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Background of the study

The rise in the use of the internet has led in many changes in our daily life. In

particular, this rise has also led to the rise of online gaming. Most of the time, online

gaming refers to the video games played over the internet, where multiple players are in

different locations around the world.

Most percentage of web games available nowadays is written in flash, shockwave

and java languages.

Having an online gaming experience typically requires high speed internet

connection. The players should have proper internet or data to be played properly.

Games can easily find opponents of a similar skill level when playing a head-to-

head game over the internet. Players can also compete in massively multiplayer games,

where dozens of players play an ongoing games in a virtual world.

Today, one can see the impact of computer and video games in politics, television,

popular music and Hollywood. A lot of research conducted to study its effect on lifestyle

behavior of the wow power leveling gamer especially students. However, computers and

video games also received much more negative critics because games showed on

increased in emotional arousal and a corresponding decrease of activity in brain areas

involving self-control, inhabitation and attention.

Everyone who plays online games has a different reason for playing, and the usage

of the game leads to different effect for each individual. Video games maybe therapeutic
for some people, but the small amount of people who are negatively affected by gaming

impact are many.

Problem Statement

The problem of this study is the students spent so mush time in playing online

games. To resolve this study is the students will have limited time to play online games.

Purpose of the Study

The purpose of the study is the students will lessen what would be the effect of

playing games. To learn and limit their time in playing online games than doing their

homework.

Significance of the Study

This study will be valuable and significant to students, parents, readers, and

future researchers.

Students. This study is primarily important of the students, for it will give them

information about the impacts they may get from online gaming.

Parents. This study will help the parents to have enough knowledge about the

impact online gaming.

Readers. This study will help the readers to have the understanding about the

impact of online gaming.


Future Researchers. This serve as a basis for future researchers that they will

conduct.

Teachers. This study will provide additional knowledge on what strategy to use

to educate students about the well-known effects of online gaming to students academic

performance, problem solving strategy, decision-making and spatial visualization.

Community. This study will help the community to specify and to understand

what is the impact of online gaming.

Respondents. This study helps to the respondents to identify of playing online

games to the students.

Research Questions

1. Why do students getting addicted to video gaming?

2. How does video gaming effects students performance in school?

3. What are the possible ways to manipulate video gaming?

Research Hypothesis

Not all the time the respondents affects their academic performance and behavior

when they are playing online games because they no how to limit and balance their time

by controlling in playing online games.

Identification of Variables

Independent Variables: Playing online games.


Dependent Variables: Increasing aggressive behavior.

Assumption and Limitation

This study will only focus to the students who are playing online games. This

study will conduct to the senior high and junior high students in Sacred Heart Diocesan

School, Inc. Located at the Camagong St., Molave Zamboanga del Sur.

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