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Republic of the Philippines


UNIVERSITY OF NORTHERN PHILIPPINES
Tamag, Vigan City
2700 Ilocos Sur

Office of the Laboratory Schools


Website: www.unp.edu.ph Mail: laboratoryschoolsnp@gmail.com
Telephone #: (077) 674-0789

RESEARCH PROPOSAL

I. Title: ONLINE GAMES: A STRESS RELIEVER AMIDST THE COVID-19


PANDEMIC

II. Proponents: Rein Louise Q. Basconcillo

Brent Kyle P. Tabula

Angela Q. Aninag

Lovely-Ann C. Cabanos

III. Grade, Strand, Section: 12, HUMSS- A Freud

IV. Place of Study: University of Northern Philippines-Senior High School Department

V. Duration of the Study: October, 2020- January, 2021


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VI. Background of the Study:

As the lockdown started, the use of internet had increased and led to
changes in life of many teenagers during the lockdown. Particularly, it also rises
the use of online games to relieve stress amidst COVID-19.
Nowadays, most people are using technology. As the technology evolves, it
develops and the things get easier for people just by simply clicking. Even the
internet is very attainable to people. Internet is the biggest medium that we are
using today to communicate around the globe. One of the internet mediums we use
is Video Games. It is a type of indoor games that is usually used in computers or
television. There are two types of Video Games, offline games and online games.
Offline games are usually played in single while online games require internet to
connect or communicate players all around the world.
Online gaming can refer to a game that can play through internet, most of
the time online gaming refers to video games played with multiple players in
different locations. Online gaming is one of the leisure activities by many
teenagers to release their stress during lockdown. Another definition of it is that
online game which is or can be played over a computer network (in later use
especially the internet); especially (in later use) a video game which allows two or
more players in different locations to participate simultaneously (Lexico, 2018).
These games involve challenges that can be completed with other players.
There are several benefits to this. One of the main benefits is that players can
create a network of friends through the game, which can be comforting and may
also be empowering. We enjoyed playing games with friends when we were
young, and this need doesn’t necessarily go away in adulthood.
Another benefit of cooperative gameplay is that players can help one
another, offering symbolic support and enabling one another to develop problem-
solving skills. These positive experiences and “wins” can feel empowering and
build resilience to stress.
As subjects have reported, cooperative gaming can relieve stress and create
positive feelings among players. These games can be played on handheld gaming
systems, over the computer, or even via social media sites like Facebook.
For most people, on-line gaming is one of the best past time that they
acquire specially for teenagers, youngsters and students. According to Kuss &
Griffiths (2018), teens 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. During school hours, students tend to feel stressed due to loads of
school works and through playing it will relive their stress.
Online gaming has played a supporting role in public health efforts to
enforce effective spatial distancing during the pandemic and has been supported by
the World Health Organization’s collaborative campaign (#PlayApartTogether)
with the online gaming industry encouraging individuals to stay at home and limit
the spread of the virus (Maden 2020). Online gaming may indeed enrich people's
lives (Granic, Lobel, & Engels, 2014). Initiatives such as #PlayApartTogether that
promote gaming for socializing and stress reduction may achieve positive
outcomes. Research evidence shows that high involvement in gaming is not
necessarily problematic (Király, Tóth, Urbán, Demetrovics, & Maraz, 2017), and
that for most, gaming appears adaptive (Billieux, Flayelle, Rumpf, & Stein, 2019)
and may reduce loneliness (Carras et al., 2017). Moreover, gaming is typically less
harmful than many other potential behaviors used to cope with stress and aversive
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emotions, such as alcohol and drug use (Corbin, Farmer, & Nolen-Hoekesma,
2013) or overeating (Razzoli, Pearson, Crow, & Bartolomucci, 2017). Gaming
may also be relatively inexpensive for those already owning gaming equipment.
Cognitive Benefits of Gaming- Contrary to conventional beliefs that playing video
games is intellectually lazy and sedating, it turns out that playing these games
promotes a wide range of cognitive skills. This is particularly true for shooter
video games (often called “action” games by researchers), many of which are
violent in nature (e.g., Halo 4, Grand Theft Auto IV). The most convincing
evidence comes from the numerous training studies that recruit naive gamers
(those who have hardly or never played shooter video games) and randomly assign
them to play either a shooter video game or another type of video game for the
same period of time. Compared to
control participants, those in the shooter video game condition show faster and
more accurate attention allocation, higher spatial resolution in visual processing,
and enhanced mental rotation abilities (for a review, see C. S. Green &Bavelier,
2012). A recently published meta-analysis (Uttal et al., 2013) concluded that the
spatial skills improvements derived from playing commercially available shooter
video games are comparable to the effects of formal (high school and university-
level) courses aimed at enhancing these same skills. Further, this recent meta-
analysis showed that spatial skills can be trained with video games in a relatively
brief period, that these training benefits last over an extended period of time, and
crucially, that these skills transfer to other spatial tasks outside the video game
context. These training studies have critical implications for education and career
development. A 25-year longitudinal study with a U.S. representative sample (for a
review, see Wai, Lubinski, Benbow, & Steiger, 2010) established the power of
spatial skills in predicting achievement in science, technology, engineering, and
mathematics (STEM). STEM areas of expertise have been repeatedly linked to
long-term career success and are predicted to be especially critical in the next
century (Wai et al., 2010).
With the coronavirus pandemic still swirling and staying at home
remaining a top recommended strategy to stop its spread, many are escaping to
computer games and dedicated game consoles for comfort. And according to
research and experts, that’s good news, seeing as gaming can function as a mental-
health-boosting practice.
A further concern is that, if some individuals may develop, increase, or
relapse into unhealthy patterns of gaming to relieve pandemic-related stress, self-
isolation restrictions may inhibit help-seeking and present barriers for those in
treatment. For this reason, we encourage the exploration of online/telehealth
options, including ones that promote social connections (Forum, 2020). It may also
be important to make recommendations about the types of videogames that may
better facilitate psychological and physical health, including those that encourage
physical activity and social interaction and collaboration.
For years, researchers have been linking beneficial effects to video-game
play, too. For instance, video games have been found to improve mood, reduce
stress and anxiety, and institute a state of calm—gains that are particularly
noteworthy in pandemic conditions, when many are fighting low moods, spiked
worry, and psychological unrest.
Another study used a survey of 1614 game players to examine the use of
computer games as a tool for stress recovery. Results showed that games are
indeed used as a coping tool after exposure to stressful situations and strain and
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that this “recovery experience” is a significant facet of the gaming experience.4


Researchers also examined the relationships among work-related fatigue, daily
hassles, social support, coping style, recovery experience, and the use of video and
computer games for recovery purposes and found that people who more strongly
associated gameplay with stress recovery used video and computer games more
often after exhausting and stressful situations.

VII. Objectives of the Study


This study aims to determine the effectiveness of online gaming as a stress reliever
among Grade 12 Senior High School students of University of Northern Philippines amidst
the COVID-19 pandemic during the first semester of school year 2020-2021.
.
Specifically, it seeks to answer the following questions:
1. What is the effectiveness of online gaming as a stress reliever among the
respondents amidst the COVID-19 pandemic?
2. What is the profile of the respondents in terms of
a) Sex:
b) Number of hours spent in playing online games per day:
c) Type of player:
d) Type of online games played:
e) Number of online games played:
3. Is there a significant influence of the profile of the respondents to the effectiveness
of online gaming as a stress reliever?
4. What are the lived experiences of the respondents in playing online games during
the pandemic?

VIII. Scope and Delimitation


This study will focus on determining the profile and lived experiences of the
respondents, and the effectiveness of online gaming as a stress reliever amidst the COVID-19
pandemic. The respondents of this study will be the Grade 12 Senior High School students of
University of Northern Philippines school year 2020-2021.

IX. Conceptual Framework of the Study


The researchers will be going to be guided by the paradigm presented below.

Profile of the respondents:


a) Sex:
b) Number of hours spent
in playing online games Effectiveness of Online Gaming
per day: as a Stress Reliever.
c) Type of player:
d) Type of online games
played:
e) Number of online games
played:
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Lived Experiences of the Respondents

Figure 1. Conceptual Paradigm


The profile of the respondents will determine the effectiveness of online gaming by
knowing the number of hours spent in playing online games, type of player, type of online
games played and the number of online games played. An interview will be conducted to
determine the lived experiences of the respondents playing online games during the
pandemic.

X. Hypothesis (if applicable)


There is no significant influence of the profile of the respondents to the effectiveness
of online gaming as a stress reliever.

XI. Methodology
This presents the research design, respondents of the study, research instrument,
research procedure, statistical treatment of data, and ethical considerations.

Research Design. This study will use two mixed methods which are descriptive-
correlational and Qualitative-phenomenology methods of research. Descriptive method will
be used to determine the effectiveness of online gaming as a stress reliever and correlational
method of research to determine if there is a significant influence of the profile of the
respondents to the effectiveness of online gaming as a stress reliever.
Qualitative-phenomenology method will be used to determine the lived experiences of
the respondents through interview.

Respondents of the Study. The participants of the study will be the Grade 12 Senior
High School Students of University of Northern Philippines S.Y. 2020-2021. The
respondents will be limited to 50 students which will be selected through quota sampling.

Research Instrument. The study will utilize a researcher-made questionnaire as an


instrument in gathering the data. The questionnaire will have two parts: first part will be for
the profile of the respondents and the second part will be the effectiveness of online gaming.
The statements in the survey questionnaire are constructed in a way that the respondents will
be able to understand properly to achieve the purpose of the study.
Items in the questionnaire checklist will be scored using a 5-point likert scale
interpreted as:
Scale Descriptive Interpretation
5 Strongly Agree(SA)
4 Agree (A)
3 Undecided (U)
2 Disagree (D)
1 Strongly Disagree (SD)
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The following scale will be used to describe the effectiveness of online gaming:
Range of Value Descriptive Level
4.21 - 5.00 Very Effective
3.41 - 4.20 Effective
2.61 – 3.40 Somehow Effective
1.81 – 2.60 Not Effective
1.00 – 1.80 Not Very Effective

Research Procedure. The researchers will seek permission from the Principal of
Laboratory Schools- Senior High School to conduct this study. After securing the approval,
the researchers will conduct the study inside the university to find fifty (50) senior high
school students through quota sampling which is 25 students from Grade 12 HUMSS A and
25 students from Grade 12 STEM B. The researchers will give a questionnaire with series of
questions that they prepared. They will actively observe and if there are respondents who
need to help to clear things, they can instantly give response. The researchers will also
conduct an interview to the respondents to determine their lived experiences of playing online
games during the pandemic. The data gathered will help the researchers know the
effectiveness of online gaming and if there is a significant influence of the profile of the
respondents to the effectiveness of online gaming. Afterwards, the researchers will analyze,
interpret and present the gathered data.

Statistical Treatment of Data. The following statistical tools will be used to treat
and interpret the data gathered.
1. Frequency and Percentage will be used to describe the profile
of the respondents.
2. Mean will be used to determine the effectiveness of online
gaming.
3. Sample Regression Analysis to describe the significant
influence between the profile of the respondents and the
effectiveness of online gaming.

Ethical Considerations. Research ethics will be properly observed in the conduct of


the study. Permission to gather data will be asked from proper authorities. The researchers
will provide informed consent for the respondents assuring the anonymity of their names.
There will be no conflict of interest in the study. Privacy and confidentiality will be
considered by the researchers.

XII. Schedule of Activities:

Activities October November December January


2020 2020 2020 2021
1. Preparation, Title Defense, X
and Writing of the Proposal
2. Submission of the Proposal X
3. Review of Proposal X
4. Incorporation of Suggestions X
and Comments
5. Preparation of Research X X
Questionnaire
6. Data Gathering X
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7. Interpretation of Results X
8. Completion of Write Up X X
9. Review of Final Paper X
10. Finalization of manuscript X
(Comments Suggestions
Incorporated)
11. Passing the Final and Full X
Paper

XIII. References (please follow APA 6th edition format)

Javad, J. (2020) eSports and Gaming Industry the Video Games provide Escape from Reality
during Corona Virus pademic, WFAA, https://www.wfaa.com/article/sports/esports-
gaming-industry-thriving-as-video-games-provide-escape-from-reality-during-
coronavirus-pandemic/287-5953d982-d240-4e2b-a2ba-94dd60a8a383

Jagad. L. (2011) Online Gaming and Teamwork, SchoolWorks @Georgia State University

Balhara, Y. P. S., Kattula, D., Singh, S., Chukkali, S., Bhargava, R. (2020) Impact of
Lockdown following COVID-19 on the Gaming Behavior of College Students, Indian
Journal of Public Health, Volume 64, Issue 6, Page 172-176,
https://www.ijph.in/article.asp?issn=0019-
557X;year=2020;volume=64;issue=6;spage=172;epage=176;aulast=Balhara

von der Heiden, J. M., Braun, B., Müller, K. W. and Egloff, B. (2019) The Association
Between Video Gaming and Psychological functioning, Frontiers in Psychology
Human-Media Interaction, https://doi.org/10.3389/fpsyg.2019.01731

Goh, C., Jones, C. and Copello, A. (2019) A Further Test of the Impact of Online Gaming on
Psychological Wellbeing and the Role of Play Motivations and Problematic Use,
Psychiatric Quarterly, Volume 90, Page 747–760, https://doi.org/10.1007/s11126-
019-09656-x

Granic, I., Lobel, A. and Engels, C.M.E.R. (2013) The Benefits of Playing Video Games,
American Psychologist, Volume 69, Issue 1,
https://www.researchgate.net/publication/259112690_The_Benefits_of_Playing_Vide
o_Games

Russoniello, C., O’Brien, K. and Parks, J. M., (2009) The effectiveness of Casual Video
Games in improving mood and Decreasing Stress, Journal of Cyber Therapy and
Rehabilitation, Volume 2, Issue 1, Pages 53-66,
https://www.researchgate.net/publication/289131468_The_effectiveness_of_casual_vi
deo_games_in_improving_mood_and_decreasing_stress
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Sundaray, A., Galimotu, N. C., (2020). Effects of Video Games on Individuals during
COVID-19 Lockdown in India. Volume 8, Issue
2https://www.researchgate.net/publication/341651130_Effects_of_video_games_on_individu
als_during_COVID-19_lockdown_in_India

Quantitative Research (online gaming) SCRIBD, Pages 29


https://www.scribd.com/document/355301713/quantitative-research-online-gaming-pdf

Turner, P. E., Kebritchi, M., Evans, S., & Helflich, D. A(2018). Influence of Online
Computer Games on academic achievements of non-traditional Undergraduate students.
Cogent Education. Volume 5, Issue 5,
https://www.tandfonline.com/doi/full/10.1080/2331186X.2018.1437671

Scott E. (2020) The Link Between Video Games and Stress Relief,
https://www.verywellmind.com/how-video-games-relieve-stress-4110349

Prepared by:

REIN LOUISE Q. BASCONCILLO

BRENT KYLE P. TABULA

ANGELA Q. ANINAG

LOVELY-ANN C. CABANOS

Researchers

Noted by:

JUAN D. CRUZ, PhD MARIO N. BROTHERS, EdD


Adviser, Practical Research 2 Adviser, Inquiries, Investigations and Immersion

Reviewed by:

JACK E. BAGBAGA, EdD JACK E. PULPULONG,EdD


Panel Member Panel Member

JACK E. BELBELLENG, EdD


Chairman of the Panel

Recommending Approval:

CHRISTIAN S. DOMONDON, MAME


Coordinator, LS Research
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Approved:

AURELIA T. VITAMOG, Ed.D., RGC


Principal, Laboratory Schools
Republic of the Philippines
UNIVERSITY OF NORTHERN PHILIPPINES
Tamag, Vigan City
2700 Ilocos Sur

Office of the Laboratory Schools


Website: www.unp.edu.ph Mail: dean.cte@unp.edu.ph
Telephone #: (077) 674-0789

November 8, 2020

Dear Respondent,

Very truly yours,

REIN LOUISE Q. BASCONCILLO

BRENT KYLE P. TABULA

ANGLA Q. ANINAG

LOVELY-ANN C. CABANOS

Researchers

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