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The Effects of Online Gaming To The Mental Health of 1 Year High School Students of Cavite State University CCAT Campus A.Y. 2019-2020
The Effects of Online Gaming To The Mental Health of 1 Year High School Students of Cavite State University CCAT Campus A.Y. 2019-2020
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
CHAPTER I
INTRODUCTION
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,
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
(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
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:
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
d. Depression
e. Aggression
a. Stress Reliever
b. Entertainment
c. Interaction of Friends
d. Addiction
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,
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.