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Thesis Finals (AutoRecovered)
Thesis Finals (AutoRecovered)
A Research Proposal
Presented to the Faculty of
Higher School ng UMAK
University of Makati
Presented To:
Presented By:
March 2017
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE ii
APPROVAL SHEET
Casicas, Mico Niel Crisolo, Zabdiel Josh Quitain, Lourdes Marie Sison and
Maurein Anne Tepace. In fulfillment of the requirements for the Subject Practical
Research 1 has been examined and hereby recommended for Oral examination.
________________________________________________________________
Panel Of Examiners
Research 1
March 2017
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Table Of Contents
Pages
TITLE PAGE--------------------------------------------------------------------- i
APPROVAL SHEET----------------------------------------------------------- ii
TABLE OF CONTENTS------------------------------------------------------ iii
CHAPTER
Introduction-------------------------------------------------------- 1
Theoretical Framework----------------------------------------- 5
Conceptual Framework----------------------------------------- 7
Hypothesis--------------------------------------------------------- 9
Definitions of Terms--------------------------------------------- 11
Modernization in Gaming--------------------------------------- 14
Online Addiction--------------------------------------------------- 17
Research Design------------------------------------------------- 41
Research Locale------------------------------------------------- 41
Research Instrument/Tools------------------------------------ 42
Data Analysis------------------------------------------------------ 43
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 1
Chapter I
Introduction
Man’s quest for knowledge shaped its world and identity since the
beginning. Philosophers in the past never imagined how the curiosity of their
minds that asked the fundamental questions of existence turned into a reality of
technology was born out of application of Science, the body of knowledge based
Today’s era, its existence can be best seen on modern and hi-tech gadgets that
most of us are usually familiar with and use every day. Gadgets like computers,
smart phones and tablets were never outdated. They keep on transforming and
changing especially that they can now run different kinds of software applications
On the other hand, technology is not only made day by day. It is now even
word technology originated from two Greek words, tekhnē m eaning craft or art;
and logia, meaning an area of study. So literally, technology is for the study of
continue to use computers not only for business but also for pleasure. Computers
have become a social and economic necessity that permeates every part of our
lives; it is feasible that in the future, every person in the world may own or use a
computer.
The 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 on-line gaming. We can still
recall a time when we were limited by slow computers with crawling dialup speed.
In the past, people could never have imagined the great leaps that would be taken
in the field of on-line games. Today, on-line games are very advanced. These
streaming 3-D animation graphics with superb surround sound stereo now have
the ability to make us all addicted to gaming. Playing on-line games is so much
more different that playing games in a single player mode where your only
challenge is to beat the computer. If you are into on-line gaming, you can
challenge some of the top gamers in the world. In fact, certain game platforms
doubt that with this rankings system, gamers have become very motivated to win.
Becoming the best is important to most of these gamers. Whether it is RPG (role
playing games), shooting or strategy games, it is not surprising to see that on-line
technology in creating various useful applications for both school and business
needs. For most students, technology in their computers aided them to study and
to play as well when they want to relax. Playing can be best described when they
sit in front of their computer or laptop for quite long periods of time. They play
various games that test thinking and decision-making. But the most famous of all
games are the role-playing games and even more popular when it is played on-
line. Such games are competitive in nature which includes game of action and
world. Many students of various ages are one of very passionate fans who play a
lot. Well-known on-line games are League of Legends (L.O.L), DOTA, Cross Fire
there are negative consequences too? There is a human law Ecology that says,
technology can be both part of the solution and part of the problem as well. For
this reason, the researchers found it interesting to find out how senior high school
enlightening aspect of how each of the students usually considers things in their
Nowadays, more and more people are starting to use the internet. At the
same time online games have become extremely popular among the young
generation.
children and adolescents in recent years. In fact, based on popularity alone online
gaming garners a larger share of ‘favorite’ votes among young people than
physical team sports such as ice hockey and football combined. There are many
benefits of the Internet as it not only acts as an entertainment tool, but also an
elective subject became interested to find out the on-line gaming attitudes among
senior high school students of the Higher School ng UMAK. The researchers can
mostly relate upon knowing many of their friends or classmates play on-line
games and tell stories that they stay very late at night playing the games and even
works and projects because they lack already the energy and feels lazy to perform
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in the school. This is the reason why the researchers wanted to investigate the
Theoretical Framework
behaviors toward a particular object, person, thing, or event. Attitudes are often
the result of experience or upbringing, and they can have a powerful influence
things in a certain way. This can include evaluations of people, issues, objects or
events. Such evaluations are often positive or negative, but they can also be
uncertain at times. Researchers also suggest that there are several different
and beliefs about the subject. Affective Component: How the object, person, issue
or event makes you feel. Behavioral Component: How the attitude influences your
There are three key theories that describe attitude formation. There are
how a person's attitude takes shape and why a person might have a particular
attitude or how that attitude came to exist. Attitudes often direct behaviour on the
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person itself. The three theories used most often to describe attitude formation
hence the functionalist theory. Daniel Katz, a functional theorist, suggests that
attitudes are formed according to how a particular person or thing meets our
needs. To a functionalist, attitudes are shaped based on the personal benefit they
To relate this to the study, a person develops their online gaming attitudes
because playing the games meets their needs. At some extent, it supports self-
Learning theory on the other hand states that their past experiences have
taught them how to act. Ivan Pavlov, a learning theorist, gives the explanation that
our attitudes are formed through conditioning. Pavlov would suggest that as this
person grows older they will likely respond by favoring classical music. This is
this to the study, online gaming attitudes are formed by getting conditioned with
since they frequently play online games nowadays. Learning theories suggest that
In order to reduce this tension, people may change their attitudes to reflect their other
To 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
“playing” computer games is just a form of leisure activity and nothing to be worried
much.
Conceptual Framework
Impact of Online
Gaming Habits
(Independent Variables)
*Type of games played
Data Gathering Through There is no significant
*Number of hours
Surveying of HSU relationship between
playing
Students online gaming habits
*Extent of gaming and academic
performance
on Student
Performance
(Dependent Variable)
Figure 1
Impact of Online Gaming Habits Among HSU Students of the University of
Makati to their Academic Performance
The figure above shows the research paradigm of the study. The two-way
arrow shows how the online gaming attitudes will influence the academic
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performance of the selected Senior High School respondents of the study. The
played, number of hours spent, frequency of playing, and extent of gaming. The
In order to perform the above procedures, the researchers will gather the
necessary data through a survey questionnaire that they will develop. The survey
questionnaire will gather the information of the senior high school students’ profile
background and their on-line gaming attitudes at the same time. After the data are
fully gathered and completed, it will be carefully processed for collation and
tallying to provide insights for over-all result analysis and interpretation. After the
analysis and interpretation are made, the output of the study can now be finalized
recommendations for the study will depend on these two aspects of the study.
This study will investigate on-line gaming attitude among senior high
1. What is the profile of the senior high school students of the Higher
1.1 Age;
1.2 Gender;
following?
Hypothesis
attitudes of the respondents and their academic performance, the study will be
randomly selected to become the respondents of the study. They will answer a
survey that will be designed by the researchers. The survey will ask of their
personal profile regarding their age, gender, current grade level, on-line gaming
location, and electronic medium used when accessing on-line games and it will
attitudes of senior high school students of the Higher School ng UMAK. The
researchers believe that the result of this study will greatly benefit the following:
UMAK Students
They will know the emotional and physical effects of playing on-line games.
They will be more conscious on the said effects. They will know how they behave
when playing on-line games every time and they will realize that playing too much
Parents
children behave towards on-line gaming. They will become more aware of the
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different nature of on-line games that their children usually play on their mobile or
electronic gadgets.
The different schools will be also informed of the on-line gaming attitudes
of their students. Because of this, they may provide programs that will guide and
counsel students with regards to proper attitudes and outlook in both studying and
Future Researchers
gaming attitudes among people. This study may become a proposal for them to
Definition of Terms
The following words used in the study are defined operationally by the
class activities and discussions. Teachers evaluate in the form of letter or number
grades and side notes, to describe how well a student has done.
condition, or aspect.
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Students in UMAK.
(CPU).
alternatives. Every decision making process produces a final choice. The output
On-line Games. Any electronic or computer video games that are played
problem solving that has been defined as higher-order cognitive process that
Chapter II
research findings, and output from both foreign and local perspectives which are
design but can include vibrant color, sound, realistic movement, and visual
effects; some even employ human actors. There are two broad classes of
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electronic games: video games, which are designed for specific video-game
games, which are played on personal computers. Electronic games are a popular
pastime for both children and adults. Categories include strategy games, sports
games, adventure and exploration games, card and board games, puzzle games,
employ game-play elements to teach reading, writing, problem solving, and other
basic skills. From their crude origins in the late 1950s and 1960s, electronic
games have grown to become a multibillion-dollar industry, one which uses the
Also studies have shown that, increasingly, the majority of gamers are age
focused on developing more advanced games aimed at late teenage and adult
audiences. This in turn has sparked concerns by some parents’ groups that
younger teens and children are being exposed to graphic violence, drugs, and
even sexual imagery in popular games. Most game developers now follow an
2009)
Modernization in Gaming
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computers, some companies have branched out into new platforms. One of the
dungeon game (or MUD, online role-playing game worlds involving multiple
players can socialize and compete with one another. These games are also
Online was the first economically successful MMO game. Games such as Sony’s
EverQuest and Microsoft’s Asheron’s Call built on this popularity and on the
include The Sims, World of Warcraft, and Lineage. Developments in the console
game market, such as Microsoft’s Xbox Live feature, were also able to take
advantage of the Internet to connect gamers and enhance their games. Xbox Live
had attracted about 4 million paid subscribers by the end of 2006. (Kent, 2009)
The rapid pace of technological growth appears to offer a bright future for
handheld personal digital assistants as well as for cell phones. The popularity of
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From Zona in 2004 as cited by Seay in 2006, it was estimated that 430
the year 2003 alone. Over one quarter of these individuals did so online and that
States, half of all Americans age six and older play video games (ESA, 2004).
Both Zona and Kagan in 2004 mentioned that in 2003 worldwide gaming revenues
reached $31.37 billion, including hardware and software, having more than
doubled since 1996. This compares to $34.2 billion in revenue for the film industry
financial numbers. The average age of the video game player in 2004 was 29,
and 39% of gamers were female (ESA, 2004). As the demographics continue to
diversify, revenue continues to mount, and content becomes more and more adult
power. The Internet has made it possible for people all over the
traditional broadcasting media, such as radio and television, the Internet does not
access can communicate directly with anyone else on the Internet, post
and services, or buy and sell products. The Internet has brought new
businesses use the Internet to interact with other businesses. Many individuals
use the Internet for communicating through electronic mail (e-mail), retrieving
watching movies, playing games, and even making telephone calls. Educational
institutions use the Internet for research and to deliver online courses and course
material to students. Use of the Internet has grown tremendously since its
inception. The Internet’s success arises from its flexibility. Instead of restricting
is too large or too small, too fast or too slow to be interconnected. Thus, the
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Internet includes inexpensive networks that can only connect a few computers
Encarta, 2009)
Online Addiction
community of networked computers and the culture that has developed among
users of these computers. The term was coined by American writer William
Gibson and first used in his 1984 science fiction novel Neuromancer, in which he
phenomenon in which social workers and psychologists are unaware of and are
thus unprepared to treat at present. They cited Mu (2006) pointing out that some
of the main symptoms of Internet and online game addictions, including the
become infrequent while the member of friends in the virtual world exponentially
increases. Ultimately, the psychokinesis becomes weaker and weaker over time.
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This means that after a long time of playing online games, the players begin to
realize the dangers of online gaming. At this point players generally try to play
less as they try to orient themselves back to the demands of society. However
(MMORPGs)
Seay (2006) listed several online games and their notable features.
According to him there is a great breadth of social (and not so social) multiplayer
simulations. One need only peruse the shelves of local retailers, miniclip.com, or
Xbox Live Arcade to see that there are gaming experiences from many genres
console-based online services like Xbox Live bring the social world of online
gaming out of the study and into the living room along with many trappings of the
PC experience. Buddy lists, instant messaging, and voice communication are now
a part of the formerly simple and comparatively solitary console gaming world.
This section will define the classes of multiplayer online games enjoyed by the
He cited Koster in 2002 that though the true “beginning” is a matter of some
adventure games, except that there are other people playing with you, fighting
alongside and against you, creating content, and changing the world. MUD1
created by Bartle and Trubshaw was available on the ARPANET in 1980. Due to
Early online communities like Lambda Moo and Habitat grew and flourished
command line appearance. Text only MUDs still thrive all over the internet in both
commercial and public domain manifestations today. In the mid 1990s, even more
59 and Ultima Online began to hint at the potential commercial and social impact
Both Ultima Online and Meridian 59 (the first graphical MMORPGs) are still
available for play on the internet at the time of this writing, a testament to the
Warcraft in 2004 have followed, cementing the legacy of the genre. With the
multiplayer component, and the consoles are following suit. For example,
Microsoft’s online gaming service, Xbox Live is heavily integrated into their latest
console product, the Xbox 360. Sony plans to offer a similarly integrated online
gaming service with the release of their next console, the Playstation 3. (Seay,
2006)
purchase the client software for 30-60USD and pay a monthly fee of around
infrastructure and upkeep, but can bear huge dividends when subscriber numbers
2006) Within MMOs like EverQuest Online Adventures for PS2, Phantasy
Star Online for Xbox, and Star Wars Galaxies for the PC, several thousand
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exists even when they aren’t playing. Participation in these “worlds” allows players
to build social relationships with other players, which often develop into organized
collaborative groups, called guilds. Seay also mentioned Yee’s series of surveys
of Everquest players found that social interaction was the primary reason for
playing (Yee, 2001). The continuing penetration of broadband internet and voice
A real time strategy game, or RTS, is a type of strategy game that is played
without turns. Instead all moves and countermoves are made in real time, allowing
for a faster pace. Though the genre is today characterized by PC titles like
Command and Conquer and StarCraft, many trace the roots of the real time
strategy genre back to the year 1989 and the title Herzog Zwei for the Sega
Genesis/MegaDrive. The game was one of the first to introduce the idea of
engage in real-time combat. Herzog Zwei offered single player and split screen
Virgin Interactive, was released in 1992 and became the first popular instance of
the RTS genre. Based on the Frank Herbert’s fantasy universe, Dune II chronicled
the struggle between Houses Atreides, Ordos, Harkonnen for control of the planet
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of Arrakis. In designing the game Brett Sperry introduced tech trees and faction
specific units to the genre. Games like Warcraft, Command and Conquer, and
StarCraft followed, providing players the ability to compete with one another
across direct dial-up connections and later over the Internet. (Seay, 2006)
“shooting” things in the environment. The roots of the first person shooter (FPS)
genre extend quite a bit further back in time than those of real-time strategy
two implementations of the first person shooter appeared in the early 1970s and
were titled Spasim and Maze War. Both of these games eventually supported
in arcades around the US. This vector graphics game involved shooting tanks and
marked the beginning of the modern FPS genre. Though both employed sprite
based graphics, the gameplay and level design that came to define the FPS genre
were evident in these releases. Several notable titles followed in the next decade
around the world and used in professional competition. It started out as a free
modification or “mod” of Valve’s Half-Life and became renowned for its fast-
Counter-Strike gave rise to a large amount of player created content ranging from
player skins to levels. Along with games like the Battlefield series from Digital
Illusions, Infinity Ward’s Call of Duty, and Epic’s Unreal Tournament series,
releases on console systems include Goldeneye 007 for the Nintendo 64,
SOCOM for the Playstation2, and Halo and Halo2 for Xbox. SOCOM, from Zipper
Interactive, was among the first console games to support voice communication,
multiplayer FPS, but also a huge social enhancement. Halo, from developer
Bungie, did not directly support play over the internet when it was released.
enabled Xbox gamers to locate and join one another’s games over the internet.
The launch of the Xbox Live service in 2002 brought voice communication to Xbox
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gamers as well as social functions like friends lists and messaging that had
their leisure activities like in the olden days; outdoor games or playing with toys,
instead, they spend their free time in their homes, internet cafés or computer
shops simply to satisfy their hunger; and that hunger is Online Gaming. Online
gaming has such a profound impact on not only the young, but dynamically every
age group as well. So far, virtually anyone is able to go on a computer and punch
through the keys and mouse in order to get a high score, chat with players, get
the rarest items, and level up as fast as possible. Yes, there seems to be no
restriction as to whom, how or what online gaming can extend to. As in any
situation where new technology is introduced, the social impact of the Internet is
being looked at. One social problem that has been observed is that the Internet
café has become mainly game centres. About one-half to two-thirds of the
to games (violent and gory games). The use of the remaining computers was
roughly split between browsing, email, online chat, word processing and research.
The Internet cafés have become not just game centres. They are becoming
centres off addiction among the youth, mostly boys, including elementary school
pupils. According to one concerned Internet café entrepreneur, “Internet cafés are
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seducing youths to a new form of addiction, one which may not destroy their
bodies as drugs do, but which is certainly twisting their minds. To the young play
The CIDG or “Criminal Investigation & Detection Group” (or CIDG) of the
Philippine National Police (PNP) established the Project Angel Net: Internet Child
Protection Program. They have a link about the different online risks “children”
can and will encounter in the cyberspace. Their website define online gaming as
a new epidemic that takes toll on the mental well being of players, and that this
addiction according to them is the excessive use of internet and computer that
affects their daily life activities. This includes gaming, gabling, pornography,
have ruined their lives as they disrupt family life, distract students, and
compromise jobs.
in information technology continues to gleam over the country, another part of our
culture—one that our youth are tasked to espouse and keep—slowly veers away
from the light, creeping into the cavities of complete disremember. The advent of
nutshell but in the process, it has also eaten up some of the Filipino youth’s
prominent identity. Entertainment for the youth now comes in a form of a computer
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set and online games, most of which seem to promote and uphold violence. Least
likely nowadays he said to see kids playing bato-lata, Dr. Wakwak or siyatong and
any other traditional Pinoy games and sports. When in fact, these traditional
games and sports characterize the kind of youth our nation has— springing with
enthusiasm and power, gregarious but never oblivious to the basic tenets of
humility in both defeat and victory, and most of all, glowing with some sense of
resourcefulness that comes always inalienable to their being Filipino. Filipino kids
27behaviours272727 and there you will find students, others still in their school
uniform, clashing in pairs and groups as they try to outplay others in what seems
to be a battle of who clicks on the mouse faster. They are like being dragged into
their own magical world that only they understand. They then, in a boisterous and
raucous way, utter words that are rather displeasing to the ears of those who are
playing, they can even get extremely profane. Almost everywhere, this seems to
how-to guide, many studies indicate that violent computer games can have very
negative effects on children. New studies indicate that even the non-violent
games may have negative effects on a child. Games can have some positive
results in helping children deal with stress and to learn difficult school subjects
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such as math and reading. These same positive games can cause problems for
youth is hooked to online gaming. A father caught his son playing an online game
during the times he should be in class. His son said: “I played the game for three
years now because this is where I found friends who share the same level of
interest as I do. Friends that cannot be seen in-real or at close range like
classmates, but friends who can offer a relationship that could stand the test of
opportunity to reach out other people, wherever they are or whatever time zone
they are in. As long as you are online, the possibilities are endless. In all honesty,
online games consist of just a small slice of those possible options out there. And
in comparison to other choices, games could be the lightest of all. In online games,
you can be you the way you want yourself to be. You can stand
out the way you want it, evolving into options that are not socially acceptable in
real life. Filipinos are conservative by nature, but online they can be as liberated
as other countries. Just like coming out of its tight shell, they now have the access
not just the youth but everyone who gains internet access. Boredom may play a
small role in the reasons, but it could still count. The sun is up, rather than playing
basketball, you engage yourself into battle with other players with awesome sword
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fights and spell casting. This boredom almost made our “national street games”
like piko, tumbang preso, and shato extinct. It also opened the occurrences of
Syndrome or Juvenile Diabetes. But those conditions are avoidable, just know
than the earlier generations. They tend to stumble on the lightest of problems, and
volcanos, and man-made disasters all year round. Some individuals may lose
hope because of this but others actually divert the fear and condense it into a
computer games can cause short term aggression. The computer games can be
interactive nature of the computer games. Children will have lack of problem
solving. Violent computer games teach children that problems can be solved with
than talking through and taking responsibility for problems, shooting or other acts
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of violence can elicit correct responses and make problems go away. They are
also prone to weight gain. Computer games frequently do not require any
additional movements beyond the hands. This coupled with a child’s tendency to
eat and drink while playing computer games can result in weight gain. Weight gain
has been linked to various diseases including diabetes, high blood pressure and
conditioned to play computer games may find it difficult to socialize with other
more difficult for the adult to respond to co-workers in an effective manner. This
Our youth with never ending attitude of curiosity can be most vulnerable to any
entertainment for themselves but the process should not compromise the other
important pieces of our nationhood. They can always choose to become DoTA
masters, but they should first become Dr. Wakwak. (Destacamento, 2012)
become DoTA masters, but they should first become Dr. Wakwak.
(Destacamento, 2012)
players reporting that gaming has gone beyond being an engaging pass-time and
begun to cause problems in their real life. It also included if playing leads to social
online survey to gather information from avid gamers regarding their gaming
data were collected over a 14 month period from a sample including 2883 online
gamers. Prospective analysis was used to establish causal and temporal linkages
among the repeatedly measured factors. While the data provide some indication
avoid negative outcomes like problematic use and, more broadly, depression.
Further, the results indicate that participation in online gaming can lead to
decreased isolation and enhanced social integration for those players who use
online gaming as a medium in which to spend time and interact with real life
friends and relatives. No causal link between online gaming and depression is
observed, even in those individuals who report viewing their use as problematic.
that provides millions of people with hours of social entertainment and adaptive
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dependency. Strategies and tools for addressing these self-regulatory deficits and
discussed.
Another study conducted in 2011 by Wang and Zhu wanted to find out the
research, they decided to do a qualitative research which can help them to get a
deeper and better understanding of online game addiction. They chose systems
data using the hermeneutic approach. The methodology they used is interview;
which entailed four interviews with both Swedish and Chinese undergraduate
students. On the basis of the research the results they got are that; most of the
students they interviewed are having problems with health and studies because
of online gaming; and some of them are having bad relationships with friends and
families, however, some of them have a good relationship with their parents.
Wang and Zhu (2011) also cited the study of Wan and Chiou in 2006 on
why adolescents are addicted to online gaming. Their study was to investigate the
the motivation, both conscious and unconscious, of online game addicts. During
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the research process they discovered that most of the adolescents they
interviewed stated that online gaming had become the main focus on their lives,
and that life would become dark and bleak without these games. From this point
of view the investigation to focus on why young people become addicted to online
Zhang (2007) and Zhuo (2007), who also researched on the same topic,
reported different results on the online game addiction and the finding supported
the same symptoms. With regards to undergraduate students who were addicted
to the Internet or online games, Zhang indicated that most of these students had
bad grades in their universities. Moreover, Zhuo stated that the physical
symptom of many MMOG players, is essentially a spinal injury which results from
keeping the same sitting position for hours while playing games. This situation is
more often than not leads to injuries to the cervical vertebra on the spinal cord.
Neurasthenia on the other hand is a neurological disorder that results from when
players engage in hours and hours of game playing with no virtually sleep intervals
in between. Even though players may end up playing games for a long time before
going to sleep, their brains still keep running and experiencing phantom
excitement from playing games even when they are asleep. This causes sleep
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sensitivity and disorders which induce addicted players to wake up several times
suffering from insomnia which can cause mental anxiety and eventually result in
that lead to aggressive 34ehaviour. The title of the study is “A longitudinal study
games) gameplay can have consequences for deviant beahvior broadly defines
by affecting the personality, attitudes, and values of the player. Video games may
police stops, and a willingness to drink and drive. The study further
deviance”, or actions or 34ehaviours that violate social norms. It also said the said
Vitak in 2008 provided the first nationally representative study of teen video game
play and of teen video gaming and civic engagement in America. The survey
looked at which teens are playing games, the games and equipment they are
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using, the social context of their play, and the role of parents and parental
monitoring. Their first large-scale study was to examine the relationship between
specific gaming experiences and teens’ civic activities and commitments. The
result showed that fully 97% of teens ages 12-17 play computer, web, portable,
or console games. Gender and age are key factors in describing teens’ video
gaming. Fully 99% of boys and 94% of girls play video games. Younger teen boys
are the most likely to play games, followed by younger girls and older boys. Older
girls are the least “enthusiastic” players of video games, though more than half of
them play. Some 65% of daily gamers are male; 35% are female. Their survey
provided a comprehensive result related to online gaming among teens and are
presented as follows:
Youth play many different kinds of video games. Most teens do not limit
themselves to just a few game genres, instead choosing to play many different
types of games. Daily gamers are more likely to play a wider range of game
Gaming is often a social experience for teens. For most teens, gaming is a
social activity and a major component of their overall social experience. Teens
play games in a variety of ways, including with others in person, with others online,
occasionally, just one-quarter (24%) of teens only play games alone, and the
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 36
remaining three-quarters of teens play games with others at least some of the
time.
Close to half of teens who play online games do so with people they know
in their offline lives. Online gamers are more likely to report playing games mostly
with people they know in their offline lives than with teens they met online.
Games are often played with other people. In multiplayer game play, different
people control different characters in the game, and make individual choices
about how to act and what to say in the context of the game.
The most popular game genres include games with violent and nonviolent
content. The two most widely played game genres were racing and puzzle
games, played bynearly three-quarters of teens in the sample. These genres are
some form of monitoring, parents are more likely to monitor game play for boys
and for younger children. Monitoring does not have an impact on whether or not
There are civic dimensions to video game play. Their study found that the
outcomes, but that some particular qualities of game play have a strong and
engagement in civic and political activity. Neither the frequency of game play nor
the amount of time young people spend playing games is significantly related to
The characteristics of game play and the contexts in which teens play
games are strongly related to teens’ interest and engagement in civic and political
helping others, and debating ethical issues) that promote civic outcomes among
video game play. We call these elements of game play “civic gaming
experiences,” and the survey assesses how many of these experiences teens
had.
Playing games with others in person was related to civic and political
Teens who take part in social interaction related to the game, such as
Civic gaming experiences are more equally distributed than many other
in 2013 cited Hermosa (2010) stating that the threat of excessive gaming is also
present in the Philippines Since the country ranked first as the top market in Asia
where they already noted the effects of excessive gaming on Filipino youth. They
from house work, missing of classes, and failing to submit assignments on time.
However, they also found out that other studies have the opposite results.
Since gaming have positive effects. For example, Cole and Griffiths (2007)
reported from their sample of 912 MMORPG players from 45 countries that
They also reported that 74.7% of gamers made friends with other gamers.
Gamers also tend to meet with other gamers through guild meet ups, small group
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 39
meetings, or conventions. Cole and Griffiths (2007) also reported that 81% of their
respondents enjoyed playing games with their real-life friends (friends who were
not met online) and family. This is also similar to the findings of Utz (2000) and
Yee (2006b). Cole and Griffiths (2012) also showed that gaming allowed players
to express themselves in ways that they may not feel comfortable doing in real life
due to their appearance, gender, sexuality, and/or age. Suler (2004) commented
that these 39ehaviours were called dissociative anonymity (“you don’t know me”)
and invisibility (“you can’t see me”). These 39ehaviours cause people to self-
disclose sensitive issues to someone online more than they ordinarily would in a
real life.
(GaWC) Research Network of the City of Manila as a Beta+ global city (a ranking
Cities 2008), the City of Manila was chosen as the research locale of the study. It
was revealed that the effects of cyber café gaming could be investigated into the
questions under each construct were found highly valid and highly reliable.
The study of De Guzman and Fabian (2009) showed that the price of the
technology is the major concern of the students and most of the students cannot
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 40
afford ICT products such as video games, cellular phones, MP3 players, and
laptops. In order to address these situations, students share ICT products with
their classmates or avail themselves of the services of cyber cafes in their locality.
On the other hand, Alam et al. (2009) defined cyber café as “a shop, café or place
which is open to public, where anyone can just hire a computer for a certain period
of time with a certain amount of fee”. Cyber café is interchangeably called internet
café, internet shop, or computer shop in the Philippines. They also cited the study
from Somoni et al. in 2010 that cyber cafés are open to the public and offer gaming
returned to the cyber cafés because of computer games. Also, Alam et al. 2009
mentioned that the gaming services provided by cyber cafés posed threats to
Synthesis
The literatures and studies of both foreign and local shows an in-depth
nature of how technology in the form of online games becomes part of living
specially among gamers particularly teens in general. It discussed how the games
changed and had become modern with the development of internet at the same
time. It gave a glimpse of the different types of online games widely played in the
world that are now popularly played by the Filipino youth as mentioned by the
Furthermore the related studies cited here, in such a manner explored the
It provided a bigger understanding for the researchers so that the study may be
placed into its proper order and undertaking for this will enable the researchers to
investigate well on its background. Also, it provided the researchers the idea of
used. This will help in designing the research tool or survey for the study.
The present study on the other hand is unique because it will explore the
online gaming attitudes among senior high school students in the University of
Makati. The research locale where the study will be conducted is different and the
main concern will only revolve particularly on the gaming attitudes as perceived
Chapter III
Research Methodology
This chapter discusses the research methods and design utilized by the
includes the research locale, research instruments and tools, data gathering
Research Design
Descriptive method is based on observed events from which theories may later
the significant relationship between the on-line gaming attitudes of the student
school students will be participating in the study. They will be given survey
Research Locale
The locale of the study will be the Senior High School of the University of
Makati or Higher School ng UMAK. Respondents who are senior high school
Research Instrument
To gather the necessary data needed for this study the following research
will also gather information about the profile of the respondents and the
b. Report Card. The report card of the participating respondents of the study
will be utilized to gather their GWA or general weighted average. This will
The procedure for data gathering will involve a courtesy call to office of the
Dean of the Higher School ng UMAK to submit a letter for the conduct of the study
study.
Data Analysis
The following statistical tools will be used in analyzing the numerical data
gathered:
1. Slovin’s (1960) Formula was used to determine the size of the study
population.
N
n=
2. Frequency (f) was used in tabulating the scores from the profile variables
of the respondents.
3. Percentage (%) was used to express how large or small one quantity is,
Formula:
𝑓
% = × 100
𝑁
aspects of working condition based on the data that were gathered using
Formula:
𝑇𝑊𝐹
𝑊𝑀 = 𝑁
Where:
WM = Weighted Mean
respective frequencies.
Table 1
5. Standard Deviation was used in order to see how spread or varied the
Research Questionnaire
Legend:
Decision Making SA A FA D S
D
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 48
Game Played SA A FA D S
D
RPG (Role Play Games) ex. Sims, WOW,LOL
RTS(Real Time Strategy Games) ex. DOTA
FPS(First Person Shooter Games) ex. Call of Duty
Assessment SA A FA D S
D
Playing online games through computers
Playing mobile application games
Participation in MMO Tournaments ( Massively
Multiplayer Online)
Time Consumed SA A FA D S
D
30 mins – 1 hr a day
1hr – 3hrs a day
3hrs – 5hrs a day
Others.. __________________________________
Frequency SA A FA D S
D
Ones a week
Twice a week
Thrice a week
Others.. __________________________________
HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI PAGE 49
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