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SANTA ROSA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
“A LIFE OF AN ONLINE GAMER IN A QUALITATIVE STUDY AT SANTA ROSA
NUEVA ECIJA”
A Research Paper
By:
July 2023
Santa Rosa National High School S.Y. 2022-2023
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SANTA ROSA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
ACKNOWLEDGMENT
Santa Rosa National High School S.Y. 2022-2023
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SANTA ROSA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL DEPARTMENT
DEDICATION
Santa Rosa National High School S.Y. 2022-2023
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SENIOR HIGH SCHOOL DEPARTMENT
ABSTRACT
This paper first covers the traditional meaning of 'gaming' and
'playing' followed by the changes fostered by the use of
internet. Online gaming as an emerging phenomena is then
discussed in the light of changing trends in the available
resources, opportunities and lifestyle of the modern youth. The
purpose of this paper is to study the lived experience of online
gamers and to derive core psychosocial constructs from their
inner life. Using the qualitative research method of semistructured interviews, five case-accounts are used to explore
what meanings an engagement in an online game carries for them.
Understandings around their motivations, dissociations, and
negotiations with reality as well as social adaptation are
critically arrived at, using theoretical concepts and citations
from personal stories. As this up-and-coming trend is becoming
increasingly popular, its future implications are discussed by
considering its ramifications in the area of education, clinic
and society as a whole.
Playing Games: A Qualitative Study on Online Gamers
www.isrj.net retrieved on June 11, 2023 at 10:16 pm
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TABLE OF CONTENTS
TITLE PAGE................................................
ACKNOWLEDGMENT...........................................
ABSTRACT................................................
CHAPTER I
- THE PROBLEM AND ITS SETTING
Introduction...............................
Statement of the Problem...................
Scope and Delimitation of the Study........
Significance of the Study..................
Conceptual Framework......................
CHAPTER II
- REVIEW OF RELATED MATERIALS
Foreign Literature............................
Local Literature..............................
Rationale.......... .......... ...............
CHAPTER III
- METHODS, PRODURES AND SOURCES OF DATA
Research Method...............................
Research Design...............................
Participants of the Study.....................
Data Gathering Procedure......................
Research Instrument...........................
Santa Rosa National High School S.Y. 2022-2023
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SENIOR HIGH SCHOOL DEPARTMENT
APPENDIX
Appendix A (Letter Permission).................
Appendix B (Questionnaire).....................
Bibliography...................................
Reference......................................
Curriculum Vitae...............................
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SENIOR HIGH SCHOOL DEPARTMENT
CHAPTER I
THE PROBLEM AND ITS SETTING
Introduction
Technology has come a long way. With the invention of computers,
cellular phones, and the Internet, it is inevitable to avoid gaming
with the use of these modern devices.
Most
people
tend
to
use
their
vacant
hours
on
playing
online/video games for fun and entertainment. Others are freeing
their time from loads of paper and legworks. Specifically, those
students who are piled with school works and needing a break. They
tend to engage themselves in online/video gaming and this may lead
to gaming addiction.
According to the quarterly assessment of Global Games Market
Report, as of 2017, the Philippines ranked #29 worldwide in terms
of game revenues with a total of 29.9 million of gamers nationwide.
In the survey conducted by Philippine Consumer Gamer Insights on
the same year, 18% of male and 16% of female in the age group 1020 years old are active mobile players.
In the age group of 10-20, most of them are students ranging
from late elementary to early high school stage. With this,
students may be addicted to gaming for self-satisfaction and to
pass time.
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In Santa Rosa National High School, it is evident that Senior
High School (SHS) students, particularly Grade 11 students, tend
to engross themselves in playing video games, consuming their time,
sometimes making them unprepared for school.
In recent years gaming addiction (computer game addiction,
console gaming addiction, or even excessive play on portable
systems) has received increased attention not only from the media,
but
also
from
psychologists,
psychiatrists,
mental
health
organizations, and gamers themselves (Conrad).
It wasn’t officially classified as a disorder then, but on
January 2018 the World Health Organization (WHO) declared gaming
addiction as a mental health disorder. Gaming disorder is defined
in the draft 11th Revision of the International Classification of
Diseases (ICD-11) as a pattern of gaming behavior (“digitalgaming” or “online-gaming”) characterized by impaired control over
gaming, increasing priority given to gaming over other activities
to the extent that gaming takes precedence over other interests
and daily activities, and continuation or escalation of gaming
despite the occurrence of negative consequences (World Health
Organization, 2018).
Online Gaming addiction is serious problem as it tends to
affect the students in their overall performance and social skills.
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SENIOR HIGH SCHOOL DEPARTMENT
Earlier studies show that gaming can affect a gamer either
positively (Granic, Lobel, et al., 2014) or negatively, especially
students (Wang, Zhu, 2011). Some students fail in their academic
performance while some defect their social skills within their
family and their peers due to gaming addiction.
All of these ideas point to the significant effects of gaming.
Therefore, it is viewed that we must know why gaming is addictive
and how does it affect a student in Senior High School.
The main objective of this research is to find the causes of
online gaming addiction and its effect on the SHS students.
Knowing the reasons and the effects of gaming addiction can
easily help the students manage their time, to be more accountable
in school and to focus on their studies.
This is mainly for the purpose of knowing the cause and
effects of gaming addiction among senior high school students, and
to help them avoid being addicted to it.
Statement of the Problem
The purpose of this critical qualitative research is to
understand the cause and effects of online gaming addiction
at Santa Rosa National High School. At this stage of the
research,
gaming
addiction
is
generally
defined
as
the
excessive use of gaming (computer game addiction, console
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SENIOR HIGH SCHOOL DEPARTMENT
gaming addiction, mobile gaming addiction). This research
aims to answer the following questions:
1. Why
does
the
students
engage
themselves
in
online
gaming?
2. What makes the online games addicting?
3. How does the addiction of playing online games affect
the study of the Senior High School students?
4. How does the addiction of playing online games affect
the lifestyle of the students?
5. How much time does the students spend on playing online
games?
6. Do the students think twice when they realized that they
spent too much time on playing online games?
7. Are there more negative effects that gaming addiction
cause to gamers than positive ones?
8. What are the skills do the students get from online
games?
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Scope and Delimitation of the Study
The study will focus on the causes and effects of video gaming
among the Senior High School (SHS) Students of the School Year
2022 – 2023 of Santa Rosa National High School, located at Brgy.
Soledad, Santa Rosa, Nueva Ecija, Philippines.
This study will observe the common objectives on why students
play online games and will elaborate its effect on the students’
study and lifestyle.
A questionnaire-interview will serve as the main instrument
for gathering data on the 10 participants, in which 5 will come
from Grade 11 students and the remaining 5 will be from Grade 12
students.
The
limited
generalizability
access
of
the
on
participants
findings.
This
study
decreases
will
the
not
be
generalizable to all student gamers.
The results of the study will greatly benefit the SHS students
by knowing how they can reduce their online gaming addiction and
recognize its effects on their life.
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Significance Of The Study
The findings of the study will redound to the awareness of
the society to online gaming addiction and its causes and effects
considering that gaming has become rampant since the beginning of
digital
addiction
gaming.
since
Society
gaming
has
increased
caused
obvious
awareness
effects
on
on
gaming
youngsters
especially on students.
Online Gaming mainly targets teenagers’ attention to entice
the teenagers to spend their time to gaming rather than spend it
on useful tasks. Students who are addicted to gaming affect their
lifestyle and academic performance.
For the researchers, the study will help them discover missed
causes and effects of past researches. Thus, the uncovering of the
study on gaming addiction will help teens (mainly students) to
avoid the excessive habit of playing online games.
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Conceptual Framework
We are living in a digital world, where almost everything
depends on the usage of the Internet. After the invention of the
Internet, gaming sites and online gaming became more popular to
the people, especially to the younger generation. For this, the
excessive time for playing online games is introduced, which may
lead to gaming addiction.
INPUT
Profile of SHS
gamers
A) age
B) grade level
C) online game that
they are playing
Schedule of SHS
gamers
A) school
B) home
C) gaming time
Data Collection
PROCESS
Analysis of data through:
A) questionnaires
B) formal interviews
OUTPUT
Known cause and effects of
online gaming addiction to SHS
students.
Common game genre that are played
by SHS students.
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CHAPTER II
REVIEW OF RELATED MATERIALS
Foreign Literature
According to the USA Today Network (2018), the World Health
Organization
says
that
compulsively
playing
online
games
now
qualifies as a new mental health condition; in a move that some
critics warn may risk stigmatizing too many young players.
Also, in the article of Kimberly Young (2009), excessive gaming
has been identified as a specific subtype of Internet addiction
(Block, 2008). “online games may look innocent, but they can be
addictive as gambling or drugs and just as hard to kick,” explained
by Keith Bakker, director of Amsterdam-based Smith and Jones
Addiction Consultants and founder of the center.
Another
Orben,2018),
worthy
Online
article
games
by
The
played
Guardian
on
smart
(Przybyliski
phones,
and
tablets,
computers and consoles have been a popular form of leisure for
some time now. In Europe, recent figures indicate that games are
played by more than two thirds of children and adolescents, and a
substantial number of adults now play games – 38% in the UK, 64%
in France, 56% in Germany and 44% in Spain.
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Locale literature
According in the Pinoy Gamer forum, “As gamers; gaming is a
form of leisure, a hobby or an escape from the harsh world we have
in Philippines. We are not saying this is not serious issue, but
we feel as gamers that the media is being biased with this. So
instead saying gaming is an addiction takes a look why people are
getting addicted from the first place.”
In the article on Gameshogun (Cuneta,2011), addictions to
Internet games, particularly massive multiplayer online role-play
games (MMORPGS), have emerged as a threat to public health - a new
epidemic. Although they pose no direct physical danger, they take
a toll on the mental wellbeing of players. This disease is as
equally debilitating as an addiction to drugs or alcohol. The
article also posed that the effects of the gaming is not that bad
to be considered as an addiction?
While in the article of Center Courses (2016), they listed the
top online games listed as; DOTA 2, LOL, WOW, Crossfire, Counterstrike, Hon, Dragon Nest, and Band Master. These games are the
ones who are so popular for the gamers in the Philippines.
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Rationale
This study is designed to assess the cause of online gaming
addiction among senior high school students and its visible and
significant effects in the academic performance and lifestyle of
the students. This study also expects to identify the commonly
used online games among the students.
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SENIOR HIGH SCHOOL DEPARTMENT
CHAPTER III
METHODS, PRODURES AND SOURCES OF DATA
Research Method
Research Design
Participants of the Study
Data Gathering Procedure
Research Instrument
Santa Rosa National High School S.Y. 2022-2023
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SENIOR HIGH SCHOOL DEPARTMENT
Appendix A
Santa Rosa National High School S.Y. 2022-2023
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Appendix B
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SENIOR HIGH SCHOOL DEPARTMENT
Bibliography
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SENIOR HIGH SCHOOL DEPARTMENT
References
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Curriculum Vitae
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