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I.

INTRODUCTION
INTRODUCTION OF THE RESEARCH
Every now and then, people do changing when it comes to technology. Every technology
has broaden in different forms. With the innovation in communication devices and development
of technology equipment, things will get much easier in just a click away. Even the children of
today are more prone of cultural change through technology like social media and online
gaming. This young people were looking for an online game that brings them fun and
excitement. And most of the teenagers and people who became technologically dependent are
the top users of social media and online games since smart phones and tablet PCs were
introduced in the market.
Aside from that, the games usually played by children and adults were also developed
even better through online gaming. This kind of games are much easier and convenient to used,
and many people around the world loves online gaming. It all started through Entertainment
Online Games like Angry Birds, Candy Crush, Plants Vs. Zombies and Flappy Bird as one of the
best online games. But some of the online games needs to strategize your mind as you can
build a team or a clan once the Team Battle has been scheduled like DOTA 2 and Ran Online
for computer gaming and Clash of Clans, Clash of Lords and Viking Wars .
One of the main reasons in playing online games is the low-cost and free downloaded
game apps on Play Store and ITunes. In 2014 and 2015, the most downloaded games on
smartphones is none other than, Clash of Clans, developed by Supercell with an estimated
revenue of 1.5 million dollars a day. For some people, online gaming is their way of leisure and
these may result of getting hooked on it. The mechanics of this online game is quite easy
specially for the beginners.
They will monitor the achievements, upgrades and even attack the other villages to earn
coins and gems. Attacking the opponent is the major event in COC as they will loot and crash all
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of the objects including the Village Castle and other weapons including the elixir and coins that
you can earned for every attack. The number of trophies for every attack will increase and also
decreases if you might win or lose the game.
But there are some disadvantages in playing this game as it may become unstoppable
and you will never control your time, energy and money spend for playing the game. In fact,
some of the parents in the Philippines urges to ban this online game as it may affect the
academic performance of their children and it may also bring immoral values to the youth
nowadays. Just like the online computer game called DOTA 2, which is now prohibited to play
in a baranggay in Dasmarias City, Province of Cavite, as they believed that it may cause
violence and behavioral problems to their children. This memorandum order urges the owner of
computer shops to uninstall the game or else their business permit will be terminated.
Online Gaming may turned into addiction due to behavioral changes including sleeping
habits and lifestyle of the student once he or she played the whole day without thinking if they
will survive for hunger and lack of proper hygiene. And the worst, many of them would not finish
their study and may increased the number of out of school youths and drop-outs in our country.
In line with this issue, I wanted to conduct a research study on the advantages and
disadvantages of being addictive to online gaming. This may help for those who were playing
online games to change their lifestyle and control themselves to avoid too much playing and
focus on their studies.

DESCRIPTION OF THE STUDY


a. Background of the Study
The online games developed by international gaming companies spend less than a
billion dollars every year before they achieved the perfection of the most popular online games
of today. According to an article on VentureBeat.com, the developer is one of many that is
making a huge amount of cash by selling virtual goods in its online PC games. Riot Games like
Crossfire and League of Legends became the top 10 online games by free-to-play earnings
worldwide. Tencent, publisher of the League of Legends online game earned $624 million of
total revenues while Crossfire hit the top spot of total revenues with $957 million and the best
selling online game from all over the world in 2013..
On the other hand, Clash of Clans tops the charts on all of its mobile platforms. Since it
was introduced in 2012, Supercell, the developer of the said online game, held a $130 million
funding round that valued the company at $770 million. In October, Japanese investment firm
Softbank and the successful mobile publisher responsible for Puzzle & Dragons acquired a 51
percent stake in Supercell for $1.5 billion. That put the company at a $3 billion valuation.
Most of the players in the Philippines can now avail free Clash Of Clans data through the
biggest network provider like Smart Communications and Globe Telecom as they include the
online game in their unlimited promos (unlipromo) everytime they will avail unlimited surfing data
through their smartphone and tablet PCs. Last year, the 2015 Clash of Summer gathered
hundreds of COC players and enthusiasts in one of the biggest e-Sports events of the year.
The leading clan named as Filipino Champs has the biggest number of clan members
and the top clans to compete in clan wars with 40,618 number of trophies and counting. 8For the
online tournament held in Glorietta Activity Center last September 16, 2015, the Filipino Champs
won third place in Globe Telecoms #NextLevelKa Clash of Clans Ultimate Clash and took home
the cash prize of Php.100,000.00

In our town, some teenagers were hanging out inside the computer shop even before or
after school hours. Many of them were playing online games like League of Legends, DOTA 2
and Ran Online which became the most popular online games after the success of Counter
Strike and Special Force, another online game that focus on sharp shooting, bombing of target
and attacking of their home baseline.
On my observation, some of them wore their headphones in order to get their attention
to the background music and the game itself. For every attack, everyone of them got screaming
in front of their computer sets and sounds unpleasant to the ears as I heard them saying bad
words inside the shop.
Meanwhile, my brothers send me an invite to join Clash of Clans, but I dont have this
kind of online gaming because I am not interested to join Clan Wars. As I experienced from my
friend, COC might turned into addiction because you can play the online app the whole day and
night and you cannot monitor of your sleeping hours which can cause insomnia. And much of
that, some of the players might buy gems, elixir and coins using the mobile data charges
coming from the network provider. You can able to buy a gem, elixir and coins through prepaid
cards that cost one hundred pesos everyday in a convenient store.
The main objective of the research is to intend the parents and students to connect them
in order to avoid excessive number of hours in playing online games and to spend their quality
time with their family members and friends through physical activities and other leisure on
weekends. With the help of this research paper, some of the parents might catch their attention
to their children on what they can play and they can monitor them to their study habits.

b. Research Problem
This research will determine the advantages and disadvantages of the students who
were getting addicted in online gaming including the effects of online game addiction to their
physical, emotional, social, and mental development of the selected students from different
public and private schools. Aside from having an interview, each of them will answer a survey
questionnaire regarding on their intrapersonal and interpersonal experiences while using online
games in their daily living.

c. Statement of the Problem


The factors regarding to online gaming addiction will be seen through survey
questionnaire containing the following :
1. Profile of the Respondents in terms of,
a. gender;
b. age;
c. length of time in using of the computer or gadget;
d. online games usually played;
e. number of times in playing online games; and
f.

employment status of their parents

2. Asking their interest in online gaming through the following questions:


a. Are they become aware in online gaming?
b. Are they playing online games regularly?
c. Are they spending their money in buying prepaid cards in online gaming?
d. Are they download online gaming application on Apple or Play Store?
3. Asking their interaction with friends in online gaming with these questions:
a. Are they join with their friends in online gaming?
b. Are they invite their friends for playing online games?
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4. Asking them on their indications in online gaming with these questions:


a. Are they buy or rent a computer or gadget for online gaming?
b. Are they playing online games during or after class hours?
c. Are they become aggressive in online gaming?
d. Are they check their schedule in playing online games?
e. Are they check their proper eating habit during online gaming?
f.

Are they balance their sleeping hours during online gaming?

d. Significance of the Research


The benefit of this research is for the students and the researcher wherein:
a. The effects of online gaming will create an effective solution;
b. To guide the students and researcher the limitations of online gaming;
c. The possible outcome of being addictive to online games;
d. This research will be a wake up call to all of the parents and teachers to
control the students in playing online games; and
e. To inform the other researchers in conducting a research study as the basis.

SCOPE AND LIMITATION


This study was conducted to help the students in moderation of using online games
during class hours and to focus themselves in academic performances in their school subject.
This study is delimited to evaluation of the students who became prone in online gaming
addiction. The concentration of this research is to show the advantages and disadvantages of
playing online games into the minds of the students specially the effects of being addictive in
online gaming which became the other form of gambling.
This study also focused on possible solutions to control the children in too much
obsession to online gaming as they will engaged themselves into social interaction and physical
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activities to lessen the time allotment in playing online games through their smartphones and
PCs.

DEFINITION OF TERMS
The terms below are defined conceptually and operationally to furnish a common ground
for understanding, clarity, and communication between the researchers and the readers.

Gender - refers to male or female students who are the respondents of this study.
Age - This refers to the number of years where students already lived.
Online Games commonly known as Computer Games. It refers to a video game primarily or
partially played in a computer through internet connection.
Online Gaming An act of playing games through the use of internet and computer devices.
Download an act of copying data from one computer system to another, typically over the
internet.
Application a shorter term for application program. It is designed to perform a specific
function directly for the user or, in some cases, for another application
program. It uses the services through the computers operating system.
Computer an electronic device for storing and processing data, typically in binary form,
according to instructions given to it in a variable program.
Gadget a small mechanical device or tool with a practical use but often thought of as a
novelty.

Smartphone a cellular phone that performs many of the functions of a computer, typically
having a touchscreen interface, Internet access, and an operating system
capable of running downloaded applications.
Google Play Store formerly known as the Android Market, is the official app store for Android
smartphones and tablets. is the only way to download and install applications
on Android devices without changing the device's application setting to "allow
the installation of non-market applications."
Apple App Store

is an online store for purchasing and downloading software

applications and mobile apps for Apple computers and devices powered by
Apple's iOS mobile operating store such as the iPhone, iPad and iPod touch
Prepaid Cards is a payment card that is loaded with money by you or someone else.

II. RESEARCH DESCRIPTION


SETTING AND RESPONDENTS DESCRIPTION
The setting of the research was conducted at different public and private schools located
in Morong, Rizal where students usually studied from Junior High School to College Level. I
would like to give a survey questionnaire for the selected students most specially for the online
gamers who were usually played online games using the computer, smartphone or tablet PC.
The computer shop is one of the most visited places which is near from the school or university,
and most of the clients in this place is the students. In a larger sense, some students used to
visit computer shop to surf online for researches and projects, while others could use their
Computer Desktop for online gaming while wearing their school uniform which is prohibited by
some private schools. The owner of this kind of business must present a Business Permit as
ordered by the Municipality of Morong including the Plate Number and Sticker on it. They must
also issued Business Permit from the Department of Trade and Industry and Bureau of Internal
Revenue as it includes in their taxes.
In line with this research, the survey questionnaire will conduct in some computer shop
together with an evidence showing an interview with the respondents who usually visits the
computer shops in Morong, Rizal. The number of respondents must at least 20 students with
different family background regardless of being obsessed in online games through PC or
smartphone and other gadgets being owned.

RESEARCH METHOD
This study used the the descriptive survey method wherein the respondents will answer
the questionnaire regarding on the topic which is online addiction. The researchers
questionnaire checklist for profiling and researchers made survey questionnaire as their main
instrument to gather the needed. It has four parts. Part 1 contains the profile respondents while

Part 2 indicates the of getting hooked to Online Gaming affecting to the daily habits of the
selected students.
This kind of method will measure the students effect on being addictive to online gaming
and it may serve as the basis of gathering the data based on physical, emotional, social and
psychological capability regardless on the employment status of the parents. The survey
questionnaire was employed to solicit the perceptions of and performances of the students in
online gaming as well as their behavior status while playing online games in school and at home
with different computer or gadget being used.

DATA GATHERING
The flow of this research paper has been done with the following activities:

1. Presentation of the topic for research paper to the instructor.


2. Gathering of related articles from the internet in relation to the topic which is online
gaming addiction including some researches from different countries.
3. Selection of data and surveys regarding on online gaming addiction.
4. Creating a survey questionnaire for gathering of data from the respondents.
5. Conducting a survey through interview and distribution of survey questionnaire to
the students who considered as respondents of this research.
6. Completion of datas and analysis for interpretation of the survey and interview as
the result of the research study.

STATISTICAL TREATMENT
For the statistical treatment, the researchers made use of the percentage to quantify the
date gathered, wherein they used a simple percentage formula:
P = n / N x 100
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Wherein:

P = percentage
n = responses
N = total # of responses

The gathered data were presented in tabulated form which is interpreted through the use
of the following statistical form:
1.

Frequency distribution
The researchers collected data is computer to describe the profile of the
selected students in terms of gender, length of time in using of the computer
or gadget, online games usually played, number of times in playing online
games, and employment status of their parents .

2.

Percentage
This percentage of selected High School and College students is
computed so as to know its portion to the total percentage.

3.

Rank
The researchers connote which one has the highest frequency or highest
resulting percentage of selected student that are more interest in their course.

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