as it not only acts as an entertainment tool/ *ut also an important professional resource for 3ork/ communication as 3ell as education" ,he
researchers 3ho are
currently
taking
up
their
'omputer
Programming elective su*-ect *ecame interested to find out the online gaming attitudes among senior high school students of the Higher School ng UMAK" ,he researchers can mostly relate upon kno3ing many of their friends or classmates play online games and tell stories that they stay very late at night playing the games and even *ecome very much addicted to it/ forgetting sometimes
to
do
normal
household
activities
or
school
home
3orks and pro-ects *ecause they lack already the energy and feels la>y to perform in the school" ,his is the reason 3hy the researchers 3anted to investigate the online gaming attitudes of the students"
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Theoret,ca( Fra+e8or7
,his study is supported *y the theories on attitude formation" According to 'herry E@<.?/ in psychology/ an attitude refers to a set of emotions/ *eliefs/ and *ehaviours to3ard a particular o*-ect/ person/ thing/ or event" Attitudes are often the result of e1perience or up*ringing/ and they can have a po3erful influence over *ehaviour" Psychologists define attitudes as a learned tendency to evaluate things in a certain 3ay" ,his can include evaluations of people/ issues/ o*-ects or events" Such evaluations are often positive or negative/ *ut they can also *e uncertain at times" Researchers also suggest that there are several different components that make up attitudes" ,he components of attitudes are sometimes referred to as 'A& or the A&'Js of attitude" 'ognitive 'omponent Lour thoughts and *eliefs a*out the su*-ect" Affective 'omponent Ho3 the o*-ect/ person/ issue or event makes you feel" &ehavioural 'omponent Ho3 the attitude influences your *ehaviour" E'herry/ @<.? ,here are three key theories that descri*e attitude formation" ,here are three founders of attitude formation" Attitude formation theories provide insight ho3 a personJs attitude takes shape and 3hy a person might have a particular attitude or ho3 that attitude came to e1ist" Attitudes often direct *ehaviour on the person itself" ,he three theories used most often to descri*e attitude formation are functionalism/ learning/ and cognitive dissonance theories"
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Attitude formation theories suggest that people do 3hat *enefits them/ hence the functionalist theory" !aniel Kat>/ a functional theorist/ suggests that attitudes are formed according to ho3 a particular person or thing meets our needs" ,o a functionalist/ attitudes are shaped *ased on the personal *enefit they offer" EStudy"com/ @<.? ,o relate this to the study/ a person develops their online gaming attitudes *ecause playing the games meets their needs" At some e1tent/ it supports self5 image or e1isting values" #earning theory on the other hand states that their past e1periences have taught them ho3 to act" Ivan Pavlov/ a learning theorist/ gives the e1planation that our attitudes are formed through conditioning" Pavlov 3ould suggest that as this person gro3s older they 3ill likely respond *y favourite classical music" ,his is called classical conditioning 3hen a previously neutral stimulus provokes a conditioned response" Another type of conditioning is called operant conditioning" ,his is simply 3hen a stimulus provokes a response" EStudy"com/ @<.?,o relate this to the study/ online gaming attitudes are formed *y getting conditioned 3ith the same stimulus" It is repeatedly e1perienced *y gamers since they freuently play online games no3adays" #earning theories suggest that attitudes are from conditioned past e1periences that continue at present" 'ognitive dissonance theory states that people have an attempt to restore harmony to t3o opposing truths are held" Cognitive dissonance is a phenomenon in which a person experiences psychological distress due
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
to con*icting thoughts or beliefs+ In order to reduce this tension, people may change their attitudes to re*ect their other beliefs or actual behaviours+Cherry, -./0" $o relate this to the study, online gamers may be aware that some people says that too much gaming might not be good for them, so they change their belief that 1playing2 computer games is 3ust a form of leisure activity and nothing to be worried much+ Conce2t5a( Fra+e8or7 INPUT
Impact of Online Gaming Habits Independent !ariables" #$ype of games played #%umber of hours playing #Extent of gaming
PROCESS
OUTPUT
'ata Gathering $hrough &urveying of H&( &tudents
$here is no signi)cant relationship between online gaming habits and academic performance
on &tudent Performance 'ependent !ariable"
F,45re " I+2act o) On(,ne Ga+,n4 Ha-,ts A+on4 HSU St5dents to the,r Acade+,c Per)or+ance
,he figure a*ove sho3s the research paradigm of the study" ,he t3o53ay arro3 sho3s ho3 the online gaming attitudes 3ill influence the academic performance of the selected Senior High School respondents of the study" ,he online gaming attitudes Eindependent varia*les includes the type of games played/ num*er of hours spent/ freuency of playing/ and e1tent of gaming" ,he
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
researchers 3anted to determine if these online gaming attitudes 3ill influence the academic performance of the respondents Edependent varia*le" ,o determine if there is significant relationship *et3een the t3o varia*les/ a test of correlation 3ill *e used" In order to perform the a*ove procedures/ the researchers 3ill gather the necessary data through a survey uestionnaire that they 3ill develop" ,he survey uestionnaire 3ill gather the information of the senior high school studentsB profile *ackground and their online gaming attitudes at the same time" After the data are fully gathered and completed/ it 3ill *e carefully processed for collation and tallying to provide insights for over5all result analysis and interpretation" After the analysis and interpretation are made/ the output of the study can no3 *e finali>ed through summary of the results and dra3ing of conclusions" ,he recommendations for the study 3ill depend on these t3o aspects of the study" State+ent o) the Pro-(e+
,his study 3ill investigate online gaming attitude among senior high school computer programming students in the Higher School ng UMAK" It 3ill specifically ans3er the follo3ing uestions ." Dhat is the profile of the senior high school students of the Higher School ng UMAK according to the follo3ing .". AgeC ."@ $enderC ."= $rade levelC
10
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
."7 0nline gaming freuencyC ."8 0nline gaming medium andC ."? 0nline games played G @" Ho3 do the online gaming ha*its affect the student respondentBs academic performance of student respondents in terms of the follo3ingG @". Social &ehaviorC @"@ Academic Performance andC @"= Study Ha*its G =" Is there a difference on the online gaming ha*its of the student respondents 3hen grouped according to peopleG
Hy2othes,s
,o determine if there is a significant relationship *et3een online gaming attitudes of the respondents and their academic performance/ the study 3ill *e testing the null hypothesis at "<8 level of significance HO: ,here is no significant relationship *et3een the online gaming
attitudes of the student respondents and their academic performance" Sco2e and L,+,tat,on o) the St5dy
Senior high school students in the Higher School ng UMAK 3ill *e randomly selected to *ecome the respondents of the study" ,hey 3ill ans3er a survey that 3ill *e designed *y the researchers" ,he survey 3ill ask of their personal profile regarding their age/ gender/ current grade level/ online gaming location/ and electronic medium used 3hen accessing online games and it 3ill only include their assessment of their online gaming attitudes" S,4n,),cance o) the St5dy
11
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
,he researcher conducted this research to kno3 the online gaming attitudes of senior high school students of the Higher School ng UMAK" ,he researchers *elieve that the result of this study 3ill greatly *enefit the follo3ing UMA. St5dents
,hey 3ill kno3 the emotional and physical effects of playing online games" ,hey 3ill *e more conscious on the said effects" ,hey 3ill kno3 ho3 they *ehave 3hen playing online games every time and they 3ill reali>e that playing too much online games is not 3orth their money" Parents
Parents 3ill *e provided good information *ackground a*out ho3 their children *ehave to3ards online gaming" ,hey 3ill *ecome more a3are of the different nature of online games that their children usually play on their mo*ile or electronic gadgets" Schoo(s and Un,1ers,t,es
,he different schools 3ill *e also informed of the online gaming attitudes of their students" &ecause of this/ they may provide programs that 3ill guide and counsel students 3ith regards to proper attitudes and outlook in *oth studying and playing online games"
F5t5re Researchers
12
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Future researchers may *e provided eye5opening insights a*out online gaming attitudes among people" ,his study may *ecome a proposal for them to perform a 3ide and in5depth study and analysis on this topic"
De),n,t,on o) Ter+s
,he follo3ing 3ords used in the study are defined operationally *y the researchers for much easy understanding Acade+,c Per)or+ance6 Performance measured *y taking 3ritten and
oral tests/ performing presentations/ turning in home3ork and participating in class activities and discussions" ,eachers evaluate in the form of letter or num*er grades and side notes/ to descri*e ho3 3ell a student has done" Ha-,ts6 ,he personal vie3 of a person to3ards a particular thing/
condition/ or aspect" Attr,-5tes" A uality or characteristic of 0nline $aming among HSU
Students in UMAK" Co+25ter6 An electronic gadget that runs 3ith a central processing unit
E'PU" Dec,s,on9Ma7,n4" ,his is regarded as mental processes Ecognitive
process resulting in the selection of a course of action among several alternatives" 2very decision making process produces a final choice" ,he output can *e an action or an opinion of choice"
13
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Internet6 It is an electronic net3ork of computers that includes nearly
every
university/
government/
and
research
facility
in
the
3orld"
On(,ne Ga+es6 Any electronic or computer video games that are played
in the presence of an internet connection" Pro-(e+So(1,n46 Is a mental process that includes pro*lem finding and
pro*lem shaping" 'onsidered the most comple1 of all intellectual functions/ pro*lem solving that has *een defined as higher5order cognitive process that reuires the modulation and control of more routine or fundamental skills" Pro*lem solving occurs 3hen an organism or an artificial intelligence system needs
to
move
from
a
given
state
to
a
desired
goal
state"
Pro4ra++,n4" A process of making or creating programs that command
ho3 a computer 3ill function or 3ork" Schoo(6 An institution that offers formal education to students" Prod5ct,1,ty6 A measure of efficiency of the student in converting inputs
into useful outputs" UMA.6 University of Makati" ,his is the locale of the study"
14
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Cha2ter II Re1,e8 o) Re(ated L,terat5res
,his chapter presents and discusses the various theories/ concepts/ research findings/ and output from *oth foreign and local perspectives 3hich are relevant and supportive to the proposed study"
The R,se o) E(ectron,c Ga+es
An electronic game is an interactive hard3are or soft3are played for entertainment/ challenge/ or educational purposes" 2lectronic games vary in design *ut can include vi*rant color/ sound/ realistic movement/ and visual effectsC some even employ human actors" ,here are t3o *road classes of electronic games video games/ 3hich are designed for specific video5game systems/ handheld devices/ and coin5operated arcade consolesC and computer games/ 3hich are played on personal computers" 2lectronic games are a popular pastime for *oth children and adults" 'ategories include strategy games/ sports games/ adventure and e1ploration games/ card and *oard games/ pu>>le games/ fast5action arcade games/ and flying simulations" Some soft3are programs employ game5play elements to teach reading/ 3riting/ pro*lem solving/ and other *asic skills . From their crude origins in the late .;8
15
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
industry/ one 3hich uses the latest computer technology to produce ever5more realistic game e1periences for millions of users Ekno3n as gamers" EKent/ @<<; Also studies have sho3n that/ increasingly/ the ma-ority of gamers are age .: or older" In response/ many soft3are companies and game studios have focused on developing more advanced games aimed at late teenage and adult audiences" ,his in turn has sparked concerns *y some parentsB groups that younger teens and children are *eing e1posed to graphic violence/ drugs/ and even se1ual imagery in popular games" Most game developers no3 follo3 an esta*lished rating systemmuch like the movie industrythat includes the designations 2 Efor 2veryone/ , E,een/ M EMature/ and A0 EAdults 0nly" EKent/ @<<; Modern,;at,on ,n Ga+,n4
&uilding on the success of interactive games played on consoles and computers/ some companies have *ranched out into ne3 platforms" 0ne of the fastest5gro3ing gaming platforms is the Internet" Dhile the first multi-user dungeon game Eor MU!/ online role5playing game 3orlds involving multiple
players appeared in .;9;/ recent developments have made Internet/ or online/ gaming a uniue platform unto itself" EKent/ @<<; 0ne type of popular Internet game is characteri>ed *y its Nmassively multiplayer onlineO EMM0 3orlds/ in 3hich hundreds and even thousands of players can sociali>e and compete 3ith one another" ,hese games are also
16
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
sometimes kno3n as massively multiplayer online role5playing games/ or MM0RP$s" Dith .<<<< paid su*scri*ers *y @<< 0rigin SystemsB Ultima Online 3as the first economically successful MM0 game" $ames such as
SonyBs EverQuest and MicrosoftBs Asheron’s Call *uilt on this popularity and on the e1panding availa*ility of *road*and Internet access" 0ther popular MM0 games include The Sims / World o War!rat / and "ineage" !evelopments in the console game market/ such as MicrosoftBs *o1 #ive feature/ 3ere also a*le to take advantage of the Internet to connect gamers and enhance their games" *o1 #ive had attracted a*out 7 million paid su*scri*ers *y the end of @<" EKent/ @<<; ,he rapid pace of technological gro3th appears to offer a *right future for the electronic5games industry" Several companies no3 pu*lish games for handheld personal digital assistants as 3ell as for cell phones" ,he popularity of electronic games today actually drives the development of ne3 technologies *ecause companies see a huge/ lucrative market in 3hich to release ne3 products" 'utting5edge developments such as virtual reality may eventually *e introduced to a mass audience through video games/ *reaking ne3 technological
ground
in
society
through
play"
EKent/
@<<;
From )ona in @<<7 as cited *y Seay in @</ it 3as estimated that 7=< million people 3orld53ide/ or 9Q of the 3orldBs population/ played video games in the year @<<= alone" 0ver one uarter of these individuals did so online and that num*er as a percentage of total video gamers continues to gro3" In the
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
United States/ half of all Americans age si1 and older play video games E2SA/ @<<7" &oth )ona and Kagan in @<<7 mentioned that in @<<= 3orld3ide gaming revenues reached =."=9 *illion/ including hard3are and soft3are/ having more than dou*led since .;;?" ,his compares to =7"@ *illion in revenue for the film industry in @<<=" ,he gaming population continues to e1pand alongside these impressive financial num*ers" ,he average age of the video game player in @<<7 3as @;/ and =;Q of gamers 3ere female E2SA/ @<<7" As the demographics continue to diversify/ revenue continues to mount/ and content *ecomes more and more adult in nature/ there is no sense in 3hich gaming can *e defined as Nkid stuffO"
The Need )or Internet
0nline gaming needs internet connection" Internet is a computer5 *ased glo*al information system" ,he Internet is composed of many interconnected computer net3orks" 2ach net3ork may link tens/ hundreds/ or even thousands of computers/ ena*ling them to share information and processing po3er" ,he Internet has made it possi*le for people all over the 3orld to communicate 3ith one another effectively and ine1pensively" Unlike traditional *roadcasting media/ such as radio and television/ the Internet does not have a centrali>ed distri*ution system" Instead/ an individual 3ho has Internet access can communicate directly 3ith anyone else on the Internet/ post information
for
general
consumption/ retrieve information/ use
distant
applications and services/ or *uy and sell products" ,he Internet has *rought
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
ne3 opportunities to government/ *usiness/ and education" $overnments use the Internet for internal communication/ distri*ution of information/ and automated ta1 processing" In addition to offering goods and services online to customers/ *usinesses use the Internet to interact 3ith other *usinesses" Many individuals use the Internet for communicating through electronic mail Ee5mail/ retrieving ne3s/ researching information/ shopping/ paying *ills/ *anking/ listening to music/ 3atching movies/ playing games/ and even making telephone calls" 2ducational institutions use the Internet for research and to deliver online courses and course material to students" Use of the Internet has gro3n tremendously since its inception" ,he InternetBs success arises from its fle1i*ility" Instead of restricting component net3orks to a particular manufacturer or particular type/ Internet technology allo3s interconnection of any kind of computer net3ork" (o net3ork is too large or too small/ too fast or too slo3 to *e interconnected" ,hus/ the Internet includes ine1pensive net3orks that can only connect a fe3 computers 3ithin a single room as 3ell as e1pensive net3orks that can span a continent and connect thousands of computers" E'omer5 Microsoft 2ncarta/ @<<; On(,ne Add,ct,on
0nline gaming is said to *e linked to addiction as gamers or players tend to stay long in the cy*erspace" 'y*erspace refers to a computer -argon/ the community of net3orked computers and the culture that has developed among users of these computers" ,he term 3as coined *y American 3riter Dilliam
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
$i*son and first used in his .;:7 science fiction novel #euroman!er, in 3hich he descri*ed cy*erspace as a place of Nunthinka*le comple1ity"O ,he term has given rise to a voca*ulary of Ncy*er terms/O such as *ehaviours Ecafes that sell coffee and computer time/ cy*ermalls Eonline shopping services/ and cy*er -unkies Epeople addicted to *eing online" EMicrosoft 2ncarta/ @<<; According to Dang and )hu in @<../ internet addiction is a relatively ne3 phenomenon in 3hich social 3orkers and psychologists are una3are of and are thus unprepared to treat at present" ,hey cited Mu E@< pointing out that some of the main symptoms of Internet and online game addictions/ including the decrease in social friend net3ork and face5to5face interactions 3ith others/ *ecome infreuent 3hile the mem*er of friends in the virtual 3orld e1ponentially increases" Ultimately/ the psychokinesis *ecomes 3eaker and 3eaker over time" ,his means that after a long time of playing online games/ the players *egin to reali>e the dangers of online gaming" At this point players generally try to play less as they try to orient themselves *ack to the demands of society" Ho3ever this is mostly unsuccessful as it almost al3ays ends up failing" Ty2es o) On(,ne Ga+es Massively
Multiplayer
Online
games
(MMOs)<
Multiple
Undergrad
Destroyers (MUDs) and Massively Multiplayer Online Role-Playing Games (MMORPGs)
Seay E@< listed several online games and their nota*le features" According to him there is a great *readth of social Eand not so social multiplayer
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
gaming e1periences availa*le online/ from *ackgammon to modern com*at simulations" 0ne need only peruse the shelves of local retailers/ miniclip"com/ or *o1 #ive Arcade to see that there are gaming e1periences from many genres availa*le online in a multiplayer setting" ,his is not restricted to the P'/ as console5*ased online services like *o1 #ive *ring the social 3orld of online gaming out of the study and into the living room along 3ith many trappings of the P' e1perience" &uddy lists/ instant messaging/ and voice communication are no3 a part of the formerly simple and comparatively solitary console gaming 3orld" ,his section 3ill define the classes of multiplayer online games en-oyed *y the lionBs share of this studyBs participants Massively Multiplayer 0nline games EMM0s/ Real ,ime Strategy $ames/ and First Person Shooters" He cited Koster in @<<@ that though the true N*eginningO is a matter of some de*ate/ a family of online te1t5*ased environments called Multi5User !ungeons EMU!s *egan to captivate a niche of gamers 3ith academic and commercial access to the internet throughout the .;:
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
2arly online communities like #am*da Moo and Ha*itat gre3 and flourished around this colla*orative communication technology in spite of its no5frills/ command line appearance" ,e1t only MU!s still thrive all over the internet in *oth commercial and pu*lic domain manifestations today" In the mid .;;
compelling nature and longevity of 3ell conceived online 3orlds" Huge commercial successes like SonyBs 2ver +uest in .;;; and &li>>ardBs Dorld of Darcraft in @<<7 have follo3ed/ cementing the legacy of the genre" Dith the 3idespread availa*ility of *road*and internet connectivity/ and penetration of =! acceleration hard3are/ graphically intensive multiplayer online games are no3 a si>a*le part of the interactive entertainment industry" ,oday/ comparatively fe3 entertainment products for the P' ship 3ithout some form of net3orked multiplayer component/ and the consoles are follo3ing suit" For e1ample/ MicrosoftBs online gaming service/ *o1 #ive is heavily integrated into their latest console product/ the *o1 =?<" Sony plans to offer a similarly integrated online
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
gaming service 3ith the release of their ne1t console/ the Playstation =" ESeay/ @< According to Doodcock in @<<8 products like Dorld of Darcraft and 2ver +uest II command audiences of @<<<< to 8 million su*scri*ers 3ho purchase the client soft3are for =<5?
>ard 2ntertainment in @<<8 said that massively multiplayer games generally reuire si>a*le investments *y developers in infrastructure and upkeep/ *ut can *ear huge dividends 3hen su*scri*er num*ers s3ell" &li>>ard/ the developer of Dorld of Darcraft/ reported that 3orld3ide su*scriptions to their game surpassed 8 million in !ecem*er of @<<8" ESeay/ @< Dithin MM0s like 2ver +uest 0nline Adventures for PS@/ Phantasy Star 0nline for *o1/ and Star Dars $ala1ies for the P'/ several thousand players can simultaneously -oin in a persistent gaming e1perience in a 3orld that e1ists even 3hen they arenBt playing" Participation in these N3orldsO allo3s players to *uild social relationships 3ith other players/ 3hich often develop into organi>ed colla*orative groups/ called guilds" Seay also mentioned LeeBs series of surveys of 2ver +uest players found that social interaction 3as the primary reason for playing ELee/ @<<."
,he
continuing
penetration
of
*road*and
internet
and
voice
communication promise to enhance the social and colla*orative e1periences upon 3hich these games are *ased" ESeay/ @< Real Time Strategy Games
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
A real time strategy game/ or R,S/ is a type of strategy game that is played 3ithout turns" Instead all moves and countermoves are made in real time/ allo3ing for a faster pace" ,hough the genre is today characteri>ed *y P' titles like 'ommand and 'onuer and Star'raft/ many trace the roots of the real time strategy genre *ack to the year .;:; and the title Her>og )3ei for the Sega $enesisMega !rive" ,he game 3as one of the first to introduce the idea of managing resources to create and deploy semi5autonomous units that 3ould engage in real5time com*at" Her>og )3ei offered single player and split screen t3o5player modes" !une II/ developed *y Dest3ood Studios and pu*lished *y 6irgin Interactive/ 3as released in .;;@ and *ecame the first popular instance of
the R,S genre" &ased on the Frank Her*ertBs fantasy universe/ !une II chronicled the struggle *et3een Houses Atreides/ 0rdos/ Harkonnen for control of the planet of Arrakis" In designing the game &rett Sperry introduced tech trees and faction specific units to the genre" $ames like Darcraft/ 'ommand and 'onuer/ and Star'raft follo3ed/ providing players the a*ility to compete 3ith one another across direct dial5up connections and later over the Internet" ESeay/ @< First Person Shooters Games
First person shooter games/ as the name suggests/ generally involve taking on the perspective of a person or vehicle 3ith a gun or camera and NshootingO things in the environment" ,he roots of the first person shooter EFPS
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
genre e1tend uite a *it further *ack in time than those of real5time strategy games" ,hough some3hat of a controversy/ it is generally agreed that the first t3o implementations of the first person shooter appeared in the early .;9e Dar" &oth of these games eventually supported net3orked multiplayer competition in real time" In .;:< Atari released &attle >one in arcades around the US" ,his vector graphics game involved shooting tanks and UF0s 3hile the player looked through a simulated NperiscopeO vie3 finder" I! soft3areBs .;;@ release of Dolfenstein =! follo3ed uickly in .;;= *y !oom marked the *eginning of the modern FPS genre" ,hough *oth employed sprite *ased graphics/ the gameplay and level design that came to define the FPS genre 3ere evident in these releases" Several nota*le titles follo3ed in the ne1t decade including Marathon/ +uake/ Unreal/ and Half5life/ leveraging the e1panding display and user interface capa*ilities of personal computers *y implementing =! graphics and mouse5*ased aiming" ESeay/ @< (ota*le for its longevity and popularity/ 'ounter5Strike is an FPS played around the 3orld and used in professional competition" It started out as a free modification or NmodO of 6alveBs Half5#ife and *ecame reno3ned for its fast5 paced/ team oriented gameplay" As 3ith other mods/ the customi>a*ility of 'ounter5Strike gave rise to a large amount of player created content ranging from player skins to levels" Along 3ith games like the &attlefield series from !igital Illusions/ Infinity DardBs 'all of !uty/ and 2picBs Unreal ,ournament
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
series/ 'ounter5Strike is an important part of the thriving online community of players and fans surrounding P' first5person shooters" ESeay/ @< Important FPS releases on console systems include $oldeneye <<9 for the (intendo ?7/ S0'0M for the Playstation@/ and Halo and Halo@ for *o1" S0'0M/ from )ipper Interactive/ 3as among the first console games to support voice communication/ a su*stantial improvement that addressed the need for tactical coordination in multiplayer FPS/ *ut also a huge social enhancement" Halo/ from developer &ungie/ did not directly support play over the internet 3hen it 3as released" Ho3ever/ enterprising gamers 3ere a*le to overcome this limitation 3ith a P' *ased/ companion application named *o1 'onnect/ 3hich ena*led *o1 gamers to locate and -oin one anotherBs games over the internet" ,he launch of the *o1 #ive service in @<<@ *rought voice communication to *o1 gamers as 3ell as social functions like friend lists and messaging that had previously *een availa*le only to P' gamers" ESeay/ @< Add,ct,on a+on4 Teena4e F,(,2,nos
According to Maslog in .;;:/ the youth of today no longer seem to spend their leisure activities like in the olden daysC outdoor games or playing 3ith toys/ instead/ they spend their free time in their homes/ internet cafs or computer shops simply to satisfy their hungerC and that hunger is 0nline $aming" 0nline gaming has such a profound impact on not only the young/ *ut dynamically every age group as 3ell" So far/ virtually anyone is a*le to go on a computer and punch through the keys and mouse in order to get a high score/ chat 3ith
26
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
players/ get the rarest items/ and level up as fast as possi*le" Les/ there seems to *e no restriction as to 3hom/ ho3 or 3hat online gaming can e1tend to" As in any situation 3here ne3 technology is introduced/ the social impact of the Internet is *eing looked at" 0ne social pro*lem that has *een o*served is that the Internet caf has *ecome mainly game centres" A*out one5half to t3o5thirds of the computers in a typical Internet caf/ according to one study/ are devoted to games Eviolent and gory games" ,he use of the remaining computers 3as roughly split *et3een *ro3sing/ email/ online chat/ 3ord processing and research" ,he Internet cafs have *ecome not -ust game centres" ,hey are *ecoming centres off addiction among the youth/ mostly *oys/ including elementary school
pupils" According to one
concerned
Internet caf
entrepreneur/ NInternet cafs are seducing youths to a ne3 form of addiction/ one 3hich may not destroy their *odies as drugs do/ *ut 3hich is certainly t3isting their minds" ,o the young play is reality and reality is play"O EMaslog '" E.;;: ,he 'I!$ or N'riminal Investigation T !etection $roupO Eor 'I!$ of the Philippine (ational Police EP(P esta*lished the Pro-ect Angel (et Internet 'hild Protection Program" ,hey have a link a*out the different online risks NchildrenO can and 3ill encounter in the cy*erspace" ,heir 3e*site define online gaming as a ne3 epidemic that takes toll on the mental 3ell *eing of players/ and that this disease is eually de*ilitating as an addiction to drugs and alcohol" 'omputer addiction according to them is the e1cessive use of internet and
27
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
computer that affects their daily life activities" ,his includes gaming/ ga*ling/ pornography/ shopping/ *logging/ and social net3orking" 'onseuently/ addictions to these have ruined their lives as they disrupt family life/ distract students/ and compromise -o*s" !estacamento in @<.@ of the Philippine Star said that
as the
advancement in information technology continues to gleam over the country/ another part of our cultureone that our youth are tasked to espouse and keep slo3ly veers a3ay from the light/ creeping into the cavities of complete disremem*er" ,he advent of computers and internet cafeterias may have compressed the universe in a nutshell *ut in the process/ it has also eaten up some of the Filipino youthBs prominent identity" 2ntertainment for the youth no3 comes in a form of a computer set and online games/ most of 3hich seem to promote and uphold violence" #east likely no3adays he said to see kids playing *ato 5 lata/ !r" Dak3ak or siyatong and any other traditional Pinoy games and sports" Dhen in fact/ these traditional games and sports characteri>e the kind of youth our nation has springing 3ith enthusiasm and po3er/ gregarious *ut never o*livious to the *asic tenets of humility in *oth defeat and victory/ and most of all/ glo3ing 3ith some sense of resourcefulness that comes al3ays inaliena*le to their *eing Filipino" Filipino kids are much rampantly found in any ordinary internet caf in the *ehaviours and there you 3ill find students/ others still in their school uniform/ clashing in pairs and groups as they try to outplay others in 3hat seems to *e a *attle of 3ho clicks on the mouse faster" ,hey are
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
like *eing dragged into their o3n magical 3orld that only they understand" ,hey then/ in a *oisterous and raucous 3ay/ utter 3ords that are rather displeasing to the
ears
of
those
3ho
are
in
the
caf
to
do
more
meaningful *usiness of researching or encoding/ for instance" Sometime in their playing/ they can even get e1tremely profane" Almost every3here/ this seems to *e the culture among youths engaged in online gaming" According to an online ho35to guide/ many studies indicate that violent computer games can have very negative effects on children" (e3 studies indicate that even the non5violent games may have negative effects on a child" $ames can have some positive results in helping children deal 3ith stress and to learn difficult school su*-ects such as math and reading" ,hese same positive games can cause pro*lems for the child in other 3ays" E!estacamento/ @<.@ An article of the Pinoy$aming"(et in @<<: discussed a*out 3hy the Filipino youth is hooked to online gaming" A father caught his son playing an online game during the times he should *e in class" His son said $% &la'ed the game or three 'ears no( )e!ause this is (here % ound riends (ho share the same level o interest as % do. *riends that !annot )e seen in-real or at !lose range like !lassmates, )ut riends (ho !an oer a relationshi& that !ould stand the test o time.+ 0ne of the main advantages of having an internet connection is
the opportunity to reach out other people/ 3herever they are or 3hatever time >one they are in" As long as you are online/ the possi*ilities are endless" In all honesty/ online games consist of -ust a small slice of those possi*le options out
2
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
there" And in comparison to other choices/ games could *e the lightest of all" In online games/ you can *e you the 3ay you 3ant yourself to *e" Lou can stand out the 3ay you 3ant it/ evolving into options that are not socially accepta*le in real life" Filipinos are conservative *y nature/ *ut online they can *e as li*erated as other countries" %ust like coming out of its tight shell/ they no3 have the access to e1press themselves" 0nline games *ecame the *reathing space of Filipinos/ not -ust the youth *ut everyone 3ho gains internet access" &oredom may play a small role in the reasons/ *ut it could still count" ,he sun is up/ rather than playing *asket*all/ you engage yourself into *attle 3ith other players 3ith a3esome s3ord fights and spell casting" ,his *oredom almost made our Nnational street gamesO like piko/ tum*ang preso/ and shato e1tinct" It also opened the occurrences of ailments that should *e e1perienced *y office 3orkers like 'arpal5,unnel Syndrome or %uvenile !ia*etes" &ut those conditions are avoida*le/ -ust kno3 your *odyBs limitations and potentials and *alance them out" ,he youth of today/ 3ithout *eing *ias or one5sided is considera*ly 3eaker than the earlier generations" ,hey tend to stum*le on the lightest of pro*lems/ and crippled on the slightest of mistakes" 0nline games *ecame a staple Npoint of refugeO" 0ur country is a natural disaster playground" De have typhoons/ volcanos/ and man5made disasters all year round" Some individuals may lose hope *ecause of this *ut others actually divert the fear and condense it into a 3hole ne3 3orld found in cy*erspace"
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
D,sad1anta4es o) On(,ne Ga+,n4
!estacamento in @<.@ mentioned the $eneral Aggression Model E$AM/ developed *y 'raig Anderson and !ouglas $entile" It indicated that violent computer games can cause short term aggression" ,he computer games can *e more prone to e1citing aggression than other entertainment *ecause of the interactive nature of the computer games" 'hildren 3ill have lack of pro*lem solving" 6iolent computer games teach children that pro*lems can *e solved 3ith little or no personal investment or *y violence" ,hese games indicate that rather than talking through and taking responsi*ility for pro*lems/ shooting or other acts of violence can elicit correct responses and make pro*lems go a3ay" ,hey are also prone to 3eight gain" 'omputer games freuently do not reuire any additional movements *eyond the hands" ,his coupled 3ith a childBs tendency to eat and drink 3hile playing computer games can result in 3eight gain" Deight gain has *een linked to various diseases including dia*etes/ high *lood pressure and heart disease" 'hildren also develop antisocial *ehaviours" A child 3ho is conditioned to play computer games may find it difficult to sociali>e 3ith other children" ,his anti5social *ehaviour can e1tend through adulthood/ making it more difficult for the adult to respond to co53orkers in an effective manner" ,his can also negatively affect relationships and friendships/ causing a sense of loneliness" Dhile ne3 technology contri*utes something good
to
humanity/
it
can
also
have
distur*ing
impacts"
0ur youth 3ith never ending attitude of curiosity can *e most vulnera*le to any
31
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
*ehaviours *earing technology may *ring" 0f course/ they can get entertainment for themselves *ut the process should not compromise the other important pieces of our nationhood" ,hey can al3ays choose to *ecome !o,A masters/ *ut they should first *ecome !r" Dak3ak" E!estacamento/ @<.@ *ecome !o,A masters/ *ut they should first *ecome !r" Dak3ak" E!estacamento/ @<.@ Seay in @< conducted a study on the social and psychological impact of online gaming" In his study/ he investigated on the factors that contri*ute to players reporting that gaming has gone *eyond *eing an engaging pass5time and *egun to cause pro*lems in their real life" It also included if playing leads to social isolation or e1pansion in the social connectedness a player feels" Also/ if involvement in online gaming leads to depression or can participation on it reduces depressive effect" .:=? respondents 3ere surveyed through a revised online survey to gather information from avid gamers regarding their gaming ha*its/ attitudes/ and feelings" 2mploying a longitudinal design/ three 3aves of data 3ere collected over a .7 month period from a sample including @::= online gamers" Prospective analysis 3as used to esta*lish causal and temporal linkages among the repeatedly measured factors" Dhile the data provide some indication that a playerBs reasons for playing do influence the development of pro*lematic usage/ these effects are overshado3ed *y the central importance of
self5regulation in managing *oth the timing and amount of play" An individualBs level of self5regulatory activity is sho3n to *e very important in allo3ing them to
32
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
avoid negative outcomes like pro*lematic use and/ more *roadly/ depression" Further/ the results indicate that participation in online gaming can lead to decreased isolation and enhanced social integration for those players 3ho use online gaming as a medium in 3hich to spend time and interact 3ith real life friends and relatives" (o causal link *et3een online gaming and depression is o*served/ even in those individuals 3ho report vie3ing their use as pro*lematic" Dith responsi*le use/ online gaming appears to *e a healthy recreational activity that provides millions of people 3ith hours of social entertainment and adaptive diversion" Ho3ever/ failure to manage play *ehaviour can lead to feelings of dependency" Strategies and tools for addressing these self5regulatory deficits and supporting self5regulatory activity 3ith respect to gaming *ehaviour 3ere discussed" Another study conducted in @<.. *y Dang and )hu 3anted to find out the online game addiction among university students" It aims at investigating the impact that online games have on undergraduate students at University of $vle/ S3eden" As most of the previous researchers in this area conducted a uantitative research/ they decided to do a ualitative research 3hich can help them to get a deeper and *etter understanding of online game addiction" ,hey chose systems and ecological perspectives as their theory and analy>ed their data using the hermeneutic approach" ,he methodology they used is intervie3C 3hich entailed four intervie3s 3ith *oth S3edish and 'hinese undergraduate students" 0n the *asis of the research the results they got are thatC most of the
33
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
students they intervie3ed are having pro*lems 3ith health and studies *ecause of online gamingC and some of them are having *ad relationships 3ith friends and families/ ho3ever/ some of them have a good relationship 3ith their parents" Dang and )hu E@<.. also cited the study of Dan and 'hiou in @< on 3hy adolescents are addicted to online gaming" ,heir study 3as to investigate the psychological pro*lems of addicts among adolescents in ,ai3an and to discover the motivation/ *oth conscious and unconscious/ of online game addicts" !uring the research process they discovered that most of the adolescents they intervie3ed stated that online gaming had *ecome the main focus on their lives/ and that life 3ould *ecome dark and *leak 3ithout these games" From this point of vie3 the investigation to focus on 3hy young people *ecome addicted to online games 3as channelled" )hang E@<<9 and )huo E@<<9/ 3ho also researched on the same topic/ reported different results on the online game addiction and the finding supported the same symptoms" Dith regards to undergraduate students 3ho 3ere addicted to the Internet or online games/ )hang indicated that most of these students had *ad grades in their universities" Moreover/ )huo stated that the physical symptoms of Internet and online game addiction 3ere cervical spondylosis/ neurasthenia and insomnia" 'ervical spondylosis/ a fairly common symptom of many MM0$ players/ is essentially a spinal in-ury 3hich results from keeping the same sitting position for hours 3hile playing games" ,his situation is more often than not leads to in-uries to the cervical verte*ra on the
34
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
spinal cord" (eurasthenia on the other hand is a neurological disorder that results from 3hen players engage in hours and hours of game playing 3ith no virtually sleep intervals in *et3een" 2ven though players may end up playing games for a long time *efore going to sleep/ their *rains still keep running and e1periencing phantom e1citement from playing games even 3hen they are asleep" ,his causes sleep sensitivity and disorders 3hich induce addicted players to 3ake up several times during the night and as such this leads them suffering from insomnia 3hich can cause mental an1iety and eventually result in nervous *reakdo3ns and general tiredness" EDang and )hu/ @<.. 'ancio E@<.7 made mention of a study regarding violent computer games that lead to aggressive *ehaviour" ,he title of the study is NA longitudinal study of risk5glorifying games and *ehaviours devianceO from researchers of !artmouth 'ollege" ,hey suggested that MRR$ Emature5rated/ risk glorifying games gameplay can have conseuences for deviant *ehaviours *roadly defines *y affecting the personality/ attitudes/ and values of the player" 6ideo games may lead teens to drive recklessly and e1perience increases in automo*ile accidents/ police stops/ and a 3illingness to drink and drive" ,he study further disclosed playing such kinds of games could increase a personBs N*ehavioural devianceO/ or actions or *ehaviours that violate social norms" It also said the said effects Npart of conseuences of the effects of such gameplay on sensation seeking and re*elliousness/ attitudes to3ard deviant *ehaviour in oneself and others/ and affiliation 3ith deviant peers"
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
A survey conducted *y #enhart/ Kahne/ Middaugh/ Macgill/ 2vans/ and 6itak in @<<: provided the first nationally representative study of teen video game play and of teen video gaming and civic engagement in America" ,he survey looked at 3hich teens are playing games/ the games and euipment they are using/ the social conte1t of their play/ and the role of parents and parental monitoring" ,heir first large5scale study 3as to e1amine the relationship *et3een specific gaming e1periences and teensB civic activities and commitments" ,he result sho3ed that fully ;9Q of teens ages [email protected] play computer/ 3e*/ porta*le/ or console games" $ender and age are key factors in descri*ing teensB video gaming" Fully ;;Q of *oys and ;7Q of girls play video games" Lounger teen *oys are the most likely to play games/ follo3ed *y younger girls and older *oys" 0lder girls are the least NenthusiasticO players of video games/ though more than half of them play" Some ?8Q of daily gamers are maleC =8Q are female" ,heir survey provided a comprehensive result related to online gaming among teens and are presented as follo3s Louth play many different kinds of video games" Most teens do not limit themselves to -ust a fe3 game genres/ instead choosing to play many different types of games" !aily gamers are more likely to play a 3ider range of game genres than non5daily gamers" $aming is often a social e1perience for teens" For most teens/ gaming is a social activity and a ma-or component of their overall social e1perience" ,eens play games in a variety of 3ays/ including 3ith others in person/ 3ith others
36
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
online/ and *y themselves" Although most teens play games *y themselves at least occasionally/ -ust one5uarter E@7Q of teens onl' play games alone/ and the remaining three5uarters of teens play games 3ith others at least some of the time" 'lose to half of teens 3ho play online games do so 3ith people they kno3 in their offline lives" 0nline gamers are more likely to report playing games mostly 3ith people they kno3 in their offline lives than 3ith teens they met online" ,eens encounter *oth pro5social and anti5social *ehaviour 3hile gaming" $ames are often played 3ith other people" In multiplayer game play/ different people control different characters in the game/ and make individual choices a*out ho3 to act and 3hat to say in the conte1t of the game" ,he most popular game genres include games 3ith violent and nonviolent content" ,he t3o most 3idely played game genres 3ere racing and pu>>le games/ played *y nearly three5uarters of teens in the sample" ,hese genres are note3orthy *ecause they have little to no violent content" Ho3ever/ t3o5 thirds of teens reported playing NactionO or NadventureO games/ some of 3hich contain considera*le violent content" Parental monitoring of game play varies" Dhile most parents engage in some form of monitoring/ parents are more likely to monitor game play for *oys and for younger children" Monitoring does not have an impact on 3hether or not teens are e1posed to anti5social *ehaviour or 3ords in the gaming conte1t"
37
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
,here are civic dimensions to video game play" ,heir study found that the uantity of game play is not strongly or consistently related to most civic outcomes/ *ut that some particular ualities of game play have a strong and consistent positive relationship to a range of civic outcomes" ,he uantity of game play is not strongly related to teensB interest or engagement in civic and political activity" (either the freuenc y of game play nor the amount of time young people spend playing games is significantly related to most of the civic and political outcomes that 3e e1aminedfollo3ing politics/ persuading others ho3 to vote/ contri*uting to charities/ volunteering/ or staying informed a*out politics and current events" ,he characteristics of game play and the conte1ts in 3hich teens play games are strongly related to teensB interest and engagement in civic and political activities" #ongitudinal and uasi5e1perimental studies have identified a set of civic learning opportunities Esuch as simulations of civic or political activities/ helping others/ and de*ating ethical issues that promote civic outcomes among youth" Many of these civic learning opportunities parallel particular elements of video game play" De call these elements of game play Ncivic gaming e1periences/O and the survey assesses ho3 many of these e1periences teens had" Playing games 3ith others in person 3as related to civic and political outcomes/ *ut playing 3ith others online 3as not"
38
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
,eens 3ho take part in social interaction related to the game/ such as commenting on 3e*sites or contri*uting to discussion *oards/ are more engaged civically and politically" 'ivic gaming e1periences are more eually distri*uted than many other civic learning opportunities" E#enhart et"al/ @<<: ,he study of &ringula/ &asa/ 2nriue>/ &onifacio/ Manuel/ and (atanauan in @<.= cited Hermosa E@<.< stating that the threat of e1cessive gaming is also present in the Philippines Since the country ranked first as the top market in Asia in online gaming" Furthermore they mentioned !e $u>man and Fa*ian in @<<; 3here they already noted the effects of e1cessive gaming on Filipino youth" ,hey found out that e1cessive use of computers has negative effects on students such as distur*ance in study periods/ uality time not dedicated to family/ la>iness to do household chores/ stu**ornness/ escapism from house 3ork/ missing of classes/ and failing to su*mit assignments on time" Ho3ever/ they also found out that other studies have the opposite results" Since gaming have positive effects" For e1ample/ 'ole and $riffiths E@<<9 reported from their sample of ;.@ MM0RP$ players from 78 countries that MM0RP$s 3ere found to *e a highly socially interactive environment 3hich provided an opportunity to create strong friendships and emotional relationships" ,hey also reported that 97"9Q of gamers made friends 3ith other gamers" $amers also tend to meet 3ith other gamers through guild meet ups/ small group meetings/ or conventions" 'ole and $riffiths E@<<9 also reported that
3
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
:.Q of their respondents en-oyed playing games 3ith their real5life friends Efriends 3ho 3ere not met online and family" ,his is also similar to the findings of Ut> E@<<< and Lee E@<*" 'ole and $riffiths E@<.@ also sho3ed that gaming allo3ed players to e1press themselves in 3ays that they may not feel comforta*le doing in real life due to their appearance/ gender/ se1uality/ andor age" Suler E@<<7 commented that these *ehaviours 3ere called dissociative anonymity ENyou donBt kno3 meO and invisi*ility ENyou canBt see meO" ,hese *ehaviours cause people to self5disclose sensitive issues to someone online more than they ordinarily 3ould in a real life" &ringula et al" E@<.= study employed a descriptive design in 3hich a descriptive5survey 3as conducted using the uestionnaire as the research instrument" &ased on the classification of the $lo*ali>ation and Dorld 'ities E$aD' Research (et3ork of the 'ity of Manila as a &etaV glo*al city Ea ranking of a city *ased on its progressive economic activities E$lo*ali>ation and Dorld 'ities @<<:/ the 'ity of Manila 3as chosen as the research locale of the study" It 3as revealed that the effects of cy*er caf gaming could *e investigated into the follo3ing dimensions W Responsi*ilities/ Health/ Rela1ation/ and Sociali>ation" All uestions under each construct 3ere found highly valid and highly relia*le" ,he study of !e $u>man and Fa*ian E@<<; sho3ed that the price of the technology is the ma-or concern of the students and most of the students cannot afford I', products such as video games/ cellular phones/ MP= players/ and
40
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
laptops" In order to address these situations/ students share I', products 3ith their classmates or avail themselves of the services of cy*er cafes in their locality" 0n the other hand/ Alam et al" E@<<; defined cy*er caf as Na shop/ caf or place 3hich is open to pu*lic/ 3here anyone can -ust hire a computer for a certain period of time 3ith a certain amount of feeO" 'y*er caf is interchangea*ly called internet caf/ internet shop/ or computer shop in the Philippines" ,hey also cited the study from Somoni et al" in @<.< that cy*er cafs are open to the pu*lic and offer gaming and Internet services to the users 3hich are unmonitored and controlled" It sho3ed that customers repeatedly returned to the cy*er cafs *ecause of computer games" Also/ Alam et al" @<<; mentioned that the gaming services provided *y cy*er cafs posed threats to tradition and cultural values of the users" E&ringula et al" @<.= Synthes,s
,he literatures and studies of *oth foreign and local sho3s an in5depth nature of ho3 technology in the form of online games *ecomes part of living specially among gamers particularly teens in general" It discussed ho3 the games changed and had *ecome modern 3ith the development of internet at the same time" It gave a glimpse of the different types of online games 3idely played in the 3orld that are no3 popularly played *y the Filipino youth as mentioned *y the local articles" ,he literatures also provided information of the rampant development of computer gaming addiction on the player themselves" Furthermore the related studies cited here/ in such a manner e1plored the
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
different relationship of online gaming to the attitude of young people no3adays" It provided a *igger understanding for the researchers so that the study may *e placed into its proper order and undertaking for this 3ill ena*le the researchers to investigate 3ell on its *ackground" Also/ it provided the researchers the idea of the different methods that may *e employed in the development of the methodology of the study regarding the different data gathering procedures to *e used" ,his 3ill help in designing the research tool or survey for the study" ,he present study on the other hand is uniue *ecause it 3ill e1plore the online gaming attitudes among senior high school students in the University of Makati" ,he research locale 3here the study 3ill *e conducted is different and the main concern 3ill only revolve particularly on the gaming attitudes as perceived *y the students in the senior high school of the University of Makati"
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
Cha2ter III Research Methodo(o4y
,his chapter discusses the research methods and design utili>ed *y the researchers of the study as 3ell as the population and sampling procedure" It includes the research locale/ research instruments and tools/ data gathering procedures and statistical treatment appropriate for the analysis of data" Research Des,4n
,he study 3ill *e conducted using a descriptive5correlational method" !escriptive method is *ased on o*served events from 3hich theories may later *e developed in e1plaining the o*servations" It is correlational since it 3ill look for the significant relationship *et3een the online gaming attitudes of the student respondents and their academic performance" Po25(at,on and Sa+2(,n4 Proced5re
,he respondents 3ill *e chosen using random sampling" Senior high school students 3ill *e participating in the study" ,hey 3ill *e given survey
43
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
uestionnaires to determine their profile *ackground and online gaming attitudes" Research Loca(e
,he locale of the study 3ill *e the Senior High School of the University of Makati or Higher School ng UMAK" Respondents 3ho are senior high school students 3ill *e the main respondents of the study"
Research Instr5+ent
,o gather the necessary data needed for this study the follo3ing research instruments 3ill *e utili>ed a" Survey +uestionnaire" ,his is the main data5gathering instrument that the researchers 3ill utili>e to determine the online gaming attitudes of the selected respondents" ,his survey 3ill *e developed *y the researchers" It 3ill *e composed of =<5item uestions that e1plore the online gaming attitudes of the respondents in terms of the type of games played/ num*ers of hours spent playing/ freuency/ and e1tent of playing" ,he uestionnaire 3ill also gather information a*out the profile of the respondents and the *enefits of the online games played in terms of pro*lem solving/ strategic thinking skills/ learning skills/ decision making/ and productivity levels" *" Report 'ard" ,he report card of the participating respondents of the study 3ill *e utili>ed to gather their $DA or general 3eighted average" ,his 3ill
44
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
*e used to correlate their academic performance to their online gaming attitudes to find out if there is significant relationship *et3een the online gaming attitudes of the respondents and their academic performance" Data Gather,n4 Proced5re
,he procedure for data gathering 3ill involve a courtesy call to office of the !ean of the Higher School ng UMAK to su*mit a letter for the conduct of the study and distri*ution of survey uestionnaires to the participating respondents of the study" Data Ana(ys,s
,he follo3ing statistical tools 3ill *e used in analy>ing the numerical data gathered ." Fre=5ency >)? 3as used in ta*ulating the scores from the profile varia*les of the respondents" @" Percenta4e >@? 3as used to e1press ho3 large or small one uantity is/ relative to another uantity" It 3as specifically used in computing the percent distri*ution of the profile varia*les" Co+25tat,on o) the Fre=5ency and Percenta4e D,str,-5t,on
Formula
=
¿ f
N
× 100
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
=" /e,4hted Mean >/? 3as used in average respondents of the assessed aspects of 3orking condition *ased on the data that 3ere gathered using the five5point scale" Co+25tat,on o) /e,4hted Mean
Formula
WM =
TWF N
Dhere DM X ,DF X
Deighted Mean ,he total of the products of 3eights multiplied *y their
respective freuencies" ( X the num*er of respondents Ta-(e " Score Inter1a( )or the On(,ne Ga+,n4 Att,t5des
Mean
Range
Ad-ectival Rating
8
7"@7 to 8"<<
0f much great e1tent
7
="7= to 7"@=
0f great e1tent
=
@"?= to ="7@
0f moderate e1tent
@
.":. to @"?.
0f least e1tent
.
."<< to .":<
(one at all
46
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
7" Standard De1,at,on 3as used in order to see ho3 spread or varied the responses of the respondents to the mean" 5.
Person 2rod5ct+o+ent corre(at,on coe)),c,ent I 3as used to find if
there is a relationship *et3een the online gaming attitudes of the respondents and their academic performance"
Re)erences
!estacamento/ %"M" E@<.@" 0nline gaming dra3*acks E,he Philippine Star Yhttp333"philstar"comfreeman5opinion@<.@5.<5.=:8;.?;online5 gaming5 dra3*acks 'herry/ K" E@<.8" Attitudes Ho3 ,hey Form/ 'hange and Shape &ehavior " Attitudes 'an Have a Po3erful Influence 0ver &ehavior Yhttps333"very3ell"comattitudes5ho35they5form5change5shape5 *ehavior5@9;8:;9Z !uggan/ Maeve E@<.8" Attitudes a*out video games Yhttp333"pe3internet"org@<.8.@.8attitudes5a*out5video5games http333"pe3internet"org@<.8.@.83ho5plays5video5games5and5 identifies5as5a5gamerZ Mu/ S")" E@<" Harmfulness of Internet Addiction !isorder to 'ollege Students Mentally and Physically and Its 'ountermeasures" Practical Medical ,echniues" 6ol" .9/ @< Kilgore/ (" Attitude Formation ,heory in Psychology Yhttpstudy"comacademylessonattitude5formation5theory5in5 psychology"htmlZ Scitech/ E@<.8" 6ideo games *oost skills/ *ut also harmful W studies Yhttp333"gmanet3ork"comne3sstory7?=.9<scitechtechnologyvide o5games5*oost5skills5*ut5also5harmful5studiesZ
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF
#enhart/A"/ Kahne/ %"/ Middaugh/ 2"/ Macgill/ A"/ 2vans/ '"/ 6itak/ %" E@<<:" ,eens/ 6ideo $ames and 'ivics Yhttp333"pe3internet"org@<<:<;.?teens5video5 games5and5civicsZ ,he Asian 'onference on Society/ 2ducation/ and ,echnology E @<.=" 0fficial 'onference Proceeding !evelopment of Scales on the 2ffects of $aming in 'y*er 'afs in Manila Yhttpiafor"orgarchivesoffprintsacset@<.=5 offprintsA'S2,@<.=4<.99"pdf Z Dhy the Filipino Louth is Hooked to 0nline $aming Yhttp333"pinoygaming"net3hy5the5filipino5youth5is5hooked5to5online5 gamingZ http333"raisesmartkid"com=5to5?5years5old75articles=75the5good5and5*ad5 effects5of5video5games Research 5est,onna,re IT St5dent 9 s5r1ey 5est,onna,re ear %T Students, ood a' The resear!hers are !ondu!ting a stud' entitled $Online aming Attitude Among Com&uter /rogramming Students in the 0igher S!hool ng Umak1 %ts Signii!an!e to the A!ademi! /erorman!e+. /lease allo( us to take a little o 'our &re!ious time )' ans(ering this 2uestionnaire. 3our ans(er to this surve' (ill )e treated (ith stri!test !onidentialit'. Thank 'ou or the !onsideration.
Part I : Res2ondent3s Pro),(e
(ame E0ptional 44444444444444444444444444444444444444 Age 4444444444 $ender M44 F44 $rade #evel 44444444 $DA 444 ;8 a*ove
Freuency of 0nline $aming4444444
444 ;. W ;7
0nline $aming Medium444444
444 :9 W ;<
Preferred 0nline $ame444444
48
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
4
444 := W :? 444 9; W :@ 444 9: *elo3
Part II : S5r1ey Pa2er
!irections Put a check E your
√
on the space *o1 provided that correspond to response"
#egend SAE Strongly
A E Agree
Agree
FA E Fairly
D E !isagree
Agree
Dec,s,on Ma7,n4
SD
E Strongly disagree
S A
A
FA
D
S D
S A
A
FA
D
S D
2ffectivity in time management Improve logical thinking Having *etter strategy skills
Ga+e P(ayed
RP$ ERole Play $ames e1" Sims/ D0D/#0#
HIGHER SCHOOL NG UMAK - UNIVERSITY OF
50
R,SEReal ,ime Strategy $ames e1" !0,A FPSEFirst Person Shooter $ames e1" 'all of !uty
Assess+ent
S A
A
FA
D
S D
S A
A
FA
D
S D
S A
A
FA
D
S D
Playing online games through computers Playing mo*ile application games Participation in MM0 ,ournaments E Massively Multiplayer 0nline
T,+e Cons5+ed
=< mins W . hr a day .hr W =hrs a day =hrs W 8hrs a day 0thers"" ''''''''''''''''''''''''''''''''''
Fre=5ency
0nes a 3eek ,3ice a 3eek ,hrice a 3eek 0thers"" 4444444444444444444444444444444444