Final Onlinr Gaming
Final Onlinr Gaming
Final Onlinr Gaming
A Research Paper
Researchers:
David, Abigail
Domdom, Rostom
CHAPTER I
Introduction
Living in the modern era, the information or computer age or the digital age
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
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
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
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
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,
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
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
online games, they know how to socialize well and can perform very well in academic
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
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
which has aroused scholars' interest in investigating its possible influences in different
areas of their lives. Online gaming presents favorable opportunities for socialization
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
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,
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.
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
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.
as a mental health condition. The rise of excessive online games is emerging in the
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
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
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
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
1.1 age;
Conceptual Framework
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
of the variable inside the parameters of the research that the researchers want to
students use online gaming in a healthy and positive way. The online gaming and
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
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
To gain insight into how online gaming affects the social interactions of
be utilized to create interventions and programs that promote healthy and positive
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,
School Head
This study informs the school head about the effects of online gaming
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
Teachers
the changing dynamics of student socialization. They may create a supportive learning
aware of the effects of online gaming. The need for a balanced approach to
Students
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
mental health encourages students to get the support they need when they do,
Future Researchers
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
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
among students.
The researchers will conduct and limited this study to the current
CHAPTER II
Methodology
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.
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
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
policymakers seeking insights into the complex relationship between online gaming
and students' social behavior. Throughout the research process, ethical considerations
collected.
References
Anggraeni, Lina Dewi, and Hany Wihardja. "Online game, addiction and learning
knepublishing.com/index.php/Kne-Social/article/view/2447/.
Festejo, Michael. “A Study on the Online Game Exposure and Its Influence among
www.academia.edu/41177010/A_Study_on_the_Online_Game_Exposure_and
_Its_Influence_among_Student_Players_in_Manila_Philippines.
Howarth, Josh. “How Many Gamers Are There? (New 2023 Statistics).” Exploding
of-gamers.
Kapoor, Sakshi Kumari, and Marietta Subida. "Assessment of Gaming Addiction and
(2023): 29–40.
Lenhart, Amanda. “Chapter 3: Video Games Are Key Elements in Friendships for
Many Boys.” Pew Research Center: Internet, Science & Tech, Pew
2015,www.pewresearch.org/internet/2015/08/06/chapter-3-video-games-are-
key-elements-in-friendships-for-many-boys/.
Marciano, Jamaica. “Global Report Reveals Filipinos Clock Most Hours in
hours-in-consuming-vlog-content-playing-video-games/.
Michelle, Emmy. “Are Online Games Good for Students?” eLearning Industry, 21
globaledge.msu.edu/blog/post/57295/the-gaming-industry-sees-a-staggering-
su.
neurosciencenews.com/gaming-network-depression-23207/#:~:text=However
%2C%20excessive%20video%20game%20playing,varying%20effects%20on
%20social%20connections.
Online Game Addiction and the Level of Depression among Adolescents In ...,
www.ncbi.nlm.nih.gov/pmc/articles/PMC9295867/.
Ouariachi, Tania, María Dolores Olvera-Lobo, and José Gutiérrez-Pérez. "Analyzing
(2019): 27-38.
www.ncbi.nlm.nih.gov/pmc/articles/PMC9998671/.
www.statista.com/statistics/1117251/philippines-online-gamers-by-age/.
“Top Grossing Mobile Games in Southeast Asia for September 2022.” Sensor Tower
mobile-games-in-southeast-asia-for-september-2022.
Sahi, Mahima, and Geeta Bhagat. "Positive effects of online games: A review."
www.similarweb.com/apps/top/google/store-rank/ph/games/top-grossing/.
repository.bbg.ac.id/bitstream/495/1/ICIP2017_040_paper.pdf.
Thesuccesstalks. “Top 10 Online Games in the World.” The Success Talks, 18 Aug.
2023, thesuccesstalks.com/top-10-online-games-in-the-world/.
Tucci, Linda. “What Is Information Age?: Definition from TechTarget.” CIO,
www.techtarget.com/searchcio/definition/Information-Age.
Umar, Talatu Ibrahim, and Murja Idris. "Influence of social media on psychosocial
Uz, Cigdem, and Kursat Cagiltay. "Social Interactions and Games." Digital Education
"June 18, 2010, DO 86, S. 2010 – Prohibiting Students in Public and Private
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/.
hashstudioz.com/blog/what-impact-will-technology-have-on-online-gaming-in-the-
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
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
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,
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
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
online games, they know how to socialize well and can perform very well in academic
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
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
which has aroused scholars' interest in investigating its possible influences in different
areas of their lives. Online gaming presents favorable opportunities for socialization
internet can even make social activity. However, excessive video game playing to the
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,
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.
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
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
childhood, they have been introduced to computers, gadgets, and other technologies.
as a mental health condition. The rise of excessive online games is emerging in the
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
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
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
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.
1.1 age;
2. How many hours or minutes per day do the students typically spend playing
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
of the variable inside the parameters of the research that the researchers want to
students use online gaming in a healthy and positive way. The online gaming and
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
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
To gain insight into how online gaming affects the social interactions of
be utilized to create interventions and programs that promote healthy and positive
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,
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
Teachers
This study helps teachers modify their instructional tactics to consider the
aware of the effects of online gaming. The need for a balanced approach to
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
mental health encourages students to get the support they need when they do,
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
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
among students.
The researchers conducted and limited this study to the current students at
Methodology
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.
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
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
Anggraeni, Lina Dewi, and Hany Wihardja. "Online game, addiction and learning
knepublishing.com/index.php/Kne-Social/article/view/2447/.
Festejo, Michael. “A Study on the Online Game Exposure and Its Influence among
www.academia.edu/41177010/A_Study_on_the_Online_Game_Exposure_and
_Its_Influence_among_Student_Players_in_Manila_Philippines.
Howarth, Josh. “How Many Gamers Are There? (New 2023 Statistics).” Exploding
of-gamers.
Kapoor, Sakshi Kumari, and Marietta Subida. "Assessment of Gaming Addiction and
(2023): 29–40.
Lenhart, Amanda. “Chapter 3: Video Games Are Key Elements in Friendships for
Many Boys.” Pew Research Center: Internet, Science & Tech, Pew
2015,www.pewresearch.org/internet/2015/08/06/chapter-3-video-games-are-
key-elements-in-friendships-for-many-boys/.
hours-in-consuming-vlog-content-playing-video-games/.
Michelle, Emmy. “Are Online Games Good for Students?” eLearning Industry, 21
globaledge.msu.edu/blog/post/57295/the-gaming-industry-sees-a-staggering-
su.
neurosciencenews.com/gaming-network-depression-23207/#:~:text=However
%2C%20excessive%20video%20game%20playing,varying%20effects%20on
%20social%20connections.
Online Game Addiction and the Level of Depression among Adolescents In ...,
www.ncbi.nlm.nih.gov/pmc/articles/PMC9295867/.
(2019): 27-38.
www.ncbi.nlm.nih.gov/pmc/articles/PMC9998671/.
www.statista.com/statistics/1117251/philippines-online-gamers-by-age/.
“Top Grossing Mobile Games in Southeast Asia for September 2022.” Sensor Tower
mobile-games-in-southeast-asia-for-september-2022.
Sahi, Mahima, and Geeta Bhagat. "Positive effects of online games: A review."
www.similarweb.com/apps/top/google/store-rank/ph/games/top-grossing/.
repository.bbg.ac.id/bitstream/495/1/ICIP2017_040_paper.pdf.
Thesuccesstalks. “Top 10 Online Games in the World.” The Success Talks, 18 Aug.
2023, thesuccesstalks.com/top-10-online-games-in-the-world/.
Tucci, Linda. “What Is Information Age?: Definition from TechTarget.” CIO,
www.techtarget.com/searchcio/definition/Information-Age.
Umar, Talatu Ibrahim, and Murja Idris. "Influence of social media on psychosocial
Uz, Cigdem, and Kursat Cagiltay. "Social Interactions and Games." Digital Education
"June 18, 2010, DO 86, S. 2010 – Prohibiting Students in Public and Private
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/.
hashstudioz.com/blog/what-impact-will-technology-have-on-online-gaming-
in-the-future/.