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Correlation Between Online Gaming Duration and Social Interaction Patterns

of Namillangan National High School Students

A Research Paper

Presented to the Facility and Staff

of Namillangan National High School

Namillangan, Alfonso Lista, Ifugao

In Particular of the Requirements in

Practical Research II (Qualitative)

Researchers:

Batoon, Marvilous Faith

Bayaona, Baelian Isaiah

David, Abigail

Domdom, Rostom

Valdevarona, Arline Grace

First Semester, S.Y 2023-2024


Correlation Between Online Gaming Duration and Social Interaction Patterns

of Namillangan National High School Students

CHAPTER I

Introduction

Living in the modern era, the information or computer age or the digital age

(Tucci, 2023). Technological development is no longer deniable. Modernization in all

walks of life has become a usual phenomenon, especially for the young generation.

Today, the human relationship has been affected by the manipulation of mobile

phones, laptops, and the like (Aquino, 2019).

Online games, ranging from simple text-based games to complex 3D graphics

and virtual worlds, have become increasingly popular in the last decade (Cagiltay,

2015). The rate of online games that are being developed increases each day; the

online gaming industry shows no sign of slowing down (Morikawa, 2023). Electronic

gaming has created immense wealth, with millions of players worldwide engaging in

combat, crafting, buying, and selling within diverse online environments (Ray, 2023).

The global smartphone game gaming market expanded faster than any other gaming

type. Mobile phones and tablets have changed how multiple businesses work, from

retail to hospitality, and gaming technology is no exception. 50% of gaming would be

done on smartphone and tablet computers (Srivastava, 2021). Online gaming has

quickly gone from a hobby into one of the biggest markets in the entertainment

industry. There are approximately 3.09 billion active online video game players
(Howarth, 2023). Video games and online gameplay are ubiquitous in the lives of

most American teenagers.

Video games are significant for boys as they provide a primary avenue for

creating and maintaining friendships. According to Lenhart (2015), 72% of all teens

play video games on computers and portable devices such as cell phones. According

to a survey conducted by Rakuten Insight in the Philippines, most respondents played

online games daily as of April 2022. Across all ages, the share of online gamers

among 16-24-year-olds is 52% of the respondents, where most Senior High students

belong (Statista, 2022). According to Thesuccesstalks (2023), the top online games in

the world are PUBG, Minecraft, Apex Legends, and Forth Battle Royal. The Mobile

Legends: Bang Bang from Moonton, Garena Free Fire, and Roblox are part of the

most installed online games in Southeast Asia (Tan, 2022). According to Similar Web

(2023), the top app online game ranking in The Philippines is Mobile Legends,

followed by Call of Duty Mobile and Roblox.

Online games have become a significant part of adolescent’s lifestyle now.

Playing online games helps adolescents create, have fun, release stress, and

experience various psychological benefits (Sahi & Bhagat, 2019). Also, online video

games provide young people a way to read, improve their self-confidence and reading

skills, and support positive communication with family and friends (Michelle, 2021).

Different literature claims that playing online games has different positive

impacts. The study of Li, Zhang, Wu, et al. (2023) reported that online games have

three positive effects, namely satisfying the need for personal growth, meeting the

requirements of social life, and promoting academic performance. In the Philippines,

the study of Dumrique and Castillio (2017) revealed that boys are more of a player
than girls, who often play games requiring three or more players. Even though the

students of Polytechnic University of The Philippines Laboratory High School play

online games, they know how to socialize well and can perform very well in academic

performance. Online games are considered to be teamwork and cooperation with

others. Many multiplayer games, such as Team Fortress 2, involve cooperation with

other online players in order to win. The online game encourages players to make the

most of their skills to contribute to a team (Lobo, 2020).

The annual social media and digital trends report uncovered that the

Philippines ranked first in terms of the average time allotted for watching and playing

video games. Specifically, 95.8% of internet users in the country engage in video

gaming on any device, and this group is observed to dedicate an average of 1 hour and

29 minutes to gaming daily. This is a few minutes more than the global average of 1

hour and 14 minutes (Marciano, 2023). The Statistical Research Department (SRD

2022), stated that Filipino online game players are spending between one (1) to two

(2) hours on one gaming session as of April 2022.

Adolescents have flocked to online gaming as one of their popular pastimes,

which has aroused scholars' interest in investigating its possible influences in different

areas of their lives. Online gaming presents favorable opportunities for socialization

and friendship formation; however, such benefits come with detrimental

consequences like addiction, diminished educational zeal, and mental agony.

Online games can be a welcome form of entertainment for many, and the

internet can even make social activity. However, excessive video game playing to the

point of isolation, addiction, or changes in mood or behavior are growing concerns

now (Neuro Science, 2023). Furthermore, Robinson (2016) states that many people
utilize online gaming as one of their primary leisure activities. Teenagers who play

these online games claim that they do it for amusement and to escape the sun's heat,

but they are unaware of the numerous negative repercussions that playing these games

might have. Several studies show that playing online games has advantages,

particularly puzzle games. In addition, according to Adair in "The Social Effects of

Video Games," constantly playing video games to the detriment of other interests and

activities is a slippery slope. You will start to neglect your friends and family, leaving

you isolated and unable to re-establish or strike new relationships. Moreover, the toxic

nature can cause social problems for people who play excessively.

Moreover, according to Lina Dewi Anggraeni Hany Wihardja (2020), Online

game difficulties are a global concern due to the possibility of having a negative

impact on students. The implications of this research reveal that online gaming issues

are not the only element that might affect senior high school student's academic

achievement.

The blog by Cam Adair entitled "The Negative Effects of Video Games-12

Symptoms" states that, although not all gamers experience negative effects from

gaming, and those effects vary from person to person, many do. Video Game

Statistics find that roughly 2-3% of gamers can become clinically disordered. Some of

the adverse effects include aggression, depression, and social anxiety.

According to Pitakola (2013), there are two reasons why students are

interested in online games: firstly, due to the early socialization of digital games.

Since childhood, they have known the type of game similar to PlayStation. She found

that almost all respondents stated they knew the PlayStation since childhood. It means

that digital games such as caline games and play stations are not new things in a
child's life. Secondly is the availability of technology-based facilities. Since

childhood, they have been introduced to computers, gadgets, and other technologies.

The World Health Organization (WHO) acknowledges online game addiction

as a mental health condition. The rise of excessive online games is emerging in the

Philippines, with 29.9 million gamers recorded nationwide. The incidence of

depression also increases in the country (Labana et al. et al., 202). The study of Umar

and Idris (2018), stated that the online platforms affect the psychological behavior of

high school students; they recommended that parents, teachers, and educational

psychologists pay more attention to the student's behavior.

The government introduced the DO (DepEd Order) no. 86, s.2010- prohibiting

students in Public and Private Elementary and Secondary schools from going to

computer shops during class hours, as addiction to media and digital online games

negatively impacted students' lives. Almost the world was at a standstill because of

COVID-19; almost half of the population had become addicted to games as the

gaming industry continued with a busy streak (Gilbert, 2023). In the Philippines,

online gaming is widely used by people, especially students. Playing online games

can help individuals exercise their minds and become more active. Online games are

also a form of relaxation after a long day and bonding with friends or relatives

(Fastejo, 2019). Despite the positive effects of online games, many negative aspects

are associated with playing them.

The purpose of this study is to find out how online games affect the

intellectual capacity relation to their academic performance and to get proofs and

ideas on how online gaming affect the social interaction whether it is positive or

negative, additionally, this study will help to spread the awareness on the significant
effect of online gaming to the social interaction of the students of Namillangan

National High School.

Statement of Problem

This research aims to examine the relationship between online gaming and the

students’ social interaction at Namillangan National High School. This study aims to

establish the connection between internet addiction and online gaming. More so, the

research paper will investigate the link between gaming-related friends, emotional

sensitivity, and shyness since understanding how online gaming affects the social

development of adolescents is vital.

Moreover, this seeks to answer the following questions:

1. What is the profile of the respondents in terms of:

1.1 age;

1.2 gender; and

1.3 grade level?


2. How many hours or minutes per day do the students typically spend playing

each type of online games?

3. Is there a significant relationship between the frequency of online games

and the students' social interactions?

Conceptual Framework

Figure 1. Research Paradigm

In this research, the researchers used the conceptual framework of the study. It

consists of two variables: the online gaming as an independent variable and social

interaction as the dependent variable.

In Figure 1, “Online Gaming" as an independent variable takes on the function

of the variable inside the parameters of the research that the researchers want to

examine and change.

There is a better understanding of the relationship of online games to the

social interaction of students when examining these relationships.

This knowledge can be used to develop interventions and programs to help

students use online gaming in a healthy and positive way. The online gaming and

social interactions is a multi faceted phenomenon influenced by various factors.


Factors such as the amount of time spent playing online games and the specific types

of games played are important in understanding how online gaming affects social

interactions. Additionally, age and gender also play a role in moderating the strength

of the relationship between online gaming and social interactions.

In order to accurately assess the correlation of online gaming on social

interactions, certain factors need to be taken into consideration as control variables.

These include academic performance and mental health. For instance, researchers

examined the amount of time students spend on online gaming and the types of games

they play to understand how these factors influenced their social interactions.

Additionally, it was valuable to investigate how age and gender moderate the

relationship between online gaming and social interactions.

To gain insight into how online gaming affects the social interactions of

students, it is important to examine these relationships. This understanding can then

be utilized to create interventions and programs that promote healthy and positive

usage of online gaming among students.


Significance of the Study

This study will be conducted on purpose, which can benefit significantly the

people who are the target of this study. The study can give awareness, information,

and knowledge to beneficiaries.

School Head

This study informs the school head about the effects of online gaming

on students' social relationships. As a result of this information, they may develop

rules and make knowledgeable choices that provide a safe and supportive learning

environment for students. The school head's comprehension of the effects of online

gaming enables efficient resource allocation. This entails allocating money for

initiatives and assistance services designed to enhance students' social wellbeing. The
findings of the study may help to enhance the curriculum. The importance of

including ethical online behavior and digital literacy in the curriculum is emphasized

in order to prepare students for the digital age.

Teachers

This study helps teachers modify their instructional tactics to consider

the changing dynamics of student socialization. They may create a supportive learning

environment by promptly offering support, direction, and interventions by being

aware of the effects of online gaming. The need for a balanced approach to

technology use is emphasized through preventive measures and awareness programs

conducted in the classroom to encourage healthy online gaming behaviors.

Students

The importance of the study is heavily reliant on the students. They

become more conscious of their online gaming habits' possible effects on their social

connections. With this information, they are more equipped to decide what to do

online and may do it responsibly and in moderation. Students are motivated to balance

gaming and academics when they know the effect on performance, improving

educational achievements. Additionally, awareness of possible adverse effects on

mental health encourages students to get the support they need when they do,

improving their general well-being.

Future Researchers

This study serves as a foundation for future research on the topic.

These findings can be expanded upon by researchers who want to explore the

subtleties of how internet gaming affects social relationships and look into potential
remedies. They can utilize the findings of this study to aid in creating policies that

address the impact of online gaming on social interactions in educational settings.

Scope and Delimitation

This study will cover the relationship of online gaming on students '

social interaction. The primary subject of this research study will consist of the

students enrolled in the academic year 2023-2024. This study is focused and limited

to a specific group level of students in Namillangan National High School to know the

advantages and disadvantages of the impact of online gaming on social interaction

among students.

The researchers will conduct and limited this study to the current

students at Namillangan National High School.

CHAPTER II

Methodology

This research plan is designed to investigate the correlation of online gaming

and the social interactions of students at Namillangan National High School,

employing a Stratified Random Sampling to allow the researchers to organize the

groups base on their similarities and attributes. Our quantitative research method will

involve data collection through surveys tailored to assess students' online gaming

habits and social interaction patterns. The surveys quantified that the frequency and

nature of online gaming activities and examine any potential influence on students'
social interactions. In the descriptive statistics phase, we will employ measures such

as means and standard deviations to summarize the data, while inferential statistics

will help identify potential associations between online gaming and social interaction

patterns in the high school context. The study will utilize Simple Random Sampling to

a specific group level, ensuring representation across various grade levels and online

gaming engagement.

The researchers comprised a structured questionnaire designed

to evaluate students' online gaming behavior and a separate survey to assess their

social interaction patterns. Prior to data collection, these surveys will strictly pre-

tested for reliability and validity to ensure their effectiveness in gathering relevant

information. In addition to empirical data collection, a comprehensive review of

relevant literature will be conducted to establish the conceptual framework and

provide context for the study. The ultimate goal of this research is to enhance our

understanding of how online games influences the social interactions of high school

students. The findings will be a practical significance to educators, parents, and

policymakers seeking insights into the complex relationship between online gaming

and students' social behavior. Throughout the research process, ethical considerations

was paramount, with measures in place to guarantee participant anonymity,

confidentiality, and mitigation of potential risks or biases associated with data

collected.
References

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Dumrique, D O, and J G Castillo. “Online Gaming: Impact on the Academic

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Festejo, Michael. “A Study on the Online Game Exposure and Its Influence among

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Gilbert, Nestor. “Number of Gamers Worldwide 2022/2023: Demographics,

Statistics, and Predictions.” Financesonline.Com, FinancesOnline.com, 18

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Howarth, Josh. “How Many Gamers Are There? (New 2023 Statistics).” Exploding

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Perceived Psychological Distress among Filipino Young Adults during

COVID-19 Pandemic." International Journal of Educational Methodology 9.1

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Lenhart, Amanda. “Chapter 3: Video Games Are Key Elements in Friendships for

Many Boys.” Pew Research Center: Internet, Science & Tech, Pew

Research Center, 6 Aug.

2015,www.pewresearch.org/internet/2015/08/06/chapter-3-video-games-are-

key-elements-in-friendships-for-many-boys/.
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Consuming Vlog Content, Playing Video Games.” MARKETECH APAC, 27

Jan. 2023, marketech-apac.com/global-report-reveals-filipinos-clock-most-

hours-in-consuming-vlog-content-playing-video-games/.

Michelle, Emmy. “Are Online Games Good for Students?” eLearning Industry, 21

Feb. 2023, elearningindustry.com/are-online-games-good-for-students.

Miller, Helen E., et al. "Surveillance, responsibility, and control: an analysis of

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globaledge.msu.edu/blog/post/57295/the-gaming-industry-sees-a-staggering-

su.

Neuroscience News. "Game on: Online Gaming Networks' Influence on Mental

Health & Social Connections." Neuroscience News, 10 May 2023,

neurosciencenews.com/gaming-network-depression-23207/#:~:text=However

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application of validated criteria." Science Communication 39.1 (2017): 10-44.

Pajarillo-Aquino, Irene. "Perceived effects of mobile phones on the academic

performance of the college of teacher education students." International

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Gamers by Age Group 2022.” Statista, 5 Aug. 2022,

www.statista.com/statistics/1117251/philippines-online-gamers-by-age/.

“Top Grossing Mobile Games in Southeast Asia for September 2022.” Sensor Tower

- Market-Leading Digital Intelligence, sensortower.com/blog/top-grossing-

mobile-games-in-southeast-asia-for-september-2022.

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2023, thesuccesstalks.com/top-10-online-games-in-the-world/.
Tucci, Linda. “What Is Information Age?: Definition from TechTarget.” CIO,

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Umar, Talatu Ibrahim, and Murja Idris. "Influence of social media on psychosocial

behavior and academic performance of secondary school students." Journal of

Education and Entrepreneurship 5.2 (2018): 36-46.

Uz, Cigdem, and Kursat Cagiltay. "Social Interactions and Games." Digital Education

Review 27 (2015): 1-12.

"June 18, 2010, DO 86, S. 2010 – Prohibiting Students in Public and Private

Elementary and Secondary Schools from Going to Computer Shops, Malls,

Theaters, and the Likes during Their Class Hours." Department of Education,

www.deped.gov.ph/2010/06/18/do-86-s-2010-prohibiting-students-in-public-

and-private-elementary-and-secondary-schools-from-going-to-computer-

shops-malls-theaters-and-the-likes-during-their-class-hours/.

What Impact Will Technology Have on Online Gaming in the Future?

hashstudioz.com/blog/what-impact-will-technology-have-on-online-gaming-in-the-

future/.Online games, ranging from simple text-based games to complex 3D graphics

and virtual worlds, have become increasingly popular in the last decade (Cagiltay,

2015). The rate of online games that are being developed increases each day; the

online gaming industry shows no sign of slowing down (Morikawa, 2023). Electronic

gaming has created immense wealth, with millions of players worldwide engaging in

combat, crafting, buying, and selling within diverse online environments (Ray, 2023).

The global smartphone game gaming market expanded faster than any other gaming

type. Mobile phones and tablets have changed how multiple businesses work, from
retail to hospitality, and gaming technology is no exception. 50% of gaming would be

done on smartphone and tablet computers (Srivastava, 2021). Online gaming has

quickly gone from a hobby into one of the biggest markets in the entertainment

industry. There are approximately 3.09 billion active online video game players

(Howarth, 2023). Video games and online gameplay are ubiquitous in the lives of

most American teenagers.

Video games are significant for boys as they provide a primary avenue for creating

and maintaining friendships. According to Lenhart (2015), 72% of all teens play video

games on computers and portable devices such as cell phones. According to a survey

conducted by Rakuten Insight in the Philippines, most respondents played online

games daily as of April 2022. Across all ages, the share of online gamers among 16-

24-year-olds is 52% of the respondents, where most Senior High students belong

(Statista, 2022). According to Thesuccesstalks (2023), the top online games in the

world are PUBG, Minecraft, Apex Legends, and Forth Battle Royal. The Mobile

Legends: Bang Bang from Moonton, Garena Free Fire, and Roblox are part of the

most installed online games in Southeast Asia (Tan, 2022). According to Similar Web

(2023), the top app online game ranking in The Philippines is Mobile Legends,

followed by Call of Duty Mobile and Roblox.

Online games have become a significant part of adolescent’s lifestyle now.

Playing online games helps adolescents create, have fun, release stress, and

experience various psychological benefits (Sahi & Bhagat, 2019). Also, online video

games provide young people a way to read, improve their self-confidence and reading

skills, and support positive communication with family and friends (Michelle, 2021).
Different literature claims that playing online games has different positive

impacts. The study of Li, Zhang, Wu, et al. (2023) reported that online games have

three positive effects, namely satisfying the need for personal growth, meeting the

requirements of social life, and promoting academic performance. In the Philippines,

the study of Dumrique and Castillio (2017) revealed that boys are more of a player

than girls, who often play games requiring three or more players. Even though the

students of Polytechnic University of The Philippines Laboratory High School play

online games, they know how to socialize well and can perform very well in academic

performance. Online games are considered to be teamwork and cooperation with

others. Many multiplayer games, such as Team Fortress 2, involve cooperation with

other online players in order to win. The online game encourages players to make the

most of their skills to contribute to a team (Lobo, 2020).

The annual social media and digital trends report uncovered that the

Philippines ranked first in terms of the average time allotted for watching and playing

video games. Specifically, 95.8% of internet users in the country engage in video

gaming on any device, and this group is observed to dedicate an average of 1 hour and

29 minutes to gaming daily. This is a few minutes more than the global average of 1

hour and 14 minutes (Marciano, 2023). The Statistical Research Department (SRD

2022), stated that Filipino online game players are spending between one (1) to two

(2) hours on one gaming session as of April 2022.

Adolescents have flocked to online gaming as one of their popular pastimes,

which has aroused scholars' interest in investigating its possible influences in different

areas of their lives. Online gaming presents favorable opportunities for socialization

and friendship formation; however, such benefits come with detrimental

consequences like addiction, diminished educational zeal, and mental agony.


Online games can be a welcome form of entertainment for many, and the

internet can even make social activity. However, excessive video game playing to the

point of isolation, addiction, or changes in mood or behavior are growing concerns

now (Neuro Science, 2023). Furthermore, Robinson (2016) states that many people

utilize online gaming as one of their primary leisure activities. Teenagers who play

these online games claim that they do it for amusement and to escape the sun's heat,

but they are unaware of the numerous negative repercussions that playing these games

might have. Several studies show that playing online games has advantages,

particularly puzzle games. In addition, according to Adair in "The Social Effects of

Video Games," constantly playing video games to the detriment of other interests and

activities is a slippery slope. You will start to neglect your friends and family, leaving

you isolated and unable to re-establish or strike new relationships. Moreover, the toxic

nature can cause social problems for people who play excessively.

Moreover, according to Lina Dewi Anggraeni Hany Wihardja (2020), Online

game difficulties are a global concern due to the possibility of having a negative

impact on students. The implications of this research reveal that online gaming issues

are not the only element that might affect senior high school student's academic

achievement.

The blog by Cam Adair entitled "The Negative Effects of Video Games-12

Symptoms" states that, although not all gamers experience negative effects from

gaming, and those effects vary from person to person, many do. Video Game

Statistics find that roughly 2-3% of gamers can become clinically disordered. Some of

the adverse effects include aggression, depression, and social anxiety.


According to Pitakola (2013), there are two reasons why students are

interested in online games: firstly, due to the early socialization of digital games.

Since childhood, they have known the type of game similar to PlayStation. She found

that almost all respondents stated they knew the PlayStation since childhood. It means

that digital games such as caline games and play stations are not new things in a

child's life. Secondly is the availability of technology-based facilities. Since

childhood, they have been introduced to computers, gadgets, and other technologies.

The World Health Organization (WHO) acknowledges online game addiction

as a mental health condition. The rise of excessive online games is emerging in the

Philippines, with 29.9 million gamers recorded nationwide. The incidence of

depression also increases in the country (Labana et al. et al., 202). The study of Umar

and Idris (2018), stated that the online platforms affect the psychological behavior of

high school students; they recommended that parents, teachers, and educational

psychologists pay more attention to the student's behavior.

The government introduced the DO (DepEd Order) no. 86, s.2010- prohibiting

students in Public and Private Elementary and Secondary schools from going to

computer shops during class hours, as addiction to media and digital online games

negatively impacted students' lives. Almost the world was at a standstill because of

COVID-19; almost half of the population had become addicted to games as the

gaming industry continued with a busy streak (Gilbert, 2023). In the Philippines,

online gaming is widely used by people, especially students. Playing online games

can help individuals exercise their minds and become more active. Online games are

also a form of relaxation after a long day and bonding with friends or relatives

(Fastejo, 2019). Despite the positive effects of online games, many negative aspects

are associated with playing them.


The purpose of this study is to find out how online games affect the

intellectual capacity relation to their academic performance and to get proofs and

ideas on how online gaming affect the social interaction whether it is positive or

negative, additionally, this study will help to spread the awareness on the significant

effect of online gaming to the social interaction of the students of Namillangan

National High School.

Statement of Problem

This research aims to examine the relationship between online gaming and the

students’ social interaction at Namillangan National High School. This study aims to

establish the connection between internet addiction and online gaming. More so, the research

paper will investigate the link between gaming-related friends, emotional sensitivity, and

shyness since understanding how online gaming affects the social development of

adolescents is vital.

Moreover, this seeks to answer the following questions:


1. What is the profile of the respondents in terms of:

1.1 age;

1.2 gender; and

1.3 grade level?

2. How many hours or minutes per day do the students typically spend playing

each type of online games?

3. Is there a significant relationship between the frequency of online games

and the students' social interactions?


Conceptual Framework

Online Gaming Duration Social Interaction Patterns

Figure 1. Research Paradigm

In this research, the researchers used the conceptual framework of the study. It

consists of two variables: the online gaming as an independent variable and social

interaction as the dependent variable.

In Figure 1, “Online Gaming" as an independent variable takes on the function

of the variable inside the parameters of the research that the researchers want to

examine and change.

There is a better understanding of the relationship of online games to the

social interaction of students when examining these relationships.

This knowledge can be used to develop interventions and programs to help

students use online gaming in a healthy and positive way. The online gaming and

social interactions is a multi faceted phenomenon influenced by various factors.

Factors such as the amount of time spent playing online games and the specific types

of games played are important in understanding how online gaming affects social

interactions. Additionally, age and gender also play a role in moderating the strength

of the relationship between online gaming and social interactions.

In order to accurately assess the correlation of online gaming on social

interactions, certain factors need to be taken into consideration as control variables.

These include academic performance and mental health. For instance, researchers

could examine the amount of time students spend on online gaming and the types of
games they play to understand how these factors influence social interactions.

Additionally, it would be valuable to investigate how age and gender moderate the

relationship between online gaming and social interactions.

To gain insight into how online gaming affects the social interactions of

students, it is important to examine these relationships. This understanding can then

be utilized to create interventions and programs that promote healthy and positive

usage of online gaming among students.


Significance of the Study

This study will be conducted on purpose, which can benefit significantly the

people who are the target of this study. The study can give awareness, information,

and knowledge to beneficiaries.

School Head

This study informs the school head about the effects of online gaming on

students' social relationships. As a result of this information, they may develop rules

and make knowledgeable choices that provide a safe and supportive learning

environment for students. The school head's comprehension of the effects of online

gaming enables efficient resource allocation. This entails allocating money for

initiatives and assistance services designed to enhance students' social wellbeing. The

findings of the study may help to enhance the curriculum. The importance of

including ethical online behavior and digital literacy in the curriculum is emphasized

in order to prepare students for the digital age.

Teachers

This study helps teachers modify their instructional tactics to consider the

changing dynamics of student socialization. They may create a supportive learning

environment by promptly offering support, direction, and interventions by being

aware of the effects of online gaming. The need for a balanced approach to

technology use is emphasized through preventive measures and awareness programs

conducted in the classroom to encourage healthy online gaming behaviors.

Students
The importance of the study is heavily reliant on the students. They become

more conscious of their online gaming habits' possible effects on their social

connections. With this information, they are more equipped to decide what to do

online and may do it responsibly and in moderation. Students are motivated to balance

gaming and academics when they know the effect on performance, improving

educational achievements. Additionally, awareness of possible adverse effects on

mental health encourages students to get the support they need when they do,

improving their general well-being.

Future Researchers

This study serves as a foundation for future research on the topic. These

findings can be expanded upon by researchers who want to explore the subtleties of

how internet gaming affects social relationships and look into potential remedies.

They can utilize the findings of this study to aid in creating policies that address the

impact of online gaming on social interactions in educational settings.


Scope and Delimitation

This study cover the relationship of online gaming on students social

interaction. The primary subject of this research study will consist of the students

enrolled in the academic year 2023-2024. This study is focused and limited to a

specific group level of students in Namillangan National High School to know the

advantages and disadvantages of the playing online games on social interaction

among students.

The researchers conducted and limited this study to the current students at

Namillangan National High School.


CHAPTER II

Methodology

This research plan is designed to investigate the correlation of online gaming

and the social interactions of students at Namillangan National High School,

employing a Stratified Random Sampling to allow the researchers to organize the

groups base on their similarities and attributes. This quantitative research method

involved data collection through surveys tailored to assess students' online gaming

habits and social interaction patterns. The surveys quantified that the frequency and

nature of online gaming activities and examine any potential influence on students'

social interactions. In the descriptive statistics phase, we will employ measures such

as means and standard deviations to summarize the data, while inferential statistics

will help identify potential associations between online gaming and social interactions

in the high school context. The study will utilize Simple Random Sampling to a

specific group level, ensuring representation across various grade levels and online

gaming engagement.

The researchers will comprise a structured questionnaire designed to evaluate

students' online gaming behavior and a separate survey to assess their social

interaction patterns. Prior to data collection, these surveys will strictly pre-tested for

reliability and validity to ensure their effectiveness in gathering relevant information.

In addition to empirical data collection, a comprehensive review of relevant literature

will be conducted to establish the conceptual framework and provide context for the

study. The ultimate goal of this research is to enhance our understanding of how

online gaming influences the social interactions of high school students. The findings

will be of practical significance to educators, parents, and policymakers seeking


insights into the complex relationship between online gaming and students' social

behavior. Throughout the research process, ethical considerations will be paramount,

with measures in place to guarantee participant anonymity, confidentiality, and

mitigation of potential risks or biases associated with data collection.


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