Professional Documents
Culture Documents
Cosep S. RESEARCH
Cosep S. RESEARCH
Practical Research II
Prepared by:
Sapphire M. Cosep
Presented to:
Rowena M. Estrada
Research 2 Teacher
ii
ABSTRACT
This study assessed on how computer game addiction has a negative impact of the students, 90
students responded to questionnaires in this topic. The researcher found that game addiction is
affecting one’s health and mental behavior The first factor noticed in most studies as well as the
present study is the disorder in general health of players. Various studies show that playing too
much computer games causes physical damages and increases anxiety and depression in players.
Many studies show that most adolescents who are addicted to computer games have high heart
beat and blood pressure due to too much excitement and stress. Most of those who involve in
these games do not notice the time passing and even forget to eat. It seems that creating a cause
and effect relationship between computer games and physical health or more generally speaking,
cause and effect relationship between addiction to computer games and mental and physical
health is simplification of the subject. There are various causes for correlation between addiction
to computer games and physical health, anxiety and depression. First, addiction to computer
games can cause disorder in physical health, increase anxiety and depression. Second, it is
possible that disorder in physical and mental health cause people to get attracted to computer
games. Third way is that both addiction to computer games and disorder in physical and mental
ACKNOWLEDGEMENTS
The time has finally come for the researchers to express the deepest gratitude and appreciation to
the people who made it possible to finish this study.
First, the researchers would like to show the gratitude to Mrs. Rowena Estrada, the research
adviser, for her support and guidance have helped to think of means to improve and finish this
paper not with the researcher solely. The researcher is grateful for her understanding, leniency
and making herself available whenever the researchers need consultations regarding the study.
Second, the researcher would like to thank his dear parents and guardians; to the respective
Junior High School Principal, Sir Fernel B. Geraldes; to the supportive teachers who assisted in
conducting the survey and other personal concerns; and to all the valued students who
participated in the study.
Lastly, the researcher owe the deepest gratitude to the God Almighty above whose unconditional
love has helped during the making of the study. The researchers offer all the endeavors to His
Glory.
iv
TABLE OF CONTENTS
Title Page …………………………………………………………………………………......…...i
Acknowledgment………………………………………………………………………………....iii
Chapter Page
Rationale……………..……………………………………………………………………..
Theoretical Background…………………………………………………………….
Related Theories…………………………………………………………………....
The Problem………………………………………………………………..........................
Definition of Terms………………………………………………………………...
v
2 RESEARCH METHODOLOGY
Research Design………………………………………………………………………........
Research Environment……………………………………………………...........................
Research Respondents…………………………………………………..............................
Research Procedure………………………………………………………...........................
Research Instrument…………………………………………….............................
Statistical Treatment…………………………………………….............................
Summary……………………………………………………………………………………
Findings……………………………………………………………………………………
Conclusion………………………………………………………………………………….
Recommendation…………………………………………………………………………
REFERENCES…………………………………………………………………………………
vi
APPENDICES
Appendix D. Questionnaire…………………………………………………………….
vii
CHAPTER 1
Rationale
Computer games are the most popular entertainments in modern societies and they target a
variety of people in different ages. The addiction to the rivalry and excitements of the games
make them the most common recreational programs for today’s teenagers, so that they do
anything to reach a higher level of the game, they immerse in the game so much that they
completely separate from their surroundings. Challenging with the obstacles and reaching a
higher level in the game, make the players excited and losing the game make them anxious.
(Based on the information gathered from the Sweden’s Official Gaming Website, 2009).
Students attraction to the computer games cause many mental, physical, and social problems for
them. These effects are stimulating anger and violence, obesity, epilepsy, due to games, social
It is believed that computer games have more negative impacts of physical, and mental health on
the students which are much higher than the positive effects of the games such as increasing the
coordination of eyes and hands. As Klein and Keepers mentioned in their research reports in
1990, the students who prefer computer games to other entertainments have more behavioral
Theoretical Background
computer games. Rather than engaging in the real world, an addicted user devotes the majority of
his or her time to gaming (Conrad, 2011). The issue of game addiction is getting spread widely
and uncontrollable. Gaming addiction became a mysterious problem which is still difficult to
treated, more terrifying than alcohol or drugs addiction. Whereas, in fact, Dr Shumail Yousafzai
(2009) from Cardiff Business School said popular online video games warned players not to
This part introduces the literary works and studies which supports the research study and also for
Computer Addiction
Computer may have a various functions or have a way to be used, but somehow we are not
aware of many things that computer have addictions to us just like Online gaming addiction has
become the fastest growing form of addiction in the 21 st century, and it’s the most vulnerable.
People who mainly use computer and the majority are teenage boys because they are usually
using computers to play online or socialized online and others are do stuff for the school or any
paper works, but there are also adult men who seek help for gaming habits that have turned from
ix
passion to pathology, making them yearn for just one more hit, one more level, one more
achievement unlocked.
Computer can cause student’s physically and mentally ill. And the more child spends more time
on computer, the more they losses time to focus on their studies, and to have some fun with their
family. When it comes to computer game addiction, the situation gets worse violent computer
graphic games such as War Craft and Counter Strike that are also connected with internet
teenagers especially boys they think aggressive towards the real word. They spend most of their
time figuring out another way to win the battle inside the computer and think that it is worth
Technology has developed so much that it is almost crucial to have electronic devices
particularly the personal computers at home, school, internet café, etc. Teenagers have gotten
used to have technology around them. However, while having these computers that make life
easier, comfortable, and handy at most of the times, it could also have negative effects on their
A study by Sherry et al (2001) investigating the reasons for playing video and computer games
by adolescents and their game priorities on 535 adolescents in age 15-20 in the West USA found
that 68% of adolescents had these games as their weekly entertainment. The reasons for playing
these games among boys were excitements and challenges and they insisted to win.
The study of Carrasco (2001) stated that computers have become a part of
man’s life. Almost all the things around us were made by computers with the aid of
modern machines. Associated with the computers is the internet where we can find online games.
Online game has a big impact to children especially to teenagers. They tend to be hook by the
computer. On the other hand, online gamers can also benefit on playing online games. A great
x
variety of forms have been developed and put into practice to enhance learning, offer solace, to
drive away boredom, and/or to persuade players to adopt certain actions and opinions.
THEORETICAL BACKGROUND
The Concept Framework represents of what are the other health factors that can affect students in
The Problem
This research sought to determine what is the negative impact of computer game addiction on the
students.
1. How does computer game addiction had a huge contribute in affecting the mental behaviors of
the students?
2. How does computer game addiction had a huge contribute in affecting the health of the
students?
3. Is it true that the Computer games have a huge negative impact than the positive ones?
The findings of this study will be beneficial to these following people differently:
Students. It helps students to have a knowledge about the negative impacts of computer game
addiction;
xii
Researchers. The researchers would have a better understanding about the topic that can as well
help them in knowing about the negative impacts of computer game addiction. It also improves
Future Researchers. This study may serve as their guide and reference for the students
The aim of the study is to determine and to know the negative impacts of computer game
Statements of Hypothesis
It is hypothesized that computer game addiction have a negative impact on the students.
It is also hypothesized that computer game addiction can affect student’s health and mental
behavior.
This research paper was mainly concerned with the negative impacts of computer game
Definition of Terms:
Addiction- the fact or condition of being addicted to a particular substance, thing, or activity.
Technology - machinery and equipment developed from the application of scientific knowledge.
xiv
Chapter II
RESEARCH METHODOLOGY
A. Research Design
A descriptive research design was used by the researcher to gather information about the present
existing condition. Survey and observation was used to acquire descriptive and analytic
information. Books, research and internet was utilized for this study.
This research is conducted by gathering, analyzing, and presenting collected data. In descriptive
research, the researcher doesn’t have control over the variables, but only observes and measure
them.
B. Research Environment
The locale of this study is in Bankal National High School, which is located F. Martir Street,
Lapu-Lapu City, Cebu, Philippines. Bankal National High School is a secondary educational
institution, designed to serve students of the barangay, by providing them access to quality and
affordable education.
C. Research Respondents
xv
The researchers randomly selected 90 students. The respondents will answer the questionnaires
Section by Section
Grade 8 A 5
Grade 8 B(SSC) 5
Grade 8 C 5
Grade 8 D 5
Grade 8 E 5
Grade 8 F 5
Grade 8 G 5
Grade 8 H 5
Grade 8 I 5
Grade 8 J 5
Grade 8 K 5
Grade 8 L 5
Grade 8 M 5
Grade 8 N 5
Grade 8 O 5
Grade 8 P 5
Grade 8 Q 5
Grade 8 R 5
TOTAL NO. OF
90
RESPONDENTS
D. Research Procedures
xvi
After obtaining all the formal permission that the researcher must acquire, she will then proceed
into the gathering of data. The researcher will provide the questionnaires to the randomly picked
students. The handling of questionnaire will be done personally by the researcher so that any
questions on how to answer the questionnaires could be explained to acquire reliable results.
Research instrument
The instrument used was a 2 page questionnaire checklist to gather the needed data for the
student`s profile. The questionnaire would ask some personal informations including name
(optional), age and gender. The respondents were approached to answer the questionnaires with
full honesty.
Statistical Treatment
The following are the statistical tools with their corresponding formulas that was used to
Percentage.
Formula: % = 𝐹 𝑁 x 100
F is the frequency
Chapter III
This chapter presents the findings, analysis and interpretation of data gathered whose main
objective is to find out the correlation between Sleep Deprivation and the Academic Performance
of Grade 9 students.
Table 2 shows that 80% of the total number of respondents are male, equivalent to 65 males from
Grade 8 male respondents. 20% of the total number of respondents are female, equivalent to 25
13 30 33%
14 60 67%
Total; 90 1oo%
xviii
Table 4 shows that the majority of the total number of respondents is the age range of 14 with a
percentage of 67%, students from Grade 8. While the remaining 33% is from 13years old, total
of 30, respectively.
spent on games?
2. Do you get angry and 3 3.3% 16 17.7 28 31.1 3 3.3 40 44.
mistakes?
3. Do you find yourself 31 34.4 15 16.6 26 28.8 15 16. 3 3.3
plans to game?
8. Do you get very angry 15 16.6 17 18.8 32 35.5 10 11. 16 17.
when someone or % % % 1% 7%
something interrupts a
game?
Table 3 represents the impacts of game addiction on students. The results of the table shows that
majority of the 46% of students said that sometimes they have fights with other family members,
friends and etc. over the time they spent on games. While, 31.1% of students said that they
always plan to soothe themselves with games and plans to game whenever they are upset,
depressed, and stressed. Students also answered that 35.5% of them gets angry when someone
interrupts their game and 35.5% of students said that they had a moment when they really
wanted to stop gaming to do something else but just could not which is not good because they
xx
didn’t know that they are already addicted to the computer games and it also affects their mental
behaviors. Therefore, there was a direct relationship between addiction to computer games and
a gamer?
2. Have you suffered any 18 20% 26 28.8% 41 45.5% 5 5.5%
intense gaming?
3. Do you eat while 26 28.8% 18 20% 38 42.2% 8 8.8%
while gaming?
4. Have you ever used 14 15.5% 18 20% 21 23.3% 37 41.1%
gaming?
5. Has gaming taken the 14 15.5% 9 10% 48 53.3% 19 21.1%
enjoy?
6. Do you lose hours of 42 46.6% 21 23.3% 16 17.7% 11 12.2%
sleep to gaming?
xxi
while gaming?
8. Have you felt remorse 19 21.1% 17 18.8% 32 35.5% 22 24.4%
health?
Table 4 represents the Impact of gaming addiction towards the students, base on the table, almost
100% of students said that they are not gaining weight since becoming a gamer, which is a
negative impact on their health, 45.5% of students said that they often suffered any physical
pains due to intense gaming, 42% of students said that they often eat while gaming, and 53.3% of
students said that gaming has taking the place of any hobbies or sports they used to enjoy, while,
42.2% of students agreed that computer games really affects their health. Therefore, computer
game addiction really had a negative impact on physical health of the students. The study show
that most adolescents who are addicted to computer games have high heart beat and blood
pressure due to too much excitement and stress. Most of those who involve in these games do not
notice the time passing and even forget to eat. It seems that creating a cause and effect
relationship between computer games and physical health or more generally speaking,
Chapter IV
Computer game addiction describes individuals who spend excessive amounts of time playing
Summary
This study was conducted for the purpose of determining the Impact of Computer Game
Addiction of Grade 8 students of Bankal National High School. The qualitative method of
research was utilized and the normative Check list Survey Questionnaire was used for data
collection. The inquiry was conducted during the school year 2019-2020. 80% of 90 respondents
are game addicted and are affecting their health and mental behavior. students ranging the age of
14 with the percentage of 67%. The causes why these students were game addicted was also
included. By comparison of the respondents’ information, the Impacts of Game Addiction have
been identified.
Conclusion
The results of this study are in agreement with the findings of other studies around the world. As
the results show, addiction to computer games affects various dimensions of health and increases
physical problems, anxiety and depression, while decreases social functioning disorder.
I conclude that when students plays computer games too much, it makes them addicted to it
which makes them less interested in everything around as they are more focused on the game and
they don’t want to be disturbed and gets angry when disturbed when playing.
xxiii
Time management is important, therefore, balance your time properly and don’t be addicted too
much in computer games because it has a huge impact in your health and mental behaviors.
Set limits to your child and monitor your children, tell your child to not spend too much in
Teachers should also monitor their students and must be willing to give advices to help their
students who were struggling from game addiction. Teachers should also be orienting the
students, they must make sure the student would manage their time.
Bibliography/References
Understanding the roles of television and computers in the home. Journal of Broadcasting and
2. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the
3. Anderson CA, Bushman BJ. Effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, and prosaically behavior: a meta-
xxiv
Scholar]
4. Manteqi M. A study of video and computer games outcomes. 1st ed. Tehran: Farhang and
5. Patton GC, Sawyer SM. The Medical Journal of Australia-MJA 2000. Media and young
minds. 173:570–1. Available from:
URL: http://www.mja.com.au/public/issues/173_11_041200/patton/patton.html.
[PubMed] [Google Scholar]
42. [Persian] [Google Scholar]
Psychology[Persian]; 2002. Relationship between computer games and social skills of male
Association; Video Game Uses and Gratifications as Predictors of Use and Game Preference;
Psychology. 1991;18(2):11–7. [Google Scholar]
10. Ahmadi S. Social effects of computer games on male students in third year of guidance
11. Zahrakar K. Tehran: Bonyad Shahid office of Tehran province; 2003. Relationship between
religiousness and physical-mental health of students in Shahed high schools of Tehran province.
CURRICULUM VITAE
Rosalina M. Cosep
Nationality : Filipino
Sex : Female
EDUCATIONAL BACKGROUND
xxvi