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Republic of the Philippines


Department of Education
Region VII – Central Visayas
Schools Division of Lapu-Lapu City
Bankal National High School
Bankal, Lapu-Lapu City

Computer Game Addiction and Its Negative Impacts on the Students

In partial fulfillment of the requirement on

Practical Research II

Prepared by:

Sapphire M. Cosep

Presented to:

Rowena M. Estrada

Research 2 Teacher
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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

health are created due to the effects of other factors.


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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.
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TABLE OF CONTENTS
Title Page …………………………………………………………………………………......…...i

Research Abstract …..………………………………………………………………………….…ii

Acknowledgment………………………………………………………………………………....iii

Chapter Page

1 THE PROBLEM AND ITS SCOPE

Rationale……………..……………………………………………………………………..

Theoretical Background…………………………………………………………….

Related Literature and Studies….…………………………………………………..

Related Theories…………………………………………………………………....

Conceptual and Theoretical Framework…………………………............................

The Problem………………………………………………………………..........................

Statement of the Problem…………………………………………………………..

Significance of the Study………………………………………………………….

Scope and Limitations of the Study…………………………………………….....

Definition of Terms………………………………………………………………...
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2 RESEARCH METHODOLOGY

Research Design………………………………………………………………………........

Research Environment……………………………………………………...........................

Research Respondents…………………………………………………..............................

Research Procedure………………………………………………………...........................

Data Gathering Procedure……………………………………….............................

Research Instrument…………………………………………….............................

Statistical Treatment…………………………………………….............................

2 PRESENTATION, ANALYSES AND INTERPRETATION OF DATA

3 SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

Summary……………………………………………………………………………………

Findings……………………………………………………………………………………

Conclusion………………………………………………………………………………….

Recommendation…………………………………………………………………………

REFERENCES…………………………………………………………………………………
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APPENDICES

Appendix A. Permit to Conduct Study……………………..…………............................

Appendix B. Letter to the School to Conduct the Study……………………………….

Appendix C. Letter to the Respondents………………………………………………..

Appendix D. Questionnaire…………………………………………………………….
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CHAPTER 1

THE PROBLEM AND ITS SCOPE

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

isolation, and other physical and mental (Griffiths, 2011).

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

problems that the other students.


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Theoretical Background

Computer game addiction generally refers to an excessive, unhealthy amount of playing

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

overuse their products.

Review of the Related Literature

This part introduces the literary works and studies which supports the research study and also for

better comprehension of the study.

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
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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

spending time into.

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

lives particularly in their studies when used too much.

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
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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

COMPUTER GAMES ADDICTION

OTHER AFFECTING HEALTH


FACTORS

MENTAL HEALTH PHYSICAL HEALTH

The Concept Framework represents of what are the other health factors that can affect students in

computer game addiction.


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The Problem

Statement of the Problem

This research sought to determine what is the negative impact of computer game addiction on the

students.

More specifically, it seeks to find the answer to the following questions:

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?

Significance of the Study

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;
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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

their research skill little by little.

Future Researchers. This study may serve as their guide and reference for the students

undertaking similar studies.

Purpose of the Study

The aim of the study is to determine and to know the negative impacts of computer game

addiction on the students.

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.

Scope and Limitations of the Study

This research paper was mainly concerned with the negative impacts of computer game

addiction among the all the students.


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Definition of Terms:

Addiction- the fact or condition of being addicted to a particular substance, thing, or activity.

Vulnerable- susceptible to physical or emotional attack or harm.

Technology - machinery and equipment developed from the application of scientific knowledge.
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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
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The researchers randomly selected 90 students. The respondents will answer the questionnaires

to be given by the researchers.

Respondents by Total no. of Respondents

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
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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

effectively interpret the collected data.

Percentage.

Formula: % = 𝐹 𝑁 x 100

Legend: % is the percentage

F is the frequency

N is the total number of respondents

100 is a constant variable


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Chapter III

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

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 3: Gender of the Respondents

GENDER FREQUENCY PERCENTAGE


MALES 65 80%
FEMALES 25 20%
TOTAL 90 100%

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

females from Grade 8 female respondents.

Table 4: Age Range of the Respondents

Age range frequency percentage

13 30 33%

14 60 67%

Total; 90 1oo%
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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.

Table 3: Impacts of Computer Game Addiction on Mental Behavior

Statements Always Often Sometimes Rare Never


f % f % f % f % f %
1. Did you have fights with 5 5.5% 25 27.7 42 46.6 5 5.5 13 14.

others (e.g., family, % % % 4%

friends) over your time

spent on games?
2. Do you get angry and 3 3.3% 16 17.7 28 31.1 3 3.3 40 44.

insulting with other % % % 4%

players who make

mistakes?
3. Do you find yourself 31 34.4 15 16.6 26 28.8 15 16. 3 3.3

gaming whenever you % % % 6% %

have free time?


4. Have you ever sworn off 10 11.1 16 17.7 20 22.2 18 20 26 28.

a game, uninstalled it, % % % % 8%

and later returned to it?


5. Have you ever used sick 10 11.1 11 12.2 18 20% 19 21. 32 35.

days or vacation days or % % 1% 5%

skipped work or class

just for gaming?


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6. Do you feel irritable and 22 24.4 16 17.7 28 31.1 10 11. 14 15.

restless when away from % % % 1% 5%

games for some time?


7. When anxious, upset, or 28 31.1 22 24.4 22 24.4 12 13. 6 6.6

depressed, do you soothe % % % 3% %

yourself with games or

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?

9. Have you ever had a 25 27.7 18 20% 32 35.5 8 8.8 7 7.7

moment when you really % % % %

wanted to stop gaming to

do something else, but

just could not?

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
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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

physical disorders such as anxiety, sleep disorder and depression. 

Table 4: Impacts of Computer Game Addiction on Health Factor

Statements Always Sometimes Often Never


f % f % f % f %
1. Have you gained 0 0% 0 0% 0 0% 90 100%

weight since becoming

a gamer?
2. Have you suffered any 18 20% 26 28.8% 41 45.5% 5 5.5%

physical pains from

intense gaming?
3. Do you eat while 26 28.8% 18 20% 38 42.2% 8 8.8%

gaming or forget to eat

while gaming?
4. Have you ever used 14 15.5% 18 20% 21 23.3% 37 41.1%

sick days or vacation

days or skipped work

or class just for

gaming?
5. Has gaming taken the 14 15.5% 9 10% 48 53.3% 19 21.1%

place of any hobbies

or sports you used to

enjoy?
6. Do you lose hours of 42 46.6% 21 23.3% 16 17.7% 11 12.2%

sleep to gaming?
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7. Do you eat while 26 28.8% 18 20% 38 42.2% 8 8.8%

gaming or forget to eat

while gaming?
8. Have you felt remorse 19 21.1% 17 18.8% 32 35.5% 22 24.4%

after a gaming binge?


9. Has playing computer 12 13.3% 16 17.7% 38 42.2% 24 26.6%

games affects your

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

SUMMARY, CONCLUSION, SUGGESTION AND RECOMMENDATION


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Computer game addiction describes individuals who spend excessive amounts of time playing

Internet-based games to a degree that results in a loss of interest in other activities, negative

consequences related to overall functioning, and an inability to stop.

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.
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Suggestions and Recommendations

Suggestion for Students

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.

Suggestion for Parents

Set limits to your child and monitor your children, tell your child to not spend too much in

computer because it can lead him/her to health and mental problems.

Suggestion for teachers

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.

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CURRICULUM VITAE

Name : Sapphire M. Cosep

Address : Mahayahay, Bankal Lapu-Lapu City

Date of Birth : August 07, 2004

Parents : Santos I. Cosep

Rosalina M. Cosep

Nationality : Filipino

Sex : Female

Religion : Roman Catholic

EDUCATIONAL BACKGROUND
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Elementary : Bankal Elementary School

Secondary : Bankal National High School

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