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CAVITE STATE UNIVERSITY – CCAT CAMPUS

The Effects of Online Gaming to the Mental Health of 1st Year High
School Students of Cavite State University CCAT Campus
A.Y. 2019-2020

A Research Proposal
Submitted to the Faculty of the Department of Arts and Sciences
Cavite State University – CCAT Rosario Campus

In Partial Fulfillment
Of the Requirements in
ENGL 7: Scientific Reporting and Thesis Writing

Name of Researchers
Fortuno, Krystel L.
Mallari, Joshua C.
Balao, Jeremai P.

December, 2019

COLLEGE OF ARTS AND SCIENCES


CAVITE STATE UNIVERSITY – CCAT CAMPUS

CHAPTER I

INTRODUCTION

Background of the Study

In today’s generation, the people are engaged in highly computerized technology

which endeavors to achieve an enhanced individual lifestyle and most especially in the

world of online games. Having said that, it is perceived to be one of the fastest growing

trends upon the realm of internet. Online games can be categorized into logical,

entertainment and knowledgeable games. It develops one’s thinking ability to do

something that can be useful for their daily lives. The adolescence stage especially students

are the ones mostly engage in playing online games. It serves as their source and channel

of fun and entertainment without knowing what the effects of it will be, especially on their

mental health. These effects may result to anxiety, anger, depression and other mental

damages. What makes it worse is that they get obsessed with these trend which on the other

hand, pushes them until they reach the point of neglecting school and cutting classes. Thus,

they must know their limitation of playing online games as well as the appropriate way of

using of it.

According to Kuss & Griffiths (2012), students who play online games are just

having fun. They do not just actually play because of some sort of seriousness, but also

because they just want to feel relief. Because students tends to feel stressed due to loads of

school works and through playing it will relive their stress. As stated by Klein and Keepers

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CAVITE STATE UNIVERSITY – CCAT CAMPUS

(1990), students who prefer computer games to other entertainments have more behavioral

problems than other students (cited from Patton). Playing computer games to some extent

can be useful, but long-term playing leads to various mental complications. In line with

this, as argued by Scheeres (2001); French & O` Dwyer (2002), online game players don’t

have normal social relationships anymore and plays online game in order to cover feelings

of anger, depression and low self-esteem.

Statement of the Problem

This study will assess the effects of online gaming to the mental health of 1 st Year

High School Students of Cavite State University CCAT Campus A.Y 2019-2020.

Specifically, the researchers would like to seek answer on the following research

questions:

1. How many hours do students spend in playing online games?

a. 4hours below

b. 4-8hours

c. 8-12hours

d. 12hours above

2. What are the possible effects of online gaming to the mental health of the students?

a. Anxiety

b. Neuroticism

c. Sensation Seeking

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CAVITE STATE UNIVERSITY – CCAT CAMPUS

d. Depression

e. Aggression

3. Why do students engage in playing online games?

a. Stress Reliever

b. Entertainment

c. Interaction of Friends

d. Addiction

Objectives of the Study

Generally, this study aims to assess the effects of online gaming to the mental health

of 1st year high school students of Cavite State University CCAT Campus. Specifically,

this study aims:

1. to find out how many hours do students spend in playing online games.

2. to find out the effects of online gaming to the mental health of the students.

3. to find out the reason why students engage in playing online games.

COLLEGE OF ARTS AND SCIENCES


CAVITE STATE UNIVERSITY – CCAT CAMPUS

COLLEGE OF ARTS AND SCIENCES

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