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THE IMPACT OF ONLINE GAMING HABITS IN TH

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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
THE IMPACT OF ONLINE GAMING HABITS IN THE ACADEMIC
PERFORMANCE AMONG HSU STUDENTS
A Research Proposal
Presented to the Faculty of
Higher School ng UMAK
University of Makati
In Partial Fulfillment of the Requirements of Practical Research I
Presented To:
Dr. Leonardo G. Adap
Professional Lecturer
Higher School ng UMak
University of Makati
Presented By:
Michael Jhon Baguyo
Menard Casicas
Mico Niel Crisolo
Zabdiel Josh Quitain
Lourdes Marie F. Sison
Maurein Anne B. Tepace
March 2017
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APPROVAL SHEET
The thesis title “THE IMPACT OF ONLINE GAMING HABITS AMONG
HSU STUDENTS OF THE UNIVERSITY OF MAKATI TO THEIR ACADEMIC
PERFORMANCE” prepared and submitted by Jonh Michael Baguyo, Menard
Casicas, Mico Niel Crisolo, Zabdiel Josh Quitain, Lourdes Marie Sison and
Maurein Anne Tepace. In fulfillment of the requirements for the Subject Practical
Research 1 has been examined and hereby recommended for Oral examination.
Dr. Leonardo G. Adap
Research Adviser
________________________________________________________________
Panel Of Examiners
Approved by the Committee on Oral Examination with the grade of_______.
Prof. Glenn I. Tio-an
Chairman
Edwin M. Magdaleno
Member
Prof. Carlo Jay Evardone
Member
Accepted as Research Proposal in partial fulfillment for the Subject Practical
Research 1
March 2017
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Table Of Contents
Pages
TITLE PAGE--------------------------------------------------------------------APPROVAL SHEET----------------------------------------------------------TABLE OF CONTENTS------------------------------------------------------
i
ii
iii
CHAPTER
I.
II.
THE PROBLEM AND ITS BACKGROUND
Introduction--------------------------------------------------------
1
Background of the Study---------------------------------------
4
Theoretical Framework-----------------------------------------
5
Conceptual Framework-----------------------------------------
7
Statement of the Problem--------------------------------------
8
Hypothesis---------------------------------------------------------
9
Scope and Limitation of the Study---------------------------
9
Significance of the Study---------------------------------------
10
Definitions of Terms---------------------------------------------
11
REVIEW OF RELATED LITERATURES AND STUDIES
The Rise of Electronic Games---------------------------------
13
Modernization in Gaming---------------------------------------
14
The Need For Internet-------------------------------------------
16
Online Addiction---------------------------------------------------
17
Types of Online Games-----------------------------------------
18
Real Time Strategy Games---------------------------
21
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III.
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First Person Shooters Games------------------------
22
Addiction Among Teenage Filipinos-------------------------
24
Disadvantages of Online Gaming----------------------------
28
RESEARCH METHODOLOGY
Research Design-------------------------------------------------
41
Population and Sampling Procedure------------------------
41
Research Locale-------------------------------------------------
41
Research Instrument/Tools------------------------------------
42
Data Gathering Procedure-------------------------------------
42
Data Analysis------------------------------------------------------
43
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Chapter I
The Problem and It’s Setting
Introduction
Man’s quest for knowledge shaped its world and identity since the
beginning. Philosophers in the past never imagined how the curiosity of their
minds that asked the fundamental questions of existence turned into a reality of
discovery and never-ending investigation. In the end, this accumulated
knowledge of information were used and applied in relevance to practical living.
Hence, technology was born out of application of Science, the body of
knowledge based on facts, observation, and experimentation. Technology is
widespread nowadays. Today’s era, its existence can be best seen on modern
and hi-tech gadgets that most of us are usually familiar with and use every day.
Gadgets like computers, smart phones and tablets were never outdated. They
keep on transforming and changing especially that they can now run different
kinds of software applications of different interests, office and business works
and the like.
On the other hand, technology is not only made day by day. It is now
even studied in schools and universities. According to Microsoft Encarta in 2008,
the word technology originated from two Greek words, tekhnΔ“ m eaning craft or
art; and logia, meaning an area of study. So literally, technology is for the study
of crafting. In an increasingly technology-dependent based society, people will
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continue to use computers not only for business but also for pleasure.
Computers have become a social and economic necessity that permeates every
part of our lives; it is feasible that in the future, every person in the world may
own or use a computer.
The rise in the use of the internet has led to many changes in our daily
lives. In particular, this rise has also led to the rise of on-line gaming. We can
still recall a time when we were limited by slow computers with crawling dialup
speed. In the past, people could never have imagined the great leaps that would
be taken in the field of on-line games. Today, on-line games are very advanced.
These days, gaming technology has progressed to an amazing extent. Things
like streaming 3-D animation graphics with superb surround sound stereo now
have the ability to make us all addicted to gaming. Playing on-line games is so
much more different that playing games in a single player mode where your only
challenge is to beat the computer. If you are into on-line gaming, you can
challenge some of the top gamers in the world. In fact, certain game platforms
cater to this by having rankings to determine then champions. There can be no
doubt that with this rankings system, gamers have become very motivated to
win. Becoming the best is important to most of these gamers. Whether it is RPG
(role playing games), shooting or strategy games, it is not surprising to see that
on-line gaming is not just a teenage obsession
.
In the Higher School ng UMAK, the elective subject Computer
Programming offers opportunity allowing students to specialize in the study and
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application of computer technology in the community or society. One of the
courses offered in UMAK is Bachelor of Science in Computer Programming
Major in Application Development. Students are taught how to make use of
computer technology in creating various useful applications for both school and
business needs. For most students, technology in their computers aided them to
study and to play as well when they want to relax. Playing can be best described
when they sit in front of their computer or laptop for quite long periods of time.
They play various games that test thinking and decision-making. But the most
famous of all games are the role-playing games and even more popular when it
is played on-line. Such games are competitive in nature which includes game of
action and strategy. They can be played professionally or casually by millions of
fans in the world. Many students of various ages are one of very passionate fans
who play a lot. Well-known on-line games are League of Legends (L.O.L),
DOTA, Cross Fire are just some of the few well-known games played on-line.
There is no doubt that technology is always a good companion. But what
if there are negative consequences too? There is a human law Ecology that
says, technology can be both part of the solution and part of the problem as
well. For this reason, the researchers found it interesting to find out how senior
high school students view their on-line gaming attitudes. This may provide an
enlightening aspect of how each of the students usually considers things in their
life with regards to video gaming.
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Background of the Study
Nowadays, more and more people are starting to use the internet. At the
same time online games have become extremely popular among the young
generation.
Computer games have become a very popular leisure activity among
children and adolescents in recent years. In fact, based on popularity alone
online gaming garners a larger share of ‘favorite’ votes among young people
than physical team sports such as ice hockey and football combined. There are
many benefits of the Internet as it not only acts as an entertainment tool, but
also an important professional resource for work, communication as well as
education.
The
researchers
who
are
currently
taking
up
their
Computer
Programming elective subject became interested to find out the on-line gaming
attitudes among senior high school students of the Higher School ng UMAK.
The researchers can mostly relate upon knowing many of their friends or
classmates play on-line games and tell stories that they stay very late at night
playing the games and even become very much addicted to it, forgetting
sometimes
to
do
normal
household
activities
or
school
home
works and projects because they lack already the energy and feels lazy to
perform in the school. This is the reason why the researchers wanted to
investigate the on-line gaming attitudes of the students.
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Theoretical Framework
This study is supported by the theories on attitude formation. According to
Cherry (2016), in psychology, an attitude refers to a set of emotions, beliefs, and
behaviors toward a particular object, person, thing, or event. Attitudes are often
the result of experience or upbringing, and they can have a powerful influence
over behavior. Psychologists define attitudes as a learned tendency to evaluate
things in a certain way. This can include evaluations of people, issues, objects
or events. Such evaluations are often positive or negative, but they can also be
uncertain at times. Researchers also suggest that there are several different
components that make up attitudes. The components of attitudes are sometimes
referred to as CAB or the ABC's of attitude. Cognitive Component: Your
thoughts and beliefs about the subject. Affective Component: How the object,
person, issue or event makes you feel. Behavioral Component: How the attitude
influences your behavior. (Cherry, 2016)
There are three key theories that describe attitude formation. There are
three founders of attitude formation. Attitude formation theories provide insight
how a person's attitude takes shape and why a person might have a particular
attitude or how that attitude came to exist. Attitudes often direct behaviour on the
person itself. The three theories used most often to describe attitude formation
are functionalism, learning, and cognitive dissonance theories.
Attitude formation theories suggest that people do what benefits them,
hence the functionalist theory. Daniel Katz, a functional theorist, suggests that
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attitudes are formed according to how a particular person or thing meets our
needs. To a functionalist, attitudes are shaped based on the personal benefit
they offer. (Study.com, 2016)
To relate this to the study, a person develops their online gaming attitudes
because playing the games meets their needs. At some extent, it supports selfimage or existing values.
Learning theory on the other hand states that their past experiences have
taught them how to act. Ivan Pavlov, a learning theorist, gives the explanation
that our attitudes are formed through conditioning. Pavlov would suggest that as
this person grows older they will likely respond by favoring classical music. This
is called classical conditioning: when a previously neutral stimulus provokes a
conditioned response. Another type of conditioning is called
operant
conditioning. This is simply when a stimulus provokes a response. (Study.com,
2016)To relate this to the study, online gaming attitudes are formed by getting
conditioned with the same stimulus. It is repeatedly experienced by gamers
since they frequently play online games nowadays. Learning theories suggest
that attitudes are from conditioned past experiences that continue at present.
Cognitive dissonance theory states that people have an attempt to
restore harmony to two opposing truths are held. Cognitive dissonance is a
phenomenon in which a person experiences psychological distress due to conflicting
thoughts or beliefs. In order to reduce this tension, people may change their attitudes to
reflect their other beliefs or actual behaviors.(Cherry, 2016)
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To relate this to the study, online gamers may be aware that some people says
that too much gaming might not be good for them, so they change their belief that
“playing” computer games is just a form of leisure activity and nothing to be worried
much.
Conceptual Framework
Impact of Online
Gaming Habits
(Independent Variables)
*Type of games played
*Number of hours
playing
*Extent of gaming
Data Gathering Through
Surveying of HSU
Students
There is no significant
relationship between
online gaming habits
and academic
performance
on Student
Performance
(Dependent Variable)
Figure 1
Impact of Online Gaming Habits Among HSU Students of the University of
Makati to their Academic Performance
The figure above shows the research paradigm of the study. The two-way
arrow shows how the online gaming attitudes will influence the academic
performance of the selected Senior High School respondents of the study. The
online gaming attitudes (independent variables) includes the type of games
played, number of hours spent, frequency of playing, and extent of gaming. The
researchers wanted to determine if these online gaming attitudes will influence
the academic performance of the respondents (dependent variable). To
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determine if there is significant relationship between the two variables, a test of
correlation will be used.
In order to perform the above procedures, the researchers will gather the
necessary data through a survey questionnaire that they will develop. The
survey questionnaire will gather the information of the senior high school
students’ profile background and their on-line gaming attitudes at the same time.
After the data are fully gathered and completed, it will be carefully processed for
collation and tallying to provide insights for over-all result analysis and
interpretation. After the analysis and interpretation are made, the output of the
study can now be finalized through summary of the results and drawing of
conclusions. The recommendations for the study will depend on these two
aspects of the study.
Statement of the Problem
This study will investigate on-line gaming attitude among senior high
school computer programming students in the Higher School ng UMAK. It will
specifically answer the following questions:
1. What is the profile of the senior high school students of the Higher
School ng UMAK according to the following:
1.1 Age;
1.2 Gender;
1.3 Grade level;
1.4 On-line gaming frequency;
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1.5 On-line gaming medium;
1.6 On-line games played
2. How do the online gaming habits affect the student respondents’
academic performance of student respondents in terms of the
following?
2.1 Social Behavior;
2.2 Academic Performance;
2.3 Study Habits;
3. Is there a significant relationship between the on-line gaming attitudes
of the student respondents and their academic performance?
Hypothesis
To determine if there is a significant relationship between on-line gaming
attitudes of the respondents and their academic performance, the study will be
testing the null hypothesis at .05 level of significance:
HO: There is no significant relationship between the on-line gaming
attitudes of the student respondents and their academic performance.
Scope and Limitation of the Study
Senior high school students in the Higher School ng UMAK will be
randomly selected to become the respondents of the study. They will answer a
survey that will be designed by the researchers. The survey will ask of their
personal profile regarding their age, gender, current grade level, on-line gaming
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location, and electronic medium used when accessing on-line games and it will
only include their assessment of their on-line gaming attitudes.
Significance of the Study
The researcher conducted this research to know the on-line gaming
attitudes of senior high school students of the Higher School ng UMAK. The
researchers believe that the result of this study will greatly benefit the following:
UMAK Students
They will know the emotional and physical effects of playing on-line
games. They will be more conscious on the said effects. They will know how
they behave when playing on-line games every time and they will realize that
playing too much on-line games is not worth their money.
Parents
Parents will be provided good information background about how their
children behave towards on-line gaming. They will become more aware of the
different nature of on-line games that their children usually play on their mobile
or electronic gadgets.
Schools and Universities
The different schools will be also informed of the on-line gaming attitudes
of their students. Because of this, they may provide programs that will guide and
counsel students with regards to proper attitudes and outlook in both studying
and playing on-line games.
Future Researchers
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Future researchers may be provided eye-opening insights about on-line
gaming attitudes among people. This study may become a proposal for them to
perform a wide and in-depth study and analysis on this topic.
Definition of Terms
The following words used in the study are defined operationally by the
researchers for much easy understanding:
Academic Performance. Performance measured by taking written and
oral tests, performing presentations, turning in homework and participating in
class activities and discussions. Teachers evaluate in the form of letter or
number grades and side notes, to describe how well a student has done.
Attitude. The personal view of a person towards a particular thing,
condition, or aspect.
Attributes. A quality or characteristic of On-line Gaming among HSU
Students in UMAK.
Computer. An electronic gadget that runs with a central processing unit
(CPU).
Decision–Making. This is regarded as mental processes (cognitive
process) resulting in the selection of a course of action among several
alternatives. Every decision making process produces a final choice. The output
can be an action or an opinion of choice.
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Internet. It is an electronic network of computers that includes nearly
every
university,
government,
and
research
facility
in
the
world.
On-line Games. Any electronic or computer video games that are played
in the presence of an internet connection.
Problem-Solving. Is a mental process that includes problem finding and
problem shaping. Considered the most complex of all intellectual functions,
problem solving that has been defined as higher-order cognitive process that
requires the modulation and control of more routine
or fundamental skills.
Problem solving occurs when an organism or an artificial intelligence system
needs
to
move
from
a
given
state
to
a
desired
goal
state.
Programming. A process of making or creating programs that command
how a computer will function or work.
School. An institution that offers formal education to students.
Productivity. A measure of efficiency of the student in converting inputs
into useful outputs.
UMAK. University of Makati. This is the locale of the study.
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Chapter II
Review of Related Literatures
This chapter presents and discusses the various theories, concepts,
research findings, and output from both foreign and local perspectives which are
relevant and supportive to the proposed study.
The Rise of Electronic Games
An electronic game is an interactive hardware or software played for
entertainment, challenge, or educational purposes. Electronic games vary in
design but can include vibrant color, sound, realistic movement, and visual
effects; some even employ human actors. There are two broad classes of
electronic games: video games, which are designed for specific video-game
systems, handheld devices, and coin-operated arcade consoles; and computer
games, which are played on personal computers. Electronic games are a
popular pastime for both children and adults. Categories include strategy
games, sports games, adventure and exploration games, card and board
games, puzzle games, fast-action arcade games, and flying simulations. Some
software programs employ game-play elements to teach reading, writing,
problem solving, and other basic skills. From their crude origins in the late 1950s
and 1960s, electronic games have grown to become a multibillion-dollar
industry, one which uses the latest computer technology to produce ever-more
realistic game experiences for millions of users (known as gamers). (Kent, 2009)
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Also studies have shown that, increasingly, the majority of gamers are
age 18 or older. In response, many software companies and game studios have
focused on developing more advanced games aimed at late teenage and adult
audiences. This in turn has sparked concerns by some parents’ groups that
younger teens and children are being exposed to graphic violence, drugs, and
even sexual imagery in popular games. Most game developers now follow an
established rating system—much like the movie industry—that includes the
designations E (for Everyone), T (Teen), M (Mature), and AO (Adults Only).
(Kent, 2009)
Modernization in Gaming
Building on the success of interactive games played on consoles and
computers, some companies have branched out into new platforms. One of the
fastest-growing gaming platforms is the Internet. While the first multi-user
dungeon game (or MUD, online role-playing game worlds involving multiple
players) appeared in 1979, recent developments have made Internet, or online,
gaming a unique platform unto itself. (Kent, 2009)
One type of popular Internet game is characterized by its “massively
multiplayer online” (MMO) worlds, in which hundreds and even thousands of
players can socialize and compete with one another. These games are also
sometimes known as massively multiplayer online role-playing games, or
MMORPGs. With 100,000 paid subscribers by 2000, Origin Systems’ Ultima
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Online was the first economically successful MMO game. Games such as
Sony’s EverQuest and Microsoft’s Asheron’s Call built on this popularity and on
the expanding availability of broadband Internet access. Other popular MMO
games include The Sims, World of Warcraft, and Lineage. Developments in the
console game market, such as Microsoft’s Xbox Live feature, were also able to
take advantage of the Internet to connect gamers and enhance their games.
Xbox Live had attracted about 4 million paid subscribers by the end of 2006.
(Kent, 2009)
The rapid pace of technological growth appears to offer a bright future for
the electronic-games industry. Several companies now publish games for
handheld personal digital assistants as well as for cell phones. The popularity of
electronic games today actually drives the development of new technologies
because companies see a huge, lucrative market in which to release new
products. Cutting-edge developments such as virtual reality may eventually be
introduced to a mass audience through video games, breaking new
technological
ground
in
society
through
play.
(Kent,
2009)
From Zona in 2004 as cited by Seay in 2006, it was estimated that 430
million people world-wide, or 7% of the world’s population, played video games
in the year 2003 alone. Over one quarter of these individuals did so online and
that number as a percentage of total video gamers continues to grow. In the
United States, half of all Americans age six and older play video games (ESA,
2004). Both Zona and Kagan in 2004 mentioned that in 2003 worldwide gaming
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revenues reached $31.37 billion, including hardware and software, having more
than doubled since 1996. This compares to $34.2 billion in revenue for the film
industry in 2003. The gaming population continues to expand alongside these
impressive financial numbers. The average age of the video game player in
2004 was 29, and 39% of gamers were female (ESA, 2004). As the
demographics continue to diversify, revenue continues to mount, and content
becomes more and more adult in nature, there is no sense in which gaming can
be defined as “kid stuff”.
The Need for Internet
Online gaming needs internet connection. Internet is a computerbased global information system. The Internet is composed of many
interconnected computer networks. Each network may link tens, hundreds, or
even thousands of computers, enabling them to share information and
processing power. The Internet has made it possible for people all over the
world to communicate with one another effectively and inexpensively. Unlike
traditional broadcasting media, such as radio and television, the Internet does
not have a centralized distribution system. Instead, an individual who has
Internet access can communicate directly with anyone else on the Internet, post
information
for
general
consumption,
retrieve
information,
use
distant
applications and services, or buy and sell products. The Internet has brought
new opportunities to government, business, and education. Governments use
the Internet for internal communication, distribution of information, and
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automated tax processing. In addition to offering goods and services online to
customers, businesses use the Internet to interact with other businesses. Many
individuals use the Internet for communicating through electronic mail (e-mail),
retrieving news, researching information, shopping, paying bills, banking,
listening to music, watching movies, playing games, and even making telephone
calls. Educational institutions use the Internet for research and to deliver online
courses and course material to students. Use of the Internet has grown
tremendously since its inception. The Internet’s success arises from its flexibility.
Instead of restricting component networks to a particular manufacturer or
particular type, Internet technology allows interconnection of any kind of
computer network. No network is too large or too small, too fast or too slow to be
interconnected. Thus, the Internet includes inexpensive networks that can only
connect a few computers within a single room as well as expensive networks
that can span a continent and connect thousands of computers. (ComerMicrosoft Encarta, 2009)
Online Addiction
Online gaming is said to be linked to addiction as gamers or players tend
to stay long in the cyberspace. Cyberspace refers to a computer jargon, the
community of networked computers and the culture that has developed among
users of these computers. The term was coined by American writer William
Gibson and first used in his 1984 science fiction novel Neuromancer, in which
he described cyberspace as a place of “unthinkable complexity.” The term has
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given rise to a vocabulary of “cyberterms,” such as 18ehaviours (cafes that sell
coffee and computer time), cybermalls (online shopping services), and
cyberjunkies (people addicted to being online). (Microsoft Encarta, 2009)
According to Wang and Zhu in 2011, internet addiction is a relatively new
phenomenon in which social workers and psychologists are unaware of and are
thus unprepared to treat at present. They cited Mu (2006) pointing out that some
of the main symptoms of Internet and online game addictions, including the
decrease in social friend network and face-to-face interactions with others,
become infrequent while the member of friends in the virtual world exponentially
increases. Ultimately, the psychokinesis becomes weaker and weaker over time.
This means that after a long time of playing online games, the players begin to
realize the dangers of online gaming. At this point players generally try to play
less as they try to orient themselves back to the demands of society. However
this is mostly unsuccessful as it almost always ends up failing.
Types of Online Games
Massively
Multiplayer
Online
games
(MMOs),
Multiple
Undergrad
Destroyers (MUDs) and Massively Multiplayer Online Role-Playing Games
(MMORPGs)
Seay (2006) listed several online games and their notable features.
According to him there is a great breadth of social (and not so social) multiplayer
gaming experiences available online, from backgammon to modern combat
simulations. One need only peruse the shelves of local retailers, miniclip.com, or
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Xbox Live Arcade to see that there are gaming experiences from many genres
available online in a multiplayer setting. This is not restricted to the PC, as
console-based online services like Xbox Live bring the social world of online
gaming out of the study and into the living room along with many trappings of
the PC experience. Buddy lists, instant messaging, and voice communication
are now a part of the formerly simple and comparatively solitary console gaming
world. This section will define the classes of multiplayer online games enjoyed
by the lion’s share of this study’s participants: Massively Multiplayer Online
games (MMOs), Real Time Strategy Games, and First Person Shooters.
He cited Koster in 2002 that though the true “beginning” is a matter of some
debate, a family of online text-based environments called Multi-User Dungeons
(MUDs) began to captivate a niche of gamers with academic and commercial
access to the internet throughout the 1980s by offering a collaborative social
experience in a persistent online world. The experience of playing a MUD is
much like that of playing any one of the collection of “Infocom-style” text-based
adventure games, except that there are other people playing with you, fighting
alongside and against you, creating content, and changing the world. MUD1
created by Bartle and Trubshaw was available on the ARPANET in 1980. Due to
their accessibility and penetration on college campuses with capable computer
systems, MUDs became known pejoratively as Multiple Undergrad Destroyers.
Early online communities like Lambda Moo and Habitat grew and flourished
around this collaborative communication technology in spite of its no-frills,
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command line appearance. Text only MUDs still thrive all over the internet in
both commercial and public domain manifestations today. In the mid 1990s,
even more players joined in as graphical, internet based multiplayer PC games
like Meridian 59 and Ultima Online began to hint at the potential commercial and
social impact of what would become the Massively Multiplayer Online (MMO)
genre.
Both Ultima Online and Meridian 59 (the first graphical MMORPGs) are
still available for play on the internet at the time of this writing, a testament to the
compelling nature and longevity of well conceived online worlds. Huge
commercial successes like Sony’s Everquest in 1999 and Blizzard’s World of
Warcraft in 2004 have followed, cementing the legacy of the genre. With the
widespread availability of broadband internet connectivity, and penetration of 3D
acceleration hardware, graphically intensive multiplayer online games are now a
sizable part of the interactive entertainment industry. Today, comparatively few
entertainment products for the PC ship without some form of networked
multiplayer component, and the consoles are following suit. For example,
Microsoft’s online gaming service, Xbox Live is heavily integrated into their latest
console product, the Xbox 360. Sony plans to offer a similarly integrated online
gaming service with the release of their next console, the Playstation 3. (Seay,
2006)
According to Woodcock in 2005 products like World of Warcraft and
EverQuest II command audiences of 200,000 to 5 million subscribers who
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purchase the client software for 30-60USD and pay a monthly fee of around
15USD to play. The Blizzard Entertainment in 2005 said that massively
multiplayer games generally require sizable investments by developers in
infrastructure and upkeep, but can bear huge dividends when subscriber
numbers swell. Blizzard, the developer of World of Warcraft, reported that
worldwide subscriptions to their game surpassed 5 million in December of 2005.
(Seay, 2006) Within MMOs like EverQuest Online Adventures for PS2, Phantasy
Star Online for Xbox, and Star Wars Galaxies for the PC, several thousand
players can simultaneously join in a persistent gaming experience in a world that
exists even when they aren’t playing. Participation in these “worlds” allows
players to build social relationships with other players, which often develop into
organized collaborative groups, called guilds. Seay also mentioned Yee’s series
of surveys of Everquest players found that social interaction was the primary
reason for playing (Yee, 2001). The continuing penetration of broadband internet
and voice communication promise to enhance the social and collaborative
experiences upon which these games are based. (Seay, 2006)
Real Time Strategy Games
A real time strategy game, or RTS, is a type of strategy game that is
played without turns. Instead all moves and countermoves are made in real
time, allowing for a faster pace. Though the genre is today characterized by PC
titles like Command and Conquer and StarCraft, many trace the roots of the real
time strategy genre back to the year 1989 and the title Herzog Zwei for the Sega
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Genesis/MegaDrive. The game was one of the first to introduce the idea of
managing resources to create and deploy semi-autonomous units that would
engage in real-time combat. Herzog Zwei offered single player and split screen
two-player modes. Dune II, developed by Westwood Studios and published by
Virgin Interactive, was released in 1992 and became the first popular instance of
the RTS genre. Based on the Frank Herbert’s fantasy universe, Dune II
chronicled the struggle between Houses Atreides, Ordos, Harkonnen for control
of the planet of Arrakis. In designing the game Brett Sperry introduced tech trees
and faction specific units to the genre. Games like Warcraft, Command and
Conquer, and StarCraft followed, providing players the ability to compete with
one another across direct dial-up connections and later over the Internet. (Seay,
2006)
First Person Shooters Games
First person shooter games, as the name suggests, generally involve
taking on the perspective of a person or vehicle with a gun or camera and
“shooting” things in the environment. The roots of the first person shooter (FPS)
genre extend quite a bit further back in time than those of real-time strategy
games. Though somewhat of a controversy, it is generally agreed that the first
two implementations of the first person shooter appeared in the early 1970s and
were titled Spasim and Maze War. Both of these games eventually supported
networked multiplayer competition in real time. In 1980 Atari released Battlezone
in arcades around the US. This vector graphics game involved shooting tanks
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and UFOs while the player looked through a simulated “periscope” viewfinder. iD
software’s 1992 release of Wolfenstein 3D followed quickly in 1993 by Doom
marked the beginning of the modern FPS genre. Though both employed sprite
based graphics, the gameplay and level design that came to define the FPS
genre were evident in these releases. Several notable titles followed in the next
decade including Marathon, Quake, Unreal, and Half-life, leveraging the
expanding display and user interface capabilities of personal computers by
implementing 3D graphics and mouse-based aiming. (Seay, 2006)
Notable for its longevity and popularity, Counter-Strike is an FPS played
around the world and used in professional competition. It started out as a free
modification or “mod” of Valve’s Half-Life and became renowned for its fastpaced, team oriented gameplay. As with other mods, the customizability of
Counter-Strike gave rise to a large amount of player created content ranging
from player skins to levels. Along with games like the Battlefield series from
Digital Illusions, Infinity Ward’s Call of Duty, and Epic’s Unreal Tournament
series, Counter-Strike is an important part of the thriving online community of
players and fans surrounding PC first-person shooters. (Seay, 2006)
Important FPS releases on console systems include Goldeneye 007 for
the Nintendo 64, SOCOM for the Playstation2, and Halo and Halo2 for Xbox.
SOCOM, from Zipper Interactive, was among the first console games to support
voice communication, a substantial improvement that addressed the need for
tactical coordination in multiplayer FPS, but also a huge social enhancement.
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Halo, from developer Bungie, did not directly support play over the internet when
it was released. However, enterprising gamers were able to overcome this
limitation with a PC based, companion application named Xbox Connect, which
enabled Xbox gamers to locate and join one another’s games over the internet.
The launch of the Xbox Live service in 2002 brought voice communication to
Xbox gamers as well as social functions like friends lists and messaging that
had previously been available only to PC gamers. (Seay, 2006)
Addiction among Teenage Filipinos
According to Maslog in 1998, the youth of today no longer seem to spend
their leisure activities like in the olden days; outdoor games or playing with toys,
instead, they spend their free time in their homes, internet cafés or computer
shops simply to satisfy their hunger; and that hunger is Online Gaming. Online
gaming has such a profound impact on not only the young, but dynamically
every age group as well. So far, virtually anyone is able to go on a computer and
punch through the keys and mouse in order to get a high score, chat with
players, get the rarest items, and level up as fast as possible. Yes, there seems
to be no restriction as to whom, how or what online gaming can extend to. As in
any situation where new technology is introduced, the social impact of the
Internet is being looked at. One social problem that has been observed is that
the Internet café has become mainly game centres. About one-half to two-thirds
of the computers in a typical Internet café, according to one study, are devoted
to games (violent and gory games). The use of the remaining computers was
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roughly split between browsing, email, online chat, word processing and
research. The Internet cafés have become not just game centres. They are
becoming centres off addiction among the youth, mostly boys, including
elementary school pupils.
According to
one
concerned
Internet
café
entrepreneur, “Internet cafés are seducing youths to a new form of addiction,
one which may not destroy their bodies as drugs do, but which is certainly
twisting their minds. To the young play is reality and reality is play.” (Maslog C.
(1998)
The CIDG or “Criminal Investigation & Detection Group” (or CIDG) of the
Philippine National Police (PNP) established the Project Angel Net: Internet
Child Protection Program. They have a link about the different online risks
“children” can and will encounter in the cyberspace. Their website define online
gaming as a new epidemic that takes toll on the mental well being of players,
and that this disease is equally debilitating as an addiction to drugs and alcohol.
Computer addiction according to them is the excessive use of internet and
computer that affects their daily life activities. This includes gaming, gabling,
pornography, shopping, blogging, and social networking. Consequently,
addictions to these have ruined their lives as they disrupt family life, distract
students, and compromise jobs.
Destacamento in 2012 of the Philippine Star said that
as the
advancement in information technology continues to gleam over the country,
another part of our culture—one that our youth are tasked to espouse and
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keep—slowly veers away from the light, creeping into the cavities of complete
disremember. The advent of computers and internet cafeterias may have
compressed the universe in a nutshell but in the process, it has also eaten up
some of the Filipino youth’s prominent identity. Entertainment for the youth now
comes in a form of a computer set and online games, most of which seem to
promote and uphold violence. Least likely nowadays he said to see kids playing
bato-lata, Dr. Wakwak or siyatong and any other traditional Pinoy games and
sports. When in fact, these traditional games and sports characterize the kind of
youth our nation has— springing with enthusiasm and power, gregarious but
never oblivious to the basic tenets of humility in both defeat and victory, and
most of all, glowing with some sense of resourcefulness that comes always
inalienable to their being Filipino. Filipino kids are much rampantly found in any
ordinary internet café in the 26behaviours262626 and there you will find
students, others still in their school uniform, clashing in pairs and groups as they
try to outplay others in what seems to be a battle of who clicks on the mouse
faster. They are like being dragged into their own magical world that only they
understand. They then, in a boisterous and raucous way, utter words that are
rather displeasing to the ears of those who are in the café to do more
meaningful business of researching or encoding, for instance. Sometime in their
playing, they can even get extremely profane. Almost everywhere, this seems to
be the culture among youths engaged in online gaming. According to an online
how-to guide, many studies indicate that violent computer games can have very
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negative effects on children. New studies indicate that even the non-violent
games may have negative effects on a child. Games can have some positive
results in helping children deal with stress and to learn difficult school subjects
such as math and reading. These same positive games can cause problems for
the child in other ways. (Destacamento, 2012)
An article of the PinoyGaming.Net in 2008 discussed about why the
Filipino youth is hooked to online gaming. A father caught his son playing an
online game during the times he should be in class. His son said: “I played the
game for three years now because this is where I found friends who share the
same level of interest as I do. Friends that cannot be seen in-real or at close
range like classmates, but friends who can offer a relationship that could stand
the test of time.” One of the main advantages of having an internet connection is
the opportunity to reach out other people, wherever they are or whatever time
zone they are in. As long as you are online, the possibilities are endless. In all
honesty, online games consist of just a small slice of those possible options out
there. And in comparison to other choices, games could be the lightest of all. In
online games, you can be you the way you want yourself to be. You can stand
out the way you want it, evolving into options that are not socially acceptable in
real life. Filipinos are conservative by nature, but online they can be as liberated
as other countries. Just like coming out of its tight shell, they now have the
access to express themselves. Online games became the breathing space of
Filipinos, not just the youth but everyone who gains internet access. Boredom
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may play a small role in the reasons, but it could still count. The sun is up, rather
than playing basketball, you engage yourself into battle with other players with
awesome sword fights and spell casting. This boredom almost made our
“national street games” like piko, tumbang preso, and shato extinct. It also
opened the occurrences of ailments that should be experienced by office
workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions
are avoidable, just know your body’s limitations and potentials and balance them
out.
The youth of today, without being bias or one-sided is considerably
weaker than the earlier generations. They tend to stumble on the lightest of
problems, and crippled on the slightest of mistakes. Online games became a
staple “point of refuge”. Our country is a natural disaster playground. We have
typhoons, volcanos, and man-made disasters all year round. Some individuals
may lose hope because of this but others actually divert the fear and condense it
into a whole new world found in cyberspace.
Disadvantages of Online Gaming
Destacamento in 2012 mentioned the General Aggression Model (GAM),
developed by Craig Anderson and Douglas Gentile. It indicated that violent
computer games can cause short term aggression. The computer games can be
more prone to exciting aggression than other entertainment because of the
interactive nature of the computer games. Children will have lack of problem
solving. Violent computer games teach children that problems can be solved
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with little or no personal investment or by violence. These games indicate that
rather than talking through and taking responsibility for problems, shooting or
other acts of violence can elicit correct responses and make problems go away.
They are also prone to weight gain. Computer games frequently do not require
any additional movements beyond the hands. This coupled with a child’s
tendency to eat and drink while playing computer games can result in weight
gain. Weight gain has been linked to various diseases including diabetes, high
blood
pressure
and
heart
disease.
Children
also
develop
antisocial
29behaviours. A child who is conditioned to play computer games may find it
difficult to socialize with other children. This anti-social 29behaviour can extend
through adulthood, making it more difficult for the adult to respond to co-workers
in an effective manner. This can also negatively affect relationships and
friendships, causing a sense of loneliness. While new technology contributes
something
good
to
humanity,
it
can
also
have
disturbing
impacts.
Our youth with never ending attitude of curiosity can be most vulnerable to any
29behaviours bearing technology may bring. Of course, they can get
entertainment for themselves but the process should not compromise the other
important pieces of our nationhood. They can always choose to become DoTA
masters, but they should first become Dr. Wakwak. (Destacamento, 2012)
become DoTA masters, but they should first become Dr. Wakwak.
(Destacamento, 2012)
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Seay in 2006 conducted a study on the social and psychological impact
of online gaming. In his study, he investigated on the factors that contribute to
players reporting that gaming has gone beyond being an engaging pass-time
and begun to cause problems in their real life. It also included if playing leads to
social isolation or expansion in the social connectedness a player feels. Also, if
involvement in online gaming leads to depression or can participation on it
reduces depressive effect. 1836 respondents were surveyed through a revised
online survey to gather information from avid gamers regarding their gaming
habits, attitudes, and feelings. Employing a longitudinal design, three waves of
data were collected over a 14 month period from a sample including 2883 online
gamers. Prospective analysis was used to establish causal and temporal
linkages among the repeatedly measured factors. While the data provide some
indication that a player’s reasons for playing do influence the development of
problematic usage, these effects are overshadowed by the central importance of
self-regulation in managing both the timing and amount of play. An individual’s
level of self-regulatory activity is shown to be very important in allowing them to
avoid negative outcomes like problematic use and, more broadly, depression.
Further, the results indicate that participation in online gaming can lead to
decreased isolation and enhanced social integration for those players who use
online gaming as a medium in which to spend time and interact with real life
friends and relatives. No causal link between online gaming and depression is
observed, even in those individuals who report viewing their use as problematic.
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With responsible use, online gaming appears to be a healthy recreational activity
that provides millions of people with hours of social entertainment and adaptive
diversion. However, failure to manage play 31ehaviour can lead to feelings of
dependency. Strategies and tools for addressing these self-regulatory deficits
and supporting self-regulatory activity with respect to gaming 31ehaviour were
discussed.
Another study conducted in 2011 by Wang and Zhu wanted to find out the
online game addiction among university students. It aims at investigating the
impact that online games have on undergraduate students at University of
Gävle, Sweden. As most of the previous researchers in this area conducted a
quantitative research, they decided to do a qualitative research which can help
them to get a deeper and better understanding of online game addiction. They
chose systems and ecological perspectives as their theory and analyzed their
data using the hermeneutic approach. The methodology they used is interview;
which entailed four interviews with both Swedish and Chinese undergraduate
students. On the basis of the research the results they got are that; most of the
students they interviewed are having problems with health and studies because
of online gaming; and some of them are having bad relationships with friends
and families, however, some of them have a good relationship with their parents.
Wang and Zhu (2011) also cited the study of Wan and Chiou in 2006 on
why adolescents are addicted to online gaming. Their study was to investigate
the psychological problems of addicts among adolescents in Taiwan and to
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discover the motivation, both conscious and unconscious, of online game
addicts. During the research process they discovered that most of the
adolescents they interviewed stated that online gaming had become the main
focus on their lives, and that life would become dark and bleak without these
games. From this point of view the investigation to focus on why young people
become addicted to online games was channelled.
Zhang (2007) and Zhuo (2007), who also researched on the same topic,
reported different results on the online game addiction and the finding supported
the same symptoms. With regards to undergraduate students who were
addicted to the Internet or online games, Zhang indicated that most of these
students had bad grades in their universities. Moreover, Zhuo stated that the
physical symptoms of Internet and online game addiction were cervical
spondylosis, neurasthenia and insomnia. Cervical spondylosis, a fairly common
symptom of many MMOG players, is essentially a spinal injury which results
from keeping the same sitting position for hours while playing games. This
situation is more often than not leads to injuries to the cervical vertebra on the
spinal cord. Neurasthenia on the other hand is a neurological disorder that
results from when players engage in hours and hours of game playing with no
virtually sleep intervals in between. Even though players may end up playing
games for a long time before going to sleep, their brains still keep running and
experiencing phantom excitement from playing games even when they are
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asleep. This causes sleep sensitivity and disorders which induce addicted
players to wake up several times during the night and as such this leads them
suffering from insomnia which can cause mental anxiety and eventually result in
nervous breakdowns and general tiredness. (Wang and Zhu, 2011)
Cancio (2014) made mention of a study regarding violent computer
games that lead to aggressive 33ehaviour. The title of the study is “A
longitudinal study of risk-glorifying games and 33ehaviours33 deviance” from
researchers of Dartmouth College. They suggested that MRRG (mature-rated,
risk glorifying games) gameplay can have consequences for deviant beahvior
broadly defines by affecting the personality, attitudes, and values of the player.
Video games may lead teens to drive recklessly and experience increases in
automobile accidents, police stops, and a willingness to drink and drive. The
study further disclosed playing such kinds of games could increase a person’s
“behavioural deviance”, or actions or 33ehaviours that violate social norms. It
also said the said effects “part of consequences of the effects of such gameplay
on sensation seeking and rebelliousness, attitudes toward deviant 33ehaviour in
oneself and others, and affiliation with deviant peers.
A survey conducted by Lenhart, Kahne, Middaugh, Macgill, Evans, and
Vitak in 2008 provided the first nationally representative study of teen video
game play and of teen video gaming and civic engagement in America. The
survey looked at which teens are playing games, the games and equipment they
are using, the social context of their play, and the role of parents and parental
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monitoring. Their first large-scale study was to examine the relationship between
specific gaming experiences and teens’ civic activities and commitments. The
result showed that fully 97% of teens ages 12-17 play computer, web, portable,
or console games. Gender and age are key factors in describing teens’ video
gaming. Fully 99% of boys and 94% of girls play video games. Younger teen
boys are the most likely to play games, followed by younger girls and older boys.
Older girls are the least “enthusiastic” players of video games, though more than
half of them play. Some 65% of daily gamers are male; 35% are female. Their
survey provided a comprehensive result related to online gaming among teens
and are presented as follows:
Youth play many different kinds of video games. Most teens do not limit
themselves to just a few game genres, instead choosing to play many different
types of games. Daily gamers are more likely to play a wider range of game
genres than non-daily gamers.
Gaming is often a social experience for teens. For most teens, gaming is
a social activity and a major component of their overall social experience. Teens
play games in a variety of ways, including with others in person, with others
online, and by themselves. Although most teens play games by themselves at
least occasionally, just one-quarter (24%) of teens only play games alone, and
the remaining three-quarters of teens play games with others at least some of
the time.
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Close to half of teens who play online games do so with people they
know in their offline lives. Online gamers are more likely to report playing games
mostly with people they know in their offline lives than with teens they met
online.
Teens encounter both pro-social and anti-social 35ehaviour while
gaming. Games are often played with other people. In multiplayer game play,
different people control different characters in the game, and make individual
choices about how to act and what to say in the context of the game.
The most popular game genres include games with violent and nonviolent
content. The two most widely played game genres were racing and puzzle
games, played bynearly three-quarters of teens in the sample. These genres are
noteworthy becausethey have little to no violent content. However, two-thirds of
teens reported playing“action” or “adventure” games, some of which contain
considerable violent content.
Parental monitoring of game play varies. While most parents engage in
some form of monitoring, parents are more likely to monitor game play for boys
and for younger children. Monitoring does not have an impact on whether or not
teens are exposed to anti-social 35ehaviour or words in the gaming context.
There are civic dimensions to video game play. Their study found that the
quantity of game play is not strongly or consistently related to most civic
outcomes, but that some particular qualities of game play have a strong and
consistent positive relationship to a range of civic outcomes.
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The quantity of game play is not strongly related to teens’ interest or
engagement in civic and political activity. Neither the frequency of game play nor
the amount of time young people spend playing games is significantly related to
most of the civic and political outcomes that we examined—following politics,
persuading others how to vote, contributing to charities, volunteering, or staying
informed about politics and current events.
The characteristics of game play and the contexts in which teens play
games are strongly related to teens’ interest and engagement in civic and
political activities. Longitudinal and quasi-experimental studies have identified a
set of civic learning opportunities (such as simulations of civic or political
activities, helping others, and debating ethical issues) that promote civic
outcomes among youth. Many of these civic learning opportunities parallel
particular elements of video game play. We call these elements of game play
“civic gaming experiences,” and the survey assesses how many of these
experiences teens had.
Playing games with others in person was related to civic and political
outcomes, but playing with others online was not.
Teens who take part in social interaction related to the game, such as
commenting on websites or contributing to discussion boards, are more
engaged civically and politically.
Civic gaming experiences are more equally distributed than many other
civic learning opportunities. (Lenhart et.al, 2008)
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The study of Bringula, Basa, Enriquez, Bonifacio, Manuel, and
Natanauan in 2013 cited Hermosa (2010) stating that the threat of excessive
gaming is also present in the Philippines Since the country ranked first as the
top market in Asia in online gaming. Furthermore they mentioned De Guzman
and Fabian in 2009 where they already noted the effects of excessive gaming
on Filipino youth. They found out that excessive use of computers has negative
effects on students such as disturbance in study periods, quality time not
dedicated to family, laziness to do household chores, stubbornness, escapism
from house work, missing of classes, and failing to submit assignments on time.
However, they also found out that other studies have the opposite results.
Since gaming have positive effects. For example, Cole and Griffiths (2007)
reported from their sample of 912 MMORPG players from 45 countries that
MMORPGs were found to be a highly socially interactive environment which
provided an opportunity to create strong friendships and emotional relationships.
They also reported that 74.7% of gamers made friends with other gamers.
Gamers also tend to meet with other gamers through guild meet ups, small
group meetings, or conventions. Cole and Griffiths (2007) also reported that
81% of their respondents enjoyed playing games with their real-life friends
(friends who were not met online) and family. This is also similar to the findings
of Utz (2000) and Yee (2006b). Cole and Griffiths (2012) also showed that
gaming allowed players to express themselves in ways that they may not feel
comfortable doing in real life due to their appearance, gender, sexuality, and/or
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age. Suler (2004) commented that these 38ehaviours were called dissociative
anonymity (“you don’t know me”) and invisibility (“you can’t see me”). These
38ehaviours cause people to self-disclose sensitive issues to someone online
more than they ordinarily would in a real life.
Bringula et al. (2013) study employed a descriptive design in which a
descriptive-survey was conducted using the questionnaire as the research
instrument. Based on the classification of the Globalization and World Cities
(GaWC) Research Network of the City of Manila as a Beta+ global city (a
ranking of a city based on its progressive economic activities) (Globalization and
World Cities 2008), the City of Manila was chosen as the research locale of the
study. It was revealed that the effects of cyber café gaming could be
investigated into the following dimensions – Responsibilities, Health, Relaxation,
and Socialization. All questions under each construct were found highly valid
and highly reliable.
The study of De Guzman and Fabian (2009) showed that the price of the
technology is the major concern of the students and most of the students cannot
afford ICT products such as video games, cellular phones, MP3 players, and
laptops. In order to address these situations, students share ICT products with
their classmates or avail themselves of the services of cyber cafes in their
locality. On the other hand, Alam et al. (2009) defined cyber café as “a shop,
café or place which is open to public, where anyone can just hire a computer for
a certain period of time with a certain amount of fee”. Cyber café is
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interchangeably called internet café, internet shop, or computer shop in the
Philippines. They also cited the study from Somoni et al. in 2010 that cyber
cafés are open to the public and offer gaming and Internet services to the users
which are unmonitored and controlled. It showed that customers repeatedly
returned to the cyber cafés because of computer games. Also, Alam et al. 2009
mentioned that the gaming services provided by cyber cafés posed threats to
tradition and cultural values of the users. (Bringula et al. 2013)
Synthesis
The literatures and studies of both foreign and local shows an in-depth
nature of how technology in the form of online games becomes part of living
specially among gamers particularly teens in general. It discussed how the
games changed and had become modern with the development of internet at
the same time. It gave a glimpse of the different types of online games widely
played in the world that are now popularly played by the Filipino youth as
mentioned by the local articles. The literatures also provided information of the
rampant development of computer gaming addiction on the player themselves.
Furthermore the related studies cited here, in such a manner explored the
different relationship of online gaming to the attitude of young people nowadays.
It provided a bigger understanding for the researchers so that the study may be
placed into its proper order and undertaking for this will enable the researchers
to investigate well on its background. Also, it provided the researchers the idea
of the different methods that may be employed in the development of the
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methodology of the study regarding the different data gathering procedures to
be used. This will help in designing the research tool or survey for the study.
The present study on the other hand is unique because it will explore the
online gaming attitudes among senior high school students in the University of
Makati. The research locale where the study will be conducted is different and
the main concern will only revolve particularly on the gaming attitudes as
perceived by the students in the senior high school of the University of Makati.
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Chapter III
Research Methodology
This chapter discusses the research methods and design utilized by the
researchers of the study as well as the population and sampling procedure. It
includes the research locale, research instruments and tools, data gathering
procedures and statistical treatment appropriate for the analysis of data.
Research Design
The study will be conducted using a descriptive-correlational method.
Descriptive method is based on observed events from which theories may later
be developed in explaining the observations. It is correlational since it will look
for the significant relationship between the on-line gaming attitudes of the
student respondents and their academic performance.
Population and Sampling Procedure
The respondents will be chosen using random sampling. Senior high
school students will be participating in the study. They will be given survey
questionnaires to determine their profile background and on-line gaming
attitudes.
Research Locale
The locale of the study will be the Senior High School of the University of
Makati or Higher School ng UMAK. Respondents who are senior high school
students will be the main respondents of the study.
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Research Instrument
To gather the necessary data needed for this study the following research
instruments will be utilized:
a. Survey Questionnaire. This is the main data-gathering instrument that the
researchers will utilize to determine the on-line gaming attitudes of the
selected respondents. This survey will be developed by the researchers.
It will be composed of 30-item questions that explore the on-line gaming
attitudes of the respondents in terms of the type of games played,
numbers of hours spent playing, frequency, and extent of playing. The
questionnaire will also gather information about the profile of the
respondents and the benefits of the on-line games played in terms of
problem solving, strategic thinking skills, learning skills, decision making,
and productivity levels.
b. Report Card. The report card of the participating respondents of the study
will be utilized to gather their GWA or general weighted average. This will
be used to correlate their academic performance to their online gaming
attitudes to find out if there is significant relationship between the online
gaming attitudes of the respondents and their academic performance.
Data Gathering Procedure
The procedure for data gathering will involve a courtesy call to office of
the Dean of the Higher School ng UMAK to submit a letter for the conduct of the
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
PAGE
study and distribution of survey questionnaires to the participating respondents
of the study.
Data Analysis
The following statistical tools will be used in analyzing the numerical data
gathered:
1. Frequency (f) was used in tabulating the scores from the profile variables
of the respondents.
2. Percentage (%) was used to express how large or small one quantity is,
relative to another quantity. It was specifically used in computing the
percent distribution of the profile variables.
Computation of the Frequency and Percentage Distribution
Formula:
% =
𝑓
𝑁
× 100
3. Weighted Mean (WX) was used in average respondents of the assessed
aspects of working condition based on the data that were gathered using
the five-point scale.
Computation of Weighted Mean
Formula:
π‘Šπ‘€ =
π‘‡π‘ŠπΉ
𝑁
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
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Where:
WM =
TWF =
Weighted Mean
The total of the products of weights multiplied by their
respective frequencies.
N = the number of respondents
Table 1
Score Interval for the Online Gaming Attitudes
Mean
Range
Adjectival Rating
5
4.24 to 5.00
Of much great extent
4
3.43 to 4.23
Of great extent
3
2.63 to 3.42
Of moderate extent
2
1.81 to 2.61
Of least extent
1
1.00 to 1.80
None at all
4. Standard Deviation was used in order to see how spread or varied the
responses of the respondents to the mean.
5. Person product-moment correlation coefficient I was used to find if
there is a relationship between the online gaming attitudes of the
respondents and their academic performance.
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
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Research Questionnaire
IT Student – survey Questionnaire
Dear IT Students,
Good Day! The researchers are conducting a study entitled “Online
Gaming Attitude Among Computer Programming Students in the Higher School
ng Umak: Its Significance to the Academic Performance”. Please allow us to
take a little of your precious time by answering this questionnaire. Your answer
to this survey will be treated with strictest confidentiality. Thank you for the
consideration.
Part I : Respondent’s Profile
Name: (Optional) ______________________________________
Age: __________
Gender: M______ F______
Grade Level: ________
GWA: ___ 95 above
___ 91 – 94
___ 87 – 90
___ 83 – 86
___ 79 – 82
___ 78 below
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
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Part II : Survey Paper
Directions: Put a check ( √ ) on the space/ box provided that correspond to your
response.
Legend:
SA( Strongly
Agree )
A ( Agree )
FA ( Fairly
Agree )
D ( Disagree )
Decision Making
SD (
Strongly
disagree )
SA A
FA
D
S
D
SA A
FA
D
S
D
SA A
FA
D
S
D
SA A
FA
D
S
D
Effectivity in time management
Improve logical thinking
Having better strategy skills
Game Played
RPG (Role Play Games) ex. Sims, WOW,LOL
RTS(Real Time Strategy Games) ex. DOTA
FPS(First Person Shooter Games) ex. Call of Duty
Assessment
Playing online games through computers
Playing mobile application games
Participation in MMO Tournaments ( Massively
Multiplayer Online)
Time Consumed
30 mins – 1 hr a day
1hr – 3hrs a day
3hrs – 5hrs a day
Others.. __________________________________
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
Frequency
Ones a week
Twice a week
Thrice a week
Others.. __________________________________
SA A
PAGE
FA
D
S
D
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HIGHER SCHOOL NG UMAK - UNIVERSITY OF MAKATI
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References
Destacamento, J.M. (2012). Online gaming drawbacks (The Philippine Star
<http://www.philstar.com/freeman-opinion/2012-10-13/859169/onlinegaming- drawbacks
Cherry, K. (2015). Attitudes: How They Form, Change and Shape Behavior .
Attitudes Can Have a Powerful Influence Over Behavior
<https://www.verywell.com/attitudes-how-they-form-change-shapebehavior-2795897>
Duggan, Maeve (2015). Attitudes about video games
<http://www.pewinternet.org/2015/12/15/attitudes-about-video-games/
http://www.pewinternet.org/2015/12/15/who-plays-video-games-andidentifies-as-a-gamer/>
Mu, S.Z. (2006). Harmfulness of Internet Addiction Disorder to College Students
Mentally and Physically and Its Countermeasures. Practical Medical
Techniques. Vol. 17, 2006
Kilgore, N. Attitude Formation Theory in Psychology
<http://study.com/academy/lesson/attitude-formation-theory-inpsychology.html>
Scitech, (2015). Video games boost skills, but also harmful – studies
<http://www.gmanetwork.com/news/story/463170/scitech/technology/vide
o-games-boost-skills-but-also-harmful-studies>
Lenhart,A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., Vitak, J. (2008).
Teens, Video
Games and Civics
<http://www.pewinternet.org/2008/09/16/teens-video- games-and-civics/>
The Asian Conference on Society, Education, and Technology ( 2013). Official
Conference Proceeding Development of Scales on the Effects of Gaming
in Cyber Cafés in Manila <http://iafor.org/archives/offprints/acset2013offprints/ACSET2013_0177.pdf>
Why the Filipino Youth is Hooked to Online Gaming
<http://www.pinoygaming.net/why-the-filipino-youth-is-hooked-to-onlinegaming/>
http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-badeffects-of-video-games
48
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