Professional Documents
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Final Paper
Final Paper
Final Paper
A RESEARCH PAPER
Presented to
The faculty of
Iligan Computer Institute
Iligan City
APRIL 2024
CHAPTER 1
When children spend a significant portion of their time playing video games, they may
have less time available for face-to-face interactions with family and friends. This can lead to
social isolation as they withdraw from real-world social situations in favor of online or virtual
interactions within the gaming community. When students spend a significant portion of their
time playing video games, they may have less time available for face-to-face interactions with
family and friends. This can lead to social isolation as they withdraw from real-world social
Studies have found that playing video games, especially those that are social and
collaborative, can lead to more pro-social behaviors (behavior that is positive, helpful, and aimed
“The higher the addiction to computer games, the less the social skills” said Eshrat
Zamani, et al. This statement means that excessive gaming can lead to certain social
consequences. It`s important to understand that the impact can vary significantly from one
individual to another.
The purpose of this study is to look at the correlational between internet gaming and
social skill development. The purpose of the study is to determine how extent online gaming has
an impact on social skills development. The study examines variables that influence the
relationship, such as the length of time spent playing online games, and the types of games
played. The ultimate objective is to warn parents and educators with information that will enable
them to create efficient learning and development support programs and better understand the
This study will be conducted at the beginning of second semester and will be finished at
This study aims to ascertain whether there is a relationship between social skill
development and online gaming that may have an impact on students' social development
abilities.
Research Questions;
2. How does playing online games affect the social gathering of the family of the
students?
3. How does playing online games affect the social interaction, both face-to-face and
The study's focus is on how internet gaming affects students at ICI as they build their
social abilities. This study's focus is on the social connections between online gaming and the
growth of social skills in ICI students. The study will especially look at the effect of social skills
comprehension of humor when playing online games. The relationship between online gaming
and social development is the main topic of this study. And a face-to-face survey of ICI students
regarding a case study. Researchers are searching for a manageable sum of data, adequate to
address the research topics and achieve data saturation, would be provided by forty (40)
respondents, due to availability of the respondents and lack of time of the researchers, twenty
(20) of whom are in grade 11, and twenty (20) of whom are in grade 12. Equivalent for forty
(40) respondents.
The Student gamers. They will understand that playing video games too much would negatively
The Teachers. They will be able to assist the parent in guiding their youngster toward their
The Parents. Through this study, they will be aware of their children's behavior. And how
The Administration. Through this study, they can analyze the importance of the school
environment that can help the students enhance their social skills development.
The Future Researchers. This study will aid future academics in their understanding of the
mechanisms underlying how online games affect students' social skills. They may use it as a
future reference for more investigations and it would aid in having a better analysis.
CHAPTER 2
In today's age of technology, online gaming has become a popular form of entertainment
and a means of social interaction for many people, including students. However, there has been a
lot of speculation about the effects of online gaming on the social skills of students. In this
research report, we will take a closer look at this relationship. This chapter examines some of the
numerous works completed by scholars and researchers which are directly related to this study.
Related Literature
Zamani, Kheradmand, et al. (2010) stated that playing online games affects students'
social skills and notes that the more time students spend playing games, the worse off their social
skills are. "The people who are addicted to video games have lesser social skills”.
Moreover, according to Fishman, (2023) it discusses how many students met online
rather than in person because they will have more time playing online games, which is especially
true for people who have difficulty spending time with others in person, such as those with major
Additionally, Vlachopoulos & Makri (2017) conclude that online gaming can influence
the social behavior and psychological well-being of students, as well as their academic
performance and study skills. Online gaming can enhance communication, cooperation,
leadership, problem-solving, empathy, and self-esteem, but it can also lead to addiction,
serious game may increase social skills. It also has the potential effects of the length of playtime,
intervention, and follow-up on social skills, as well as the effectiveness of using games to
In conclusion, online gaming negatively impacts students' social skills, with addiction to
video games leading to lesser social abilities. It is particularly detrimental for those with mental
health issues like depression, autism, and social anxiety. Online gaming can enhance
also lead to addiction, aggression, isolation, cyberbullying, and privacy issues. The effectiveness
of using games to educate social skill development depends on factors like playtime,
Related Study
According to Bender (2016) this study discusses the connection between online gaming
among students and the social anxiety of a person and whether there is an increase in social
However, according to Son, et al. (2021) this study discusses the mutual connection
between the online friendship network and internet game disorder and also the contribution of
Additionally, according to Mun a, Lee (2022) this study examining the mediating effects
of social skill deficits and loneliness in adolescent’s online gaming addiction may play a role in
this relationship.
Meanwhile, according to Kowert (2013) this study discusses that online gamers lack
certain social skills and are more likely to exhibit certain psychosocial temperaments than
inactive players or non-game players; Concepts of online video game participation and social
Besides, according to Finke (2015) this investigation discovered that playing computer
games decidedly affected kids with ASD, adding to the advancement of abilities in numerous
areas, including interactive abilities, fine coordinated movements, language abilities, perusing,
While based on the study of Dumrique & Castillo (2017) this research shows that online
games can still have a positive impact on students and help them gain friends. They still have
Uz & Cagiltay (2015) claims that online games encourage group interaction and lead to
new forms of social interaction by giving opportunities to create meaningful relationships with
other players.
To sum up all the studies, it explores the relationship between online gaming among
students and social anxiety, focusing on the impact of online friendship networks and internet
game disorder. It also explores the mediating effects of social skill deficits and loneliness on
adolescent gaming addiction. The research reveals that online gaming can enhance abilities in
interactive, coordinated movements, language, reading, writing, and decisive reasoning. Despite
this, it also suggests that online games can positively impact students' social interactions and
group interactions.
Theoretical Framework
Albert Bandura developed Social Learning Theory in 1986. Social learning theory
proposes that learning occurs through observation, imitation, and social interaction. Individuals
learn by watching others, interacting with them, and experiencing the consequences of their own
and others' behaviors. He proposed that individuals have beliefs and expectations that influence
their actions and can think about the links between their behavior and its consequences.
Social learning theory offers a valuable lens to explore the connection between online
gaming and social skill development. This theory highlights learning through observing and
interacting with others. In the context of online games, players can watch and emulate social
behaviors like communication and teamwork, incorporating them into their gameplay.
Witnessing positive outcomes of social interactions, like cooperation leading to victory, can
further motivate players to adopt these behaviors. Online games also provide a space for social
interaction, allowing players to practice and refine their social skills in a virtual environment.
Conceptual Framework
this is online gaming, which is a specific activity with widely varying social dynamics, content,
and interaction opportunities. Different types of online games may provide distinct social
players, virtual worlds where users can interact and collaborate, or competitive environments in
which players engage in strategic interactions. While online gaming is the independent variable
because it represents the outcome that researchers want to see or measure as a result of changes
in the independent variable (online gaming). Social skills include communication, nonverbal
cues, empathy, cooperation, conflict resolution, and teamwork. Using this conceptual
framework, the researchers can examine the relationships between the independent variable
(online gaming) and the dependent variable (social skills development) of the ICI students.
Definition of Terms
Correlation. A research design that investigates relationship between two variables without the
Generation. A body of living beings constituting a single step in the line of descent from an
ancestor.
Online Gaming. The playing of a video game over the internet, usually with friends.
Scatter plot. It shows the relationship between two variables measured for the same individuals.
Social Skills Development. Being aware of emotions and the communication pattern and using
Student Gamers. A student who plays games and especially video games.
Technology. The use of scientific knowledge for practical purposes, and for solving problems.
CHAPTER 3
RESEARCH METHODOLOGY
This chapter describes the research techniques that should be used by the researcher when
carrying out the study, including the research design, study population, development of the
Research Design
(Tan 2014). By analyzing the relationship between the two variables, the researcher aims to
explore the patterns in the population of interest. Correlational design offers a suitable method
for investigating the relationship between online gaming and social skill development simply
because the researchers are looking to see if there is a relationship between the two variables of
The Relationship Between Online Gaming and Social Skills Development of Students in ICI
The survey questionnaire technique allows the researchers to gather data from the
respondents and expand the documentary information needed. As the survey techniques will be
use to collect data from the respondents, the researchers employed open-ended research
questionnaires to administer the survey. That contains the information to be answered by the
respondents. By using the survey techniques, the researchers can find a particular response from
the respondents. As the researchers will conduct the face-to-face survey at the Iligan Computer
Institute (ICI). As the researchers set up the survey environment, the researchers will make sure
that the respondents' information will be confidential aside from the responses of the respondents
will provide.
Research Instrument
This research tool attempts to find out the relationship between online gaming and social
skills development in the student of ICI (Iligan Computer Institute) branch in Iligan.
Face to face survey will be use to gather the data for this investigation. The researchers
will provide a 40 printed survey questionnaires and 70 printed about personal info if they are a
Informants
researcher selects only those subjects that satisfy the objectives of the study based on the
researcher’s conviction. It is a sampling technique where the researcher relies on his discretion to
choose participants from the study population (Obilor, Esezi Isaac, 2023). This method is well-
suited for this study due to its capability to selectively target specific traits or characteristics
within the gaming population. By focusing on particular demographics, researchers can pinpoint
participants who best represent these criteria, ensuring a more precise and relevant sample.
Those who respond with a “No” are excluded from the sample and those who responds with a
In the case of this study, Analyzing the Relationship Between Online Games and Social
Skills Development of Students in ICI (Iligan Computer Institute) students. The respondents
should have first-hand experience of learning while currently playing online games. The
selection was based on the respondents' accessibility and convenience. The informants were
chosen because they could offer insightful answers to the research questions about the
Relationship Between Online Games and Social Skills Development. A manageable sum of data,
adequate to address the research topics and achieve data saturation, would be forty (40)
respondents, due to availability of the respondents and lack of time of the researchers, twenty
(20) of whom are in grade 11, and twenty (20) of whom are in grade 12. Equivalent for forty (40)
respondents.
Data Analysis
Pearson Correlation Coefficient, which is frequently used to examine the data for this
study. Finding out whether there is a relationship between variables, as well as its strength and
In gathering the data via in-person surveys, the researchers dove deep into it to fully
comprehend the responses of the respondents. This method entails analyzing the degree of
correlation between two variables as the direction of the relationship between online gaming and
the development of social skills using a correlational approach to data. By identifying relevant
sentences, phrases, or words connected to the research themes, the researchers produced their
The researchers looked at the topics in greater detail at this point. In order to understand
the underlying meanings and implications of the respondents' experiences, the researchers
investigated the relationship between online gaming and the development of social skills.
Ethical Consideration
the study to ensure the rights and well-being of the participants. The following ethical
1. Letters of Permission and Invitation: Prior to conducting the study, appropriate letters of
permission were obtained from the relevant authorities at Iligan Computer Institute. These letters
stated the purpose and nature of the study and sought permission to conduct research within the
institution. Additionally, letters of invitation were sent to potential participants, explaining the
study's objectives, procedures, and the voluntary nature of their participation. The invitation
2. Informed Consent and Voluntary Participation: Participants were provided with informed
consent forms that outlined the purpose of the study, the procedures involved, and the rights and
expectations of the participants. It was explicitly stated that participation in the study was
voluntary, and individuals had the right to withdraw from the study at any point without facing
any consequences or having to provide a reason for their withdrawal. Participants were informed
that their decision to participate or withdraw would not affect their academic standing or
3. Minimal Risk Statement: The study was deemed to be of minimal risk to the participants.
It was communicated to the participants that the probability and magnitude of harm or
discomfort anticipated in the research would not exceed what is typically encountered in daily
life or routine physical or psychological examinations. Participants were assured that their well-
confidentiality and anonymity of the participants. All collected data were anonymize.
Participants were assured that their responses and personal information would be kept strictly
confidential, and no identifying information would be disclosed during or after the study. Only
the researchers involved in data analysis had access to the raw data, and any published or
reported findings would be presented in a way that does not allow identification of individual
participants.
5. Withdrawal Option: Participants were explicitly informed of their right to withdraw from
the study at any time without being asked to provide a reason. It was emphasized that withdrawal
would have no negative consequences, and their decision to participate or withdraw would be
respected without question. By adhering to these ethical considerations, the study aimed to
protect the rights, autonomy, and well-being of the respondents, ensuring their informed consent
and confidentiality while minimizing any potential risks or discomfort associated with their
This chapter discuss the data analysis and findings from the questionnaires completed by
ICI student’s Iligan City branch and aims to seek weather there is a relationship between Online
For simpler analysis and understanding, the researchers employed a scatter plot on the
perfect negative Pearson correlation. The volume of respondents who provided common
answers will be displayed in linear charts; the data has been converted into a Pearson correlation
The straight diagonal line drawn through the center of the data points represents the
number of respondents, while the dots represent the number of questions on the research
questionnaires. Scatter plots give a visual portrayal of the correlation, or a perfect negative
As the correlation is -1, it indicates that there is no relationship between online gaming
and the social skills development of students at ICI. As the value is in the negative range, it
shows that the variables are perfect negatively correlated and both will go in the opposite
Figure 3. Schematic Diagram of Statement of the Problem #1 How does an online gamer
The H, which represents question number 8 (I play online games to socialize with my
co-students) as the total number of respondents who strongly agree and agree, is 30 (x), and the
total number of respondents who strongly disagree and disagree for number 8 is 10 (y), so it
implies that the H is between 10 and 30, which is shown in the diagram above. Therefore, the
respondents managed to socialize with other students while playing online games because many
online games have builds or clans, which are groups of players who team up regularly.
Figure 4. Schematic Diagram of Statement of the Problem #2 How does playing online games
The A, which represents question number 1(I missed important social or family activities
because I was playing online games.) as the total number of respondents who strongly agree and
agree, is 15 (x), and the total number of respondents who strongly disagree and disagree is 25
(y), so it implies that the A is between 15 and 25, which is shown in the diagram above.
Therefore, the result shows that families can bond over playing these games together, creating a
Figure 4. Schematic Diagram of Statement of the Problem #3 How does playing online games
both face-to-face and online.)as the total number of respondents who strongly agree and agree,
is 33 (x), and the total number of respondents who strongly disagree and disagree for question
number 1 is 7 (y), so it implies that the G is between 33 and 7, which is shown in the diagram in
figure 2 above. Therefore, if the respondents managed their gaming time very well, online
The purpose of this study is to analyze the relation between online gaming and social
The study looked into whether there is a relationship between online gaming and social
skills development in students of ICI using correlational approach. Data were gather using
various tool such as Face to face survey was used to gathered the data on this investigation. The
researchers had provided 40 printed survey questionnaires and 70 printed about personal
information that prove that they are suitable to be a respondent in this study.
This study revealed that there is no significant relationship between online gaming and
social skills development. Since the data that the researchers gathered shows no relationship
between the two variables. As the result shows strong negative correlation, explain that students
can play online games but online games can’t affect the social skills development of the
Conclusion
When children spend a significant portion of their time playing video games, they may
have less time available for face-to-face interactions with family and friends. This can lead to
social isolation as they withdraw from real-world social situations in favor of online or virtual
To sum up, the goal of the study was implemented and followed to. The questions posed
by the researchers were supported by the data gathered. With the assistance of the respondents
and participants, the research was accomplished successfully. As they gratefully shared their
experiences, the participants gave the researchers permission to conduct the study.
In today’s generation, where technology is already advanced, young people like to play
online games to meet new people and satisfy their boredom, which is good for them. Online
gaming becomes a bad influence when the player starts to lock themselves up just because they
want to play, and it will be really bad if playing online games can affect their well-being,
specifically their social skills development. The researchers hoped that through this study, the
student gamer would gain some knowledge and manage their time while playing online games.
Recommendation
The researchers suggest the school, to ensure the well-being of the students, implement
educational programs so that the student gamers will gain some knowledge of the effects of their
habits, promote positive gaming habits and social interaction, and foster open communication
between parents, educators, and gamers to understand and address any potential concerns or
benefit. And for the future researchers, the researchers suggest to use the causal analysis in their
research design.