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The Effects of Playing Online Games to the Academic Performance of Grade 12

Programming Students of ACLC Naga SHS

A/Y 2018-2019

Villanueva, James Alberto D.

Renono, John Jomar L.

Bolano, Christian N.

Purisima, Orland
CHAPTER I

INTRODUCTION

The rise in the use of the internet has led to many changes in people’s daily life.

In particular , this rise has also led to the rise of online gaming. Online Gaming is

hugely popular with children and young people in today ‘s generation. An online game is a

video game that is either partially or primarily played through the Internet or any other computer

network available. Online games are ubiquitous on modern gaming platforms, including PCs,

consoles and mobile devices, and span many genres, including first-person shooters, strategy

games and massively multiplayer online role-playing games (MMORPG)..

Online gaming has emerged as a popular and successful source of entertainment and play,

especially for students. Online games have many effects. Online games, according to Robinson

(2016) enables the mind of the players to be more active, especially those puzzle based games. It

helps the player to come up with decisions in tight situations, especially those adventure

games that keep the players to be alert, active and strategic. Playing these types of games makes

the player experienced different feelings because it is as if the player is really the one taking the

challenges.

However, despite these benefits, playing online games also have negative effects. Since

online games are designed to require the players to put so much time playing, it leaves the other

things they need to do like house chores, school activities and home works unattended.
This study focuses on identifying the level of frequency in playing online games among

Grade 12 Programming Students of ACLC Naga SHS.

STATEMENT OF THE PROBLEM

This study aims to identify the level of frequency in playing online games among Grade

12 Programming Students of ACLC Naga SHS. Specifically, it seeks to answer the following

questions:

1. What is the demographic profile of the respondents of the study? In terms of:

A .Frequency of playing online games.

B. Average time span of playing online games.

C. Length of period of playing online games (since they’ve started)

2. How does playing online games affect the academic performance of the students? In

terms of:

A. Participation in class

B. Hours spent studying

C. Frequency of Absences in class

3. Is there a significant relationship between playing online games and academic

performance?
SCOPE AND DELIMITATION

This study focuses on synthesizing the effects of playing online games to the

academic performance of Grade 12 Programming Students of ACLC Naga SHS. The students

will answer some questions regarding the said research. The sampling of the respondents

also have been chosen for the reason of their course relating to the topic. The

respondents will be given questioners to be answered.

HYPOTHESIS

This study is based on the hypothesis that playing online games has a relationship with

the academic performance of the respondents of the study.

SIGNIFICANCE OF THE STUDY

The importance of the study is to give a clear information about the effects of playing

online games to the academic performance of Grade 12 Programming students of ACLC Naga.

This research benefit the following individuals as follows:

Students: Implies awareness specifically, to students that are online gamers in order for them to

manage their use of online games so that they can improve their academic performance.

Teachers: Provides information regarding the effects of playing online games to the academic

performance of the students so that they can guide the students specifically the online gamers on

how they can improve their academic performance.

Parents: Gives information for them to manage and control their children’s of online games.
Researchers: Provides additional information that can be used for further research.

DEFINITION OF TERMS

Online Games - Video game that is either partially or primarily played through the Internet or

any other computer network available. ... The design of online games can range from simple

text-based environments to the incorporation of complex graphics and virtual worlds.

Gamer – A person who plays games or video games.

Academic performance - Academic achievement or (academic) performance is the extent to

which a student, teacher or institution has achieved their short or long-term educational goals.

Cumulative GPA and completion of educational degrees such as High School and bachelor's

degrees represent academic achievement.

First Person Shooter - A video game genre centered around gun and other weapon-based

combat in a first-person perspective; that is, the player experiences the action through the eyes of

the protagonist.

Strategy Games - A video game that focuses on skillful thinking and planning to achieve

victory. It emphasizes strategic, tactical, and sometimes logistical challenges.

Massively Multiplayer Online Role Playing Game - A combination of role-playing video

games and massively multiplayer online games in which a very large number of players interact

with one another within a virtual world.


Chapter II

Review of Related Literature and Studies

This chapter shows the related number of works of local and foreign authors, other

researchers, developers and studies derived from the books, article, and other references such as

internet which are all necessary in framing of the concept of the study. To attain a deeper and

better understanding of the present study, various literature and related to the study was extensively

read and analyzed.

Online Games

An electronic game is an interactive hardware or software played for

entertainment, challenge, or educational purposes. Electronic games vary in design but can

include vibrant color, sound, realistic movement, and visual effects; some even employ human

actors. There are two broad classes of electronic games: video games, which are designed for

specific video-game systems, handheld devices, and coin-operated arcade consoles; and

computer 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, fast-action arcade games, and

flying simulations. Some software programs 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

latest computer technology to produce ever-more realistic game experiences for millions of users

(known as gamers) Kent (2009)


According to M. Ray (2018), online games are electronic game playing over a computer

network, particularly over the Internet. Electronic game worlds have generated billions of dollars,

with millions of players around the world fighting, buying, crafting, and selling in a variety of

online environments. One of the most populous was Activision Blizzard’s World of Warcraft.

The massively multiplayer online game (MMOG) drew millions of subscribers, who brought the

company an estimated $1 billion per year in retail sales and subscription fees from 2007 to 2010.

MMOGs differ from traditional computer games in a number of important ways. First, Internet

connectivity is a prerequisite for all MMOGs, as the games can be played only after logging in to

the server that hosts the game world (popular MMOGs require dozens of such servers to

accommodate their larger player bases). Second, the social networking aspect of interacting with

thousands of players worldwide frequently overshadows the game content itself. A 2006 study

found that almost one-third of female players and nearly 10 percent of male players had dated

someone they met in a game. Third, most MMOGs operate on a subscription basis, charging a

monthly fee in addition to the initial purchase price of the game software. Some companies offer

frequent downloadable “patches” of new game content to make these monthly fees

more palatable to players, while others offer their games free of charge to players who are willing

to tolerate a stream of in-game advertisements.

Online gaming needs internet connection. Internet is a computer-based global

information system. The Internet is composed of many interconnected computer networks. Each

network may link tens, hundreds, or even thousands of computers, enabling them to share

information and processing power. The Internet has made it possible for people all over the

world to communicate with one another effectively and inexpensively. Unlike traditional

broadcasting media, such as radio and television, the Internet does not have a centralized
distribution system. Instead, an individual who has Internet access can communicate directly

with anyone else on the Internet, post information for general consumption, retrieve information,

use distant applications and services, or buy and sell products. The Internet has brought new

opportunities to government, business, and education. Governments use the Internet for internal

communication, distribution of information, and automated tax processing. In addition to

offering goods and services online to customers, businesses use the Internet to interact with other

businesses. Many individuals use the Internet for communicating through electronic mail (e-

mail), retrieving news, researching information, shopping, paying bills, banking, listening to

music, 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 component networks to a particular manufacturer

or particular type, Internet technology allows interconnection of any kind of computer network.

No network is too large or too small, too fast or too slow to be interconnected. Thus, the Internet

includes inexpensive networks that can only connect a few computers within a single room as

well as expensive networks that can span a continent and connect thousands of computers.

Comer-Microsoft Encarta (2009).

UKESSAYS (2016) reviewed literatures defining computer games’ influence as growing

continuingly as research shows that the age of children playing games continue to be younger

and internet usage among children becomes more popular. Moreover, the internet access has

become widespread since 1990s, which impacted people’s working, socializing and behaviors

(Dindar & Akbulut, 2014). The Internet become an important media role in information age

especially for children and youth who are a group that influences by internet use
(Makesrithongkum, 2009). The internet also has a great impact on marketing concepts especially

in the game sectors in terms of alerting relationship marketing activities with customers (Maklan

& Klaus, 2011).

Online games become interactive because they allow game players around the world to

interact with each other in one single platform. Eventually, online games began to becoming the

important factor of our social culture (Nuangjumnonga & Mitomo, 2012) and (Williams et al.,

2008). Online games also bring people together to form society which players interact with each

other in virtual world that are always on. These worlds, called “massively multiplayer online

games” or MMOs (Steinkuehler & Williams, 2006).As the computers and online games market

grew rapidly many people especially teenager spend great amounts of time playing online games

(Boyle, Connolly, & Hainey, 2011; González-González, Toledo-Delgado, Collazos-Ordoñez, &

González-Sánchez, 2014). Challenges for marketing industry in measurement of online game

players’ interaction with a game become critical since it is an important key for company

sustainability (Tony, Richard, & Paul, 2009). Moreover, there is a few knowledge about how

customer experiences on online game that would be from their consumption which might be

interpreted into customer value perception (Iyanna, Bosangit, & Mohd-Any, 2012).

An article of the PinoyGaming.Net in 2008 discussed about why the Filipino 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

time.”One of the main advantages of having an internet connection is the 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 to express themselves. Online games became the

breathing space of Filipinos, 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 fights and

spell casting. This boredom almost made our “national street games” like piko, tumbangpreso,

and shato extinct. It also opened the occurrences of ailments that should be experienced by office

workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,

just know your body’s limitations and potentials and balance them out.The youth of today,

without being bias or one-sided is considerably weaker than the earlier generations. They tend to

stumble on the lightest of problems, and crippled on the slightest of mistakes. Online games

became a staple “point of refuge”. Our country is a natural disaster playground. We have

typhoons, volcanoes, 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 whole new world found

in cyberspace.

As cited by Vu (2015) despite not having many studies directly touch upon the game,

most studies provide a framework of why people play games. Thomas Weiss in his study of

eSport or competitive gaming has compiled a list of possible reasons from previous researches
and conducted surveys with gamers to evaluate the people’s motivation. The final result is that

eSport appeals to players because it satisfies people’s two major needs, competitive and hedonic.

Further studies by Calleja, explaining the relation between escapism and digital gaming, and Lee,

comparing eSport’s consumption motives with that of traditional sport, provide a deeper insight

into the background laid out by Weiss, approaching the object of study theoretically based on the

nature of the game. Having constructed a theoretical background, this paper will use it as a tool

to examine the game from both the producers and the consumers’ perspective, seeing the

intention and behavior of related parties that contribute to the game’s fame.The Online Gaming

is popular because it has delivered both the players’ demands in competitive and hedonic need,

namely providing enough competition and challenges while offering a background satisfies

escapism need. He concluded ten need gratifications from two main categories: competition,

achievement, challenge, reputation, and rewards belong to competitive category, which provides

the users with a sense of prosperity through competition, and social relationship, escapism, self-

fulfillment, fun, and virtual identity as hedonic one, which relates to immersion and

socialization.

Destacamento in 2012 mentioned the General Aggression Model (GAM), developed by

Craig Anderson and Douglas Gentile. It indicated that violent computer games can cause short

term aggression. The computer games can be more prone to exciting aggression than other

entertainment because of the interactive nature of the computer games. Children will have lack

of problem solving. Violent computer games teach children that problems can be solved with

little or no personal investment or by violence. These games indicate that rather than talking

through and taking responsibility for problems, shooting or other acts 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 heart disease. Children also develop antisocial behaviours. A child who is

conditioned to play computer games may find it difficult to socialize with other children. This

anti-social behaviour can extend through adulthood, making it more difficult for the adult to

respond to co-workers in an effective manner. This can also negatively affect relationships and

friendships, causing a sense of loneliness. While new technology contributes something good to

humanity, it can also have disturbing impacts.

The youth with never ending attitude of curiosity can be most vulnerable to any

behaviours bearing technology may bring. Of course, they can get entertainment for themselves

but the process should not compromise the other important pieces of nationhoo. They can always

choose to become DoTA masters, but they should first become Dr.Wakwak.

(Destacamento,2012).

In United Kingdom, the research done by David Rudd (2011) stated that the addiction in

playing online game is believed to drive someone to extreme circumstances so much so that from

some evidence demonstrated parents tend to believe that their child is in a position where their

health and future is a worry. While the health could be an issue due to lack of exercise but failing

to adhere to education and lack of future job prospects has no strong solid evidence to indicate

this is a true thus have no findings about the matter. Other than that, social networking sites like

Facebook have a good history of allowing young people to gain information and access to

various other educational ideas and games that have some underlying educational traits that may
or may not be meant to be viewed like that but to use a game like Farmville to give any sort of

educational foothold for a young person would not be of importance as could people give to a

young person in that time would not be better spent giving them a proper foundation for

understanding. Using World of Warcraft (WoW) as an example, David Rudd said that WoW is

designed to gives a very vast gaming experience but at the same time making sure the gamer has

continuous content to take part in to keep the gamer played their game. Lastly, from the aspect

social of the game, it is a very addictive part of the game with being able to always find a “guild”

that is of similarstrength, ability and direction as the young person themselves so thus will

keep the player comingback to even chat to virtual friends within the game.

A literature of Wiley & Sons (2015) cited related studies reviewed the prevalence studies

examining problematic gaming and gaming addiction from 1994 to 2012, (Griffiths et al.,2012).

The studies they selected were based on samples of at least 300 participants and used some kind

of screening instrument to assess problematic gaming (rather than self diagnosis). They reported

that prevalence rates of problematic gaming ranged from 1.7% to over 10% among general

samples. Prevalence rates among gamers were, in some cases, much higher (some as high as

17% to 34%). These studies indicated that, in general, males are significantly more likely than

females to report problems relating to their gaming. The differences in methods of assessing

gaming problems may partly account for differences in prevalence rates (King, Delfabbro, &

Griffiths, 2012; King et al., 2013). Furthermore, many studies fail to assess prior problems (i.e.,

lifetime prevalence).

Also, irrespective of whether problematic video game play can be classed as an addiction,

there is now a relatively large number of studies all indicating that excessive online gaming can

lead to a wide variety of negative psychosocial consequences for a minority of affected


individuals. In extreme cases, these can include sacrificing work, education, hobbies, socializing,

time with partner/family, and sleep; increased stress; an absence of real‐life relationships; lower

psychosocial well-being and loneliness; poorer social skills; decreased academic achievement;

increased inattention; aggressive/oppositional behavior and hostility; maladaptive coping;

decreases in verbal memory performance; maladaptive cognitions; and suicidal ideation

(Griffiths et al., 2012). In addition to the reported negative psychosocial consequences, Griffiths

et al. also reported many health and medical consequences that may result from excessive

gaming (both online and offline). These included epileptic seizures, auditory hallucinations,

obesity, wrist pain, neck pain, blisters, calluses, sore tendons, and numbness of fingers, sleep

abnormalities, and repetitive strain injuries. Taken together, this relatively long list of potential

psychosocial and negative medical consequences indicates that excessive online gaming is an

issue irrespective of whether it is an addiction. It also suggests that more extensive recognition

by the medical community is needed of the wide range of potential negative and life limiting

consequences of excessive gaming.

There are some generalizations that can be made with regard to the demographic

characteristics of gamers and problem gamers. The literature suggests that adolescent males and

young male adults appear to be at greater risk of experiencing problematic video game play.

However, the course and severity of these problems are not well known and the finding that this

group is more at risk may be a consequence of sampling bias and the fact that this group plays

online video games more frequently than other socio-demographic groups. It has also been

suggested that university students may be especially vulnerable to developing problematic online

gaming. Reasons for this include their flexible tuition and study hours, ready access to
high‐speed broadband on a 24/7 basis, and multiple stressors associated with adjusting to new

social obligations and/or living out of home for the first time (King et al., 2012).

Based on the study conducted by Manag, (2013). Today’s most popular MMORPG is

“World of Warcraft”, the latest game in Blizzard’s Warcraft series, situated in the fantasy world

of Azeroth that is populated by members of the opposing factions of the Alliance and the Horde.

According to a recent report published by the Entertainment Software Association,7 World of

Warcraft’s extension “Cataclysm” was among the top five selling computer games in 2011. In

2013, eight million players immersed themselves in the world of Azeroth, clearly demonstrating

the game’s mass appeal. The game tailors to most age groups, both sexes, and various player

interests and preferences,6 making it an MMORPG success story par excellence.

Online games such as World of Warcraft satisfy various gaming motivations. The

analysis by Yee of 3,000 MMORPG players’ gaming motivations revealed that MMORPGs

allow players to achieve game goals, be social, and immerse in the game. Each of these factors is

composed of a number of subcomponents as particularized by the gamers. First, achievement

includes advancing in the game, namely progressing via leveling up, acquiring status and power

in the game, the game’s mechanics, including the possibilities for optimizing game play, and

competition, including challenging and dominating others. Reputation and admiration from the

gaming community for gaming achievements are further key factors motivating players to keep

playing. The game mechanics or structural characteristics have been claimed to reinforce the

potentially addictive qualities of games because they contribute to initiation, development, and

maintenance of gaming. Second, the social factor is composed of socializing, including chatting

and making new friends in the game, forming new relationships, and working in a team.

Research suggests that the social element in MMORPGs is particularly important for gamers
because it is an integral component of the enjoyment of playing. Moreover, it denotes a complex

interaction between real and virtual social networks, further blurring the boundaries between

these networks, making MMORPGs inherently social spaces. Third, immersion in the game is

denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s

avatar, customization of one’s online character (such as sex, race, profession, appearance), and

escapism, playing in order to avoid real life. Escapism is an aspect of mood modification

whereby individuals suffering from addictions induce a subjective shift in their mood by way of

engaging in an addictive behavior, making the latter a coping strategy to deal with everyday

problems. The variety of gaming motivations satisfied by MMOR-PGs indicates that these types

of games are particularly versatile because they can be tailored to individual players with

different game preferences. Consequently, one could assume that there are many ways that might

lead some individuals to get hooked on MMORPGs. In a sample of 696 MMORPG players (93%

male, mean age 26±7.4 years), achievement, socializing, and escapism motivations were found

to be predictive of addictive play, together with sex accounting for 19% of variance in the

MMORPG addiction score. Similarly, in a sample of 175 primarily Dutch MMORPG players

(87% male, mean age 21±6.5 years), escapism and game mechanics predicted excessive gaming

over and above the contribution of the time spent gaming, together explaining 46% of the

variance in problematic gaming. In a nutshell, the mass appeal of MMORPGs rests on their

versatility because they are tailored to gamers young and old, male and female, who have

different game preferences. MMORPGs are particularly good at meeting various players’

different needs. This mass appeal may have contributed to findings from research which indicate

that online games, and specifically MMORPGs, are more addictive than any other types of both
offline and online games because they reward players on partial reinforcement schedules, leading

to maintenance of play.

One of the most commonly played online game is League of Legends(LOL). The game

is a competition between two teams of five people playing in a fictional magical world

(Runeterra) in an enclosed area. Each person will control a playable character called “champion”

to play the objective. There exist more than a hundred different champions varied in play styles,

character statistics (stat), background stories and skills. The champion can buy items from shop

and level up to gain additional stats or skills. During gameplay, the players will control the

champions to deal damage and kill or destroy targets in the map and enemy champions. Since its

debut in 2009, League of Legends has evolved from a small population of desktop-computer

warriors into a full-scale phenomenon. In the process, it has become an e-sport. If you are not a

male between the ages of 15 and 25, a group that Riot says accounts for 90 percent of all LoL

players, the odds are good that you have never heard of e-sports, a catchall term for games that

resemble conventional sports insofar as they have superstars, playoffs, fans, uniforms,

comebacks and upssets. But all the action in e-sports occurs online, and the contestants hardly

move.League of Legends is so popular because it satisfies both the competitive and hedonic need

of the players. The producers have gone to great length to create a game that promotes not only

the skills a gamer can hone and demonstrate but also the imaginative mind a fan can utilize to

immerse in the lively and vivid world of the game. Despite being branded as a Real-time

Strategy with Role-playing characteristics*, League of Legends also features an open fantasy

world similar to those of novels, movies and open world sandbox games. This combination of

both aspects, competitive and hedonic, grants the game a community great in numbers and

talents. Despite the setback this paper have, it will raise the interest in the game for future
researches to further examine and discuss the game, explaining in detail the true nature of

League of Legends that captivates on so many players Xairylle (2013)

In 2017, the new Battle Royale Genre became so popular. One of these is

PlayerUnknown’sBattleGrounds(PUBG). Since the early access of the battle royale styled game

PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG) was opened in early 2017, it has broken

the record of having biggest number of the concurrent players in game. According to Steam

Stats, ran by the game’s distributor Steam, PUBG has achieved the record by having 3,106,358

exact many players playing at the same time. PLAYERUNKNOWN’S BATTLEGROUNDS is a

multiplayer shooting game that is designed based on the movie Battle Royale produced in Japan,

2000. The mechanism of the game is very simple: you join the lobby with 99 other players (or

play with your friends in a squad), dropped into an island with supplies, vehicles and weapon,

and try to win the game by killing all other players. Rather than camping in a single hidden place

to win without fighting, players are forced to move into the shrinking playzone as they can get

hurt constantly outside the playzone. The reason why PUBG is popular is because of

streamability. PUBG has integrated a broadcasting mode, just to make streamers as the host to

the battle royale show, adding the fun. Another reason is it’s Instant Matching. PUBG can

essentially match players instantly into a game: if you are out from the last round, a click of the

mouse brings you to the next, waiting-free. The Human Factor: You get to play with other 99

actual human being, which entertains you by striving to kill you for survival. And lastly, because

of the simplicity of the game.everyone who has some knowledge of the shooting game genre can

get their hands on the game quickly: just shoot anyone you don’t recognize and you will win the

match. Fairness from Randomness: PUBG spawns players along a route that changes every
match, and weapons are always scattered along the map. This helps everyone with a fair chance

of grabbing a gun and able to kill someone, regardless of your skill level. He(2018)

According to Carter (2018). The reasons for the rise of Battle Royal are many. Battle

royale's emphasis on solo achievement, stripped of team tactics, makes it an easy and fascinating

spectator sport, perfectly suited to watching it on Twitch streams. Fortnite isn't just free to play—

its gargantuan revenue coming from players buying costumes or subscribing to premium

challenges—but it, like PUBG, can be played on mobile devices as well as on game consoles and

PCs. Yet, there's something else at play here too. Battle royale’s appeal isn’t simply about

outlasting everyone else. It's about making you feel, in a surprising way, truly alive.

Battle-royale games hew to a few core mechanics. The first is helplessness: Everyone

starts the game either weak or utterly unarmed, and through either combat or foraging gets

whatever they need to survive—and outduel everyone else. Most battle-royale games also use an

ever-growing external threat in order to force all players into a smaller and smaller area, and

ultimately into combat; in Fortnite, it's a storm that saps your strength unless you stay within its

eye. And perhaps most importantly, unlike most other multiplayer games, death in a battle-royale

is final. No respite, no respawn.

Frequency in playing Online Games

According to Limelight Networks(2018), Online Gamers spend an average of almost six

hours each week playing. However, there is a significant difference between casual gamers and

dedicated gamers. More than 20 percent of gamers play for less than one hour each week, while
almost seven percent play more than 20 hours a week. Younger gamers spend more time playing

each week than older ones. Gamers spend an average of one hour and 48 minutes each week

watching other gamers play online on sites such as Twitch. This compares to two hours and 27

minutes spent watching traditional sports on broadcast television. Globally, gamers play

consecutively for an average of one hour and 20 minutes at a time.

According to Aamoth, Doug(2018), the average U.S. gamer age 13 or older spent 6.3

hours a week playing Online Games during 2013. That’s up from 5.6 hours in 2012, which was

up from 5.1 hours in 2011. If you like fun, we’re trending in the right direction.As for which

systems were used most often in 2013, seventh-generation consoles (Xbox 360, PS3, Wii) beat

PCs by a percentage point – 34% to 33% – while mobile phones took a distant third at 10%.

Tablets followed at 9%, dedicated gaming handhelds at 6%, eighth-gen consoles at 4% and

“other” at 4%.Also of note is that people who play games on consoles are starting to play games

on their phones and tablets more, too. Half of Nielsen’s console respondents for the 2013 study

said they also played games on mobile devices; that’s up from 46% in 2012 and 35% in 2011.

63% of households have at least one person who plays Online Games regularly (3 hours or more

per week)

According to Statista (2018), Children from U.K aged 12 to 15 spent the most time

gaming at 10.7 hours a week in 2013, and 12.2 hours a week in 2017. Children between the ages

of 3 and 4 play a rather large amount of hours games for such a young age, with 5.9 hour per

week. Teenagers (age 13 to 18) spent 31 percent of their gaming time on mobile devices.

While almost all girls as well as almost all boys play Online Games, boys typically play

games with greater frequency and duration than girls. Boys are significantly more likely to play
games daily than girls, with 39% of boys reporting daily game play and 22% of girls reporting

the same. Boys are also more likely than girls to play games on any given day (60% of boys did,

compared with 39% of girls), and when boys do play, they’re playing for longer periods of time.

Among teens who played games “yesterday,” boys and girls are just as likely to report that they

played for an hour or less. Boys, however, are twice as likely to report playing for two hours or

more each day, with 34% of boys playing for two hours or more per day; 18% of girls play

games for that amount of time. Also, on any given day, 50% of teen gamers report playing

games. About half of those who did play a game “yesterday” (or 24% of all teen gamers) say

they played for up to an hour. Another 13% of teen gamers say they played for two hours, and

13% say they played for three hours or more. Race, ethnicity, and family income do not make a

difference in the length of time teens spend gaming according to Pew (2008).

According to Bender, James (2016) the mean age of individuals who played MMORPGs was

23.6 years, with 71% of them being male. The mean number of hours spent playing per week in

the study was 22.85, with the number of hours decreasing as the individual’s age increased.
Theoretical Framework

Social Network Addiction


Theory

Social Information Pamaoukaghion, 2010 Adaptive Structuration


Processing Theory Theory
- Level of Performance
Walter, 1992
Desanctis and Poole, 1994

-Social Relationship -Technological


Online Determinism

Effects of Playing Online Games to the Academic


Performance of Grade 12 Programming Students of ACLC
Naga SHS.

Figure1. Theoretical Framework of the study


Theoretical Paradigm

The diagram shows the relationship between theories (Dependent Variables) and the main

study (Independent Variables) of the research.

According to Social Information Theory (Walter,1992), people get to know one another

online without non-verbal cues and how they develop and manage relationships in the computer-

mediated environment. It discusses the attentive interaction of Gamers Online which requires

intensive playing and always get in touch, which intends of gamers to spend time playing online.

Also, Adaptive Structuration Theory by Desanctis and Poole, (1994) criticizes the

Technocentric (View of Technology and Technological Determinism) use and emphasize the

social aspects. Groups and organization using information technology for their performance

dynamically create perception about the role and utility of the technology and how it can be

applied to their activities (e.g. Studies and academic performance).

Theory of Performance by Don Elger talks about Traditional Contexts where learners or

students informed in classrooms workshops and other venues that are traditionally associated

with their learning. This theory deals with the level of performance wherein an academic

department improves its level of performance to produce more effective student learning and

more effective research which is affected by excessive playing of Online Games.


Conceptual Framework

The Effects of Playing Online game to


the Academic Performance of Grade 12
Programming Students of ACLC Naga
SHS.
1.To determine the demographic profile
of the respondents of the study in terms
of:
A .Frequency of playing online
games.
Making an
B. Average time span of playing
online games. informative article
C. Length of period of playing about frequency of
online games (since they’ve *Conducting survey playing online
started) using survey games among
questionnaire* respondents of the
2. To determine how playing online
games affect the academic performance study which implies
of the students in terms of: awareness to the
A. Participation in class reader.
B. Hours spent studying
C. Frequency of Absences in
class
3. To determine if there is a significant
relationship between playing online
games and academic performance

Figure 2: Conceptual Framework of the Study


Conceptual Paradigm

Chapter III

Methodology

This chapter presents the method and procedure that was applied in this study. It contains

the research design used, respondents, research instruments, data gathering procedure as well as

the statistical tools employed in processing the data.

Research Design

In order to collect data and answer the research question of this study, correlational

method will be used. Correlational shows the relationship between two or more variables. This

study utilizes the correlational method to know the effects of online games to the academic

performance of grade 12 programming students of ACLC Naga SHS. Also, this study will use

Purposive Sampling Technique (also known as judgement, selective or subjective sampling) as

define in which researcher relies on his or her own judgement when choosing members of

population to participate in the study. This technique will be used to collect data based on the

topic of the study.

Respondents

The source of data of this study will be Grade 12 programming students of ACLC Naga

Senior High School. This study will focus on 100 students as the respondents of the study.

Instrumentation
The researchers will used Survey – Questionnaire as an instrument to collect and gather

data. The draft of the questionnaire was drawn out based on the researchers findings, readings,

reviewed literature and research. The Survey Questionnaires were divided into two parts. Part A,

consisting personal data of the respondents and Part B, consisting Likert-Type scales,

respondents are asked whether they agree or disagree with a statement. Each option is given a

score, which can be used to analyzed results.

Data Gathering Procedure

The researchers will distribute survey questionnaire to Grade 12 programming students,

respondents of the study. Answering the provided questionnaires may take up 10-15 minutes.

The researchers will collect the distributed survey questionnaire for interpretation of data.

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