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Research Group
Research Group
Introduction
Recreation is the means of partaking in tasks that one feels enjoyment or satisfaction in
doing. It includes a range of many activities, from physical ones such as playing sports, to
sedentary activities, such as reading books, made by children and adults alike.
As time passed, modes of recreation evolved with the emergence of modern technology;
we can now watch television, and use our cellular phones for different purposes, such as reading
From simple pixel graphics to defined 3-dimensional detailing, video games as a whole
evolved from time immemorial. Developers have also made different genres of video games.
Since its creation, it has been a significant part of the lives of youths and pop-culture.
Almost together with the creation of video games came the internet; a way to better
connect ourselves across the world and aid us in the ease of our workloads. In connection to the
significant use of the internet, there are now also games that feature the mechanic of being able
to connect to others who also play video games; the so-called “online gaming”.
As more of these games come out of the market, and more players are added, is the
community notified of what is more to lie in these games? What if there are positive, as well as
negative effects of online games to its players? What if they are more than just plain recreation?
Involve other citizens (i.e. parents) on the know-hows about online gaming, and
Main Problem:
Sub-Problems:
Are there violent / negative effects to online gamers from online gaming?
What positive effects can online gaming give to online games in terms of:
o Social Health
o Neurological Benefit
Hypotheses
The study focuses on the possible positive and negative effects of online gaming to its
The researchers will conduct their survey inside the premises of Sto. Domingo National
High School. Their respondents will be five students from Grade 7, Grade 8, Grade 9, and Grade
10, respectively from the Basic Education Curriculum, five students from Grade 7, Grade 8,
Grade 9, and Grade 10, respectively, from the curriculum of Science, Technology and
Engineering Program, and fifteen students from the curriculum of Special Program in the Arts; a
total of 50 respondents.
Minors. With this study, they can be notified for both the positive and negative effects that
Parents. With this study, they would know what benefits online gaming may give to their
Future and Fellow Researchers. They may use this study as an inspiration in many ways. They
may utilize the same purpose of this study, which is online gaming, or create a similar survey
This chapter restates the literatures and studies that provide facts and information about
this research study. This, the citations in this chapter were taken from various sources, such as
Related Literature
Since the invention of computers, they have helped in producing new jobs for people,
such as electrical engineering, computer technicians, and computer programmers. Not only that,
computes also made relevance in the fields of various livelihoods as supposed to not utilizing
computer systems.
COMPUTER DEPENDENCE
A 2004 survey once concluded that an estimated 204.3 million people in the United
States, a total of 74.9 percent of their population have access to the Internet, thus owning a
computer set. Most agencies also depend on the use of computer systems; most of which is
INTERNET
The internet is a vast worldwide system of interlinked computer networks. Since its
utilization, it has helped in improving communication, using leisure time, and information
collection. The internet has also industrial significance, such as online services and hypertext
links.
VIDEO GAMES
Video games are programs that are usually aimed for recreation, but can also be used in
different purposes. Unlike normal videos, video games are an interactive means of viewing. It
factors.
The mass media has used video games as a viewing medium, so far as to create events
dedicated to video game enthusiasts, such as eSports. Various large companies, such as
Nintendo, Playstation and the like has thrived in the videogame genre.
Video games had also given impact to social influences and persuasion. They have been
used as a greater perceived source of messages as to attract many people; children and adults
alike.
Video games had a large impact on neuroscience and psychology, as well. These
particular media was and still is used as a means of latent learning (learning is enacted but is not
During the reign of former president Ferdinand Marcos, video games and several arcade
machines were banned as a response to complaints from parents and educators who allege that
games such as Space Invaders and Asteroids were detrimental to the youth's morals, viewing
them as a "destructive social enemy" and "to the detriment of the public interest". Filipinos were
given two weeks to either destroy their video games and devices or to surrender the materials to
the police and army. Violators had to pay a fine amounting about $600 and face 6 months to 1
year of prison. Playing video games in the country went underground. The ban was effectively
Related Studies
A study created by Anderson, C.A. and Dill, K.E. entitled “Video Games and Aggressive
Thoughts, Feelings, and Behavior in Laboratory and in Life (2000)”, wherein they correlated
aggressiveness of children with video game violence using observational methods, states that
playing violent games is positively correlated with aggressive behavior and delinquency in
Similar to the study stated beforehand, Anderson C.A. and Bushman B.J., performed
Literature (2001)”, which also utilized the same approach on video game violence, concluded
that exposure to violent video games pose public health threat to children and youth including
college-aged individuals, and that violent video game exposure is negatively correlated with
Analysis to human traits or better yet behavior. After conducting a Personality Analysis with the
use of computer programming, he coined the term “Barnum Effect”, which is a perceived
exclusivity but not more than a generalization. Like Forer’s case, online games are also used to
gauge the personal preferences of its users and how it affects its users, similar to the objective of
Forer.
Cognitive and Educational Sciences (2007)”, wherein they study the evolution of video game
media in the educational field discussed. Three different fields interested in the cognitive impact
playing of video games are reviewed: abilities and skills, attitudes and motivation, knowledge
and content learning. However, most studies used video games as new experimental materials
and tasks to contribute to their specific field (i.e. attention and perception), and not as a scientific
object of interest, claim that the research on video games is in need of a conceptual and
methodological framework in which results and effects could be compared, interpreted and
generalized. They also conclude that video games have multiple effects on its players and can be
A study made by Granic, Isabela, et. al. entitled “The Benefits of Playing Video Games”,
that aimed to proofread literature of the effects of video games in its cognitive, motivational,
emotional, and social sense, with the use of social psychology, states that although video games
have their negative impact on their users, there are also given positive effects on them as well,
and is a catalyst for other scientific studies about video game usage.
Definition of Terms
Barnum Effect – perceived exclusivity of a constituent but is instead not more than a general
finding.
Latent Learning – a method of dissemination wherein learning is done yet is not demonstrated.
Online services – other applications requiring the use of internet connections that is not
recreational interaction.
Personality – a constituent’s selective behavior prior and after online game interaction
Violence – video game content that is not suitable for specific audiences.
Chapter III
Contained in this chapter are the materials, equipment, general procedure, treatment,
research design and statistical treatment to be relevantly used by the researcher in his study,
which is to determine the positive and negative effects of video games to its constituents.
METHODOLOGY
In order to formally begin the survey, the researchers first garnered a permit to allow us
to utilize the students of Sto. Domingo National High School as respondents, after which the
researchers start their survey. To facilitate the gathering of data for the research, the researchers
utilized one questionnaire to uniformly gather data from each respondent surveyed. The
researchers used coupon bonds as the medium for the questionnaire. One copy of the
General Procedure
When respondents are chosen, they are given the questionnaire to be answered. The
respondents are instructed to jot down their information on the spaces provided (name, age,
grade level). Then, they check the boxes appropriate for their choice. One question is entitled to
be an open-ended question, and so for that question the respondents need to ask specifically.
General Treatment
The analysis of data will start by tallying the result for each question, specifically for
each answer. Then, the tallied data is interpreted in a table and a graph in order to be further
Reproducing
Creating
Creating survey
survey
permit questionnaire
questionnaire
copies
Instructing
Giving each
respondents
Selecting respondent a
on answering
Respondents copy of the
the
questionnaire
questionnaire
FLOW OF QUESTIONNAIRE
Answering question 4:
Answering question 5:
How much do you
What do you feel while
spend playing online
playing online games?
games?
Answering question 6:
Answering question 7:
What negative things
What are online games
have you done because
for you?
of online games?
RESEARCH DESIGN
The researchers utilized Single Group Design for tallying the survey results for each
question on identifying the positive and negative effects of online gaming to its users as
CA1 Rx
CB1 Rx
CC1 Rx
CD1 Rx
The choices for answers in each question are identified as CD, with each specific answer
written as CA, CB, CC, and CD, respectively. Their tallied numbers is represented by Rx.
STATISTICAL TREATMENT
For the statistical tool that is used, Mean and Percentile were utilized in this study.
∑𝑟
𝑀𝑒𝑎𝑛(𝑥̅ ) =
𝑅
∑𝑟
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
𝑅
Wherein: ∑ 𝑟 = Tallied Result for each specific choice R = Total Number of Tallied Results
Chapter IV
This chapter contains the results, interpretations and other relevant information garnered
from the survey used in this study, in order to determine the positive and negative effects of
As shown in the interpretations, the second choice gains most favorable, which is
23%
30%
CA2
CB2
17% CC3
CD4
30%
Both choices A and B have garnered the highest tallies, which are “Defense of the
17% 17%
CA3
CB3
21% CC3
CD3
45%
17% 20%
CA4
CB4
22% CC4
CD4
41%
CA5
CB5
31%
57% CC5
Most respondents answered that they feel enjoyment when playing online games.
Cutting-Classes (CA6) 1 3%
28%
CA6
CB6
CC6
56%
CD6
13%
29%
CA7
45%
CB7
CC7
12% CD7
14%
Sex Demographic
10%
Female
Male
90%
The respondents were chosen based on random sampling. Shown in the graph is the ratio
Age Demographic
2% 6%
14%
20%
12 y/o
13 y/o
14 y/o
15 y/o
16 y/o
30%
17 y/o
28%
conducted. It shows that most online users in the sampling size are aged 15.
1
0.9
0.8
0.7
0.6 Choice A
0.5 Choice B
0.4 Choice C
0.3 Choice D
0.2
0.1
0
Q1 Q2 Q3 Q4 Q5 Q6 Q7
The table and figure beforehand shows the averaged result of each specific question, with
Choice B as the most favorable for questions 1, 2, 3 and 4. Choice A was chosen for questions 2,
There is no averaged result for Choice D in question 5 because there are only 3 choices in
This chapter contains the insights that the researchers had found out through survey
analyses regarding the positive and negative effects of online games to highschool students.
FINDINGS
1. Though lengthy, the survey method of gathering data has been proven effective to gather
3. Questions situated as positive or neutral are those most comfortably answered by the
4. A majority of highschool students play online games during their free time.
5. High school students prefer online games such as “Defense of the Ancients (DOTA)” and
“League of Legends (LOL)”, which are both categorized “Massive Multiplayer Online”
games.
6. A majority of highschool students occupy one to two hours playing online games.
7. Most highschool students spend fifteen to thirty pesos playing online games.
As the data gathered by the researchers were interpreted and analyzed, the researchers
concluded that:
2. Based on random selection, there are only few females who play online games, compared
3. Online games give both positive and negative effects to its constituents, depending on
both the response of the user itself and the quality and type of online game.
4. Due to a restriction in sample size, there is a trend within different factors (i.e., money
RECOMMENDATIONS
2. Respondents can also have not only highschool students, but also college students, and
even adults.
Statistical Computations
∑𝑟
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
𝑅
Wherein: ∑ 𝑟 = Tallied Result for each specific choice R = Total Number of Tallied Results
11 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 38%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50
19 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 12%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50
CD1 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 0.28 𝑥 100
14 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 28%
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
50
CA2 CC2
21 12
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
70 70
CB2 CD2
21 16
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
70 70
CA3 CC3
8 10
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
48 48
CB3 CD3
22 8
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
48 48
CA4 CC4
9 10
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
46 46
CB4 CD4
19 8
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
46 46
= 0.57317073 𝑥 100
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛
10 = 0.12195122 𝑥 100
= 𝑥 100
82
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 12%
Cutting-Classes (CA6) 1 3%
CA6 CC6
1 3
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
31 31
CB6 CD6
9 18
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
31 31
CA7 CC7
26 12
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
89 89
CB7 CD7
11 40
% 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100 % 𝑐𝑜𝑚𝑝𝑜𝑠𝑖𝑡𝑖𝑜𝑛 = 𝑥 100
89 89
Internet Articles:
https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
http://tecfa.unige.ch/perso/mireille/papers/Rebetez_Betrancourt_CognBra.pdf