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CHAPTER 1
INTRODUCTION
Background of the Study
The rise in the use of the internet has led to many changes in our daily life. In particular, this rise has also led to the rise of online gaming. Online gaming can refer to any type of game that someone can play through the internet or over a computer network. Most of the time, online gaming refers to the video games played over the internet, where multiple players are in different locations around the world. In most cases, online games are freeware programs that can be used for an unlimited time and are available for free. Most percentage of web games available nowadays is written in Flash, Shockwave and Java languages. Because of that, they feature more primitive game play than downloadable games.
Having an online gaming experience typically requires a high-speed internet connection. Proper hardware will also be required whether it's a computer or a gaming console, such as Xbox or Play station that's connected to the internet. Some online games require a specific piece of controlling hardware such as a joystick or a game controller, but these days, gaming technology has progressed to an amazing extent. Things like streaming 3-D animation graphics with superb surround sound stereo now have the ability to make all addicted to gaming. In terms of video games, online gaming is growing in popularity for variety of reasons. Gamers can easily find opponents of a similar skill level when playing a head-to-head game over the internet. Players also can compete in massively multiplayer games, where dozens of players play an ongoing game in a virtual world. Some online games change a monthly fee for access to the video game software.
Today, one can see the impact of computer and video games in politics, television, popular music and Hollywood. A lot of research is conducted to study its effect on lifestyle and behavior of the wow power leveling gamer especially kids. Online game is the most sought leisure activity followed by kids nowadays. Computers play a major role in shaping the future of the kids. Days are gone when children loved to indulge in outdoor activities, rather than running or playing outside, children spend most of their time playing online games. Online games surely have an impact on minds of kids. Taking into consideration, it is positively a great mind exercise and helps kids explore many new things. It includes improvement in recursive and proactive thinking, increased sociability and improved interpretive skills. Some research shows that the children who play online games are more active and have sharper minds than their other counterparts. However, computers and video games also receive much more negative critics, because games are often coined with issue such as mindless entertainment, enhanced social recluse, sexism and consumerism. Research shows that kids who play violent video games showed on increased in emotional arousal and a corresponding decrease of activity in brain areas involving self-control, inhabitation and attention.
Everyone who plays video games has a different reason for playing, and the usage of the game leads to different effects for each individual. Childhood upbringings, peer influences, pressures at school and family issues are all factors that have a strong connection with the effects of gaming on individuals. Video games maybe therapeutic for some people, but the small amount of people who are negatively affected by gaming impact are many.
Statement of the Problem
This study aimed to know the impacts of online gaming among the 7-12 years old children of Transville Homes Subdivision, Banay-Banay, Lipa City, Batangas.
Specifically, this study sought answers to the following questions:
What is the profile of the respondents in terms of:
Age
Gender
Educational Status
Online games commonly played
Length of time the respondents play online games (in terms of months)
Length of time the respondents play online games in a week (in terms of hour)
Amount of money the respondents spend for online gaming (per day)
What are the advantages of online gaming among 7-12 years old children?
What are the disadvantages of online gaming among 7-12 years old children?
Objectives of the Study
This study is intended to know the impacts of online gaming among the children ages 7-12 of Transville Homes Subdivision, Banay-Banay, Lipa City. It also aims to help the parents to be informed about the impacts their children obtain from online gaming.
Significance of the Study
This study will be valuable and significant to children, parents, readers and future researchers.
Children. This study is primarily important to children, for it will give them information about the impacts they may get from online gaming.
Parent. This study will help the parents to have enough knowledge about the impacts of online gaming among their children.
Readers. This study will help the readers to have the understanding about the impact of online gaming.
Future Researchers. This may serve as a basis for future research that they will conduct.
Scope and Delimitations of the Study
This study was mainly concerned and limited only with the impacts of online gaming among the children ages 7-12 of Transville Homes Subdivision, Banay-banay, Lipa City.
Theoretical Framework of the Study
According to Molcho (1988), gaming has provided evidence that instructional games can promote retention and the ability to transfer knowledge to new domains. Instructional games are attractive to learners because they offer a simple and creative means of providing high-level motivation, clear and consistent goals, and sustained interactivity.
Gaming as an instructional variable may be analyzedan·a·lyze
tr.v. an·a·lyzed, an·a·lyz·ing, an·a·lyz·es
1. To examine methodically by separating into parts and studying their interrelations.
2. Chemistry To make a chemical analysis of.
3.
..... Click the link for more information. as methods of rehearsal by facilitating the organization and retention of content (Dwyer & Dwyer, 1985).
The theory of intrinsicintrinsic /in·trin·sic/ (in-trin´sik) situated entirely within or pertaining exclusively to a part.
in·trin·sic
adj.
1. Of or relating to the essential nature of a thing.
2.
..... Click the link for more information. motivation is by far the dominant source of support for instructional gaming. Research has provided evidence that instructional gaming has the intrinsic ability to develop the learners' confidence in determining their own destiny. This theory suggests that intrinsic motivation in an instructional gaming context is comprised of an optimal relationship between fantasy, challenge, curiosity, and control. (Malone, 1981)
Conceptual Framework of the Study
Research indicates that there are many impacts of online gaming among the children ages 7-12 of Transville Homes Subdivision, Banay-banay, Lipa City. Studies have been conducted assessing the impacts of online gaming. As an input, the researchers will gather all the information about the impacts of online gaming among the children ages 7-12. To carry out the study, the researchers conducted a survey among the children ages 7-12 of Transville Homes Subdivision, Banay-banay, Lipa City. As a result, the researchers discovered the impact of online gaming among the children.
Research Paradigm
Discovery of the impacts that the children obtain from online gamingA survey among the children of Transville Homes Subdivision, Banay-banay, Lipa City.The impacts of online gaming among the children.
Discovery of the impacts that the children obtain from online gaming
A survey among the children of Transville Homes Subdivision, Banay-banay, Lipa City.
The impacts of online gaming among the children.
Operational Definition of the Terms
For clearer understanding of the work, the following terms were defined:
Advantage. A benefit or gain.
Disadvantage. Something that makes a situation worse or that makes somebody or something less effective or desirable.
Impact. The powerful or dramatic effect that something or somebody has.
Internet. An electronic communication network that connects computer network and organizational computer facilities around the world.
Online game. Game that can be run from an internet browser and requires the internet connection.
Technology. The practical application of knowledge especially in a particular area.
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies relevant to presentation investigation.
Related Literature
Carey (2012) found out that the history of online gaming included contributions by many different companies and entities. Online gaming began as multiplayer gaming, but has evolved to include online gaming servers and massively-multiplayer online game settings.
Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits and bad for those who fix themselves in the seats for long hours and cut off the interaction with rest of the world.
According to the study of Chang (2009), online gaming was referred to as Internet Gaming or Electronic Gaming. It was a gathering of players with a common game using a local area network (LAN) where they could be on the same settings. The players seem to be in a real situation that they use their mouse or keypads to move in the monitor, their virtual world.
Hall (2005) said that online gaming has become increasing popular over the past few years.
Both Orzack (2004) and French (2002) found out that in internet search for "gaming addiction" yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to "problems with school or work," offered as indicative of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some researchers into three main types: stand-alone games, local and wide network (LAWN) games and massively multiplayer online role-playing (MMORP) games.
French & Dwyer (2002) claimed that online game players "don't have normal social relationships anymore" and play online games in order to cover feelings of anger, depression and low self-esteem.
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual communities was detracted from social activity and involvement in the real world, replaced real social relationships with less robust online substituted and caused users to turn away from more traditional media.
Turkle (1995) found out that online games enabled self-exploration and discovery that users extended and idealized their existing personalities or try out new ways of relating to one another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games was that they meld the fun and challenge of video games with the rewarding social aspects of online community. Participation in online communities allows us to stay in touch with old friends, meet new people, learn, and share information.
Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can be addictive. The research has tended to concentrate on negative aspects, such as excessive play and addiction. Instead of spending their hours on studying and doing their homework, children spend their time on playing computer games.
Gentile, et al. (2004) said that the majority of these studies have shown that online games can be addictive and that some online games have been associated with aggressive behaviour. However these studies have been relatively controversial as they examine these factors using self-report methods and artificial scenarios. This type of research is fraught with problems and criticism.
The study of Carrasco (2001) stated that computers have become a part of man's life. Almost all the things around us were made by computers with the aid of modern machines. Associated with the computers is the internet where we can find online games. Online game has a big impact to children especially to teenagers. They tend to be hook by the computer.
On the other hand, online gamers can also benefit on playing online games. A great variety of forms have been developed and put into practice to enhance learning, offer solace, to drive away boredom, and/or to persuade players to adopt certain actions and opinions. The game play improve various thinking skills but that it can also boost cognitive speed for those who play action games and can also improve cognitive accuracy for players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive behaviour. In that case, children imitate online characters. Some children are at the period of modelling (Anderson & Bushman, 2001).
Taha, J. (n.d.) said that online games are seen as good learning tool because many think that they can teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking, and inspiring their imagination.
CHAPTER 3
METHODOLOGY
This chapter introduces the details of research design, respondents of the study, sampling, data gathering procedures, data gathering instruments, and statistical treatment of data.
Research Design
The researchers used the descriptive research to conduct this study entitled "The Impacts of Online Gaming among the Children of Transville Homes Subdivision Banay-Banay, Lipa City Year 2012."
Respondents of Study
The respondents were chosen through quota sampling. The researchers made use of 40 children of Transville Homes Subdivision Banay-Banay, Lipa City. The respondents' ages range from 7-9 years old and 10-12 years.
After choosing the respondents, each of them were given a survey questionnaire to answer.
Table 1
Distribution of Survey Questionnaire to the Selected Children of Transville Homes Subd. Banay-Banay, Lipa City
AGE
FREQUENCY
7-9
20
10-12
20
TOTAL
40
Sampling
The researchers made use of 40 children ages 7-12 in Transville Homes Subd. Banay-Banay, Lipa City
All children who play online games answered the test questionnaire given by the researchers.
Data Gathering Procedure
At first, the researchers looked for necessary resources that could help them in their study. They did an intensive reading from the internet and asked opinions from the online game players. From these, they were able to construct ideas and questions necessary for the questionnaire.
A letter of transmittal was then prepared and was submitted to their adviser, to their directress and to the chairman of the subdivision for the approval in producing and distributing the questionnaire.
The researchers asked the permission from their adviser to allow them to proceed with the distribution of the questionnaire to the children ages 7-12 of Transville Homes Subd. Banay-Banay, Lipa City.
With the permission granted, the chairman of the subdivision assisted the researchers in distributing the questionnaire. The researchers clearly explained all the directions and items to the children ages 7-12 – respondents to ensure understanding and correctness of their responses.
Retrieval of the questionnaires was done after two days. The responses were tallied, analyzed and interpreted in accordance to the items found in instruments.
Data Gathering Instrument
Questionnaire was used as the main instrument of the study to determine the impacts of online gaming among the children ages 7-12. The designed questions focused on the advantages and disadvantages of online gaming.
The questionnaire was prepared by the researchers themselves after doing a research and intensive reading from the internet and asking opinions from the online game players.
The researchers constructed a letter to the chairman of the subdivision that allowed the researchers to conduct the survey among the children ages 7-12.
The researchers' questionnaire was prepared and showed to the adviser for the comments and suggestions. After that, revision of the questionnaire was done. The researchers incorporated the comments and suggestions of the adviser and prepared the second draft of the questionnaire. The questionnaire has four parts. Part I contained the profile of the respondents in terms of age, gender and educational status. Part II focused on what are the online games mostly played by the children, how long the respondents spend their time playing online games and how much money they spend playing online games. Part III focused on the advantages of online gaming and Part IV on the disadvantages of online gaming.
The researchers initially distributed the survey questionnaire among the children ages 7-12 in Transville Homes Subd. Banay-Banay, Lipa City. After the questionnaire was sent back to the researchers, the responses were analyzed and interpreted. It was done through the use of percentage and ranking.
Statistical Treatment of Data
Percentage and ranking were used by the researchers to convert the numerical data gathered from the questionnaire. Only tallying, getting of percentage, and getting of ranking were the methods needed to come up with a conclusion on this study. Descriptive statistics which include basic summary of the data gathered was used to explain further the result of the study. The descriptive statistics used frequency, percentage, and ranking. These things would be explained further in the following.
Frequency - pertains to the number of respondents that have the same answer in a specific question.
Percentage - used to determine the ratio of respondents that have same answers with general number of respondents.
Wherein:% = percentagef = number of respondents that answered the questionN = total number of respondents
Wherein:
% = percentage
f = number of respondents that answered the question
N = total number of respondents
Formula:
% = f x 100
N
Ranking – used to determine the order of the results according to their percentage.
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of data.
Profile of the Respondents
The study included several profile variables to gain the information about the respondents of the study. These were presented in the following table.
Age. Table 2 shows the characteristics of respondents in terms of age.
Table 2
Age Distribution of the Respondents
Age
Frequency
Percentage
7-9
20
50%
10-12
20
50%
TOTAL
40
100%
Results indicate that out of 40 respondents, the ages 7-9 and 10-12 both have the same frequency, 20 with a percentage of 50%.
Gender. Table 3 shows the profile of the respondents in terms of gender.
Table 3
Gender Distribution of the Respondents
Gender
Frequency
Percentage
Male
31
77.5%
Female
9
22.5%
TOTAL
40
100%
Out of 40 respondents, 31 of them are male which is equivalent to 77.5% while 9 of them are female which is equivalent to 22.5%.
The findings revealed that majority of the respondents who are playing online games were male.
Educational Status. Table 4 shows the profile of the respondents in terms of educational status.
Table 4
Educational Status of the Respondents
Educational Status
Frequency
Percentage
Studying
40
100%
Not studying
0
0%
TOTAL
40
100%
It shows that all of the respondents are studying. In this result, it is revealed that all the respondents are studying even they are fond of playing online games.
Table 5 shows the profile of the respondents in terms of online games commonly played by them.
Table 5
Online Games Commonly Played by the Respondents
Games
Frequency
Rank
Y8 Game
21
1
Tetris
17
2
Dota/Warcraft
12
3
Special Force
7
4
Cross Fire
4
5
Cabal
0
6
MU Zhyper
0
6
Guitar god
0
6
TOTAL
61
Table 5 shows the online games commonly played by the respondents. The most played online game is the Y8 game which has a frequency of 21 and the Cabal, MU Zhyper and Guitar god are games not played by the respondents. Five out of eight online games are played by the respondents.
Table 6 shows the length of time the respondents play online games (in terms of month).
Table 6
Length of time the respondents play online games (in terms of month)
Months
Frequency
Percentage
Rank
0-6 months
20
50%
1
More than 12 months
12
30%
2
7-12 months
8
20%
3
TOTAL
40
100%
Table 6 shows the length of time the respondents play online games (in terms of month). It shows that out of 40 respondents, 20 of them play online games for about 6 months which is equivalent to 50%; 12 of them are playing online games for more than 12 months which is equivalent to 30%; and eight of them are playing online games for 7-12 months which is equivalent to 20%.
It indicates that half of the respondents are playing online games for about 6 months only.
Table 7 shows the length of time the respondents play online games in a week (in terms of hour).
Table 7
Length of time the respondents play online games in a week (in terms of hour)
Hours
Frequency
Percentage
Rank
1-3 hours
31
77.5%
1
4-6 hours
5
12.5%
2
10-12 hours
3
7.5%
3
7-9 hours
1
2.5%
4
TOTAL
40
100%
Table 7 shows the length of time the respondents play online games in a week (in terms of hour). It shows that 31 out of 40 respondents are spending 1-3 hours for playing online games in a week which is equivalent to 77.5%; five of them are spending 4-6 hours for playing online games in a week which is equivalent to 12.5%; three of them are spending 10-12 hours for playing online games in a week which is equivalent to 7.5%; and one of them is spending 7-9 hours for playing online games in a week.
It indicates that almost all of the respondents are spending 1-3 hours in a week in playing online games.
Table 8 shows the amount of money the respondents spend for online gaming (per day).
Table 8
Amount of money the respondents spend for online gaming (per day)
Money
Frequency
Percentage
Rank
Php 0-50
37
92.5%
1
Php 51-100
3
7.5%
2
Php 101-150
0
0%
3
More than Php 150
0
0%
3
TOTAL
40
100%
Table 8 shows the amount of money the respondents spend for online gaming (per day). It indicates that 37 out of 40 respondents are spending almost Php 50 for playing online games which is equivalent to 92.5%, and three of them are spending Php 51-100 for playing online games which is equivalent to 7.5%.
It indicates that almost all of the respondents are spending almost Php 50 for online gaming.
Advantages of Online Games
Table 9 shows the advantages of online gaming.
Table 9
Advantages of Online Games
Advantages
Agreed
Disagreed
Rank
Children who play online games are able to enjoy the reward and satisfaction that come with the small goals that are often established in games.
40 or 100%
0 or 0%
1
Online games raise children's confidence and also instill a sense of accomplishment.
40 or 100%
0 or 0%
1
Children learn the importance and fun of sharing and taking turns.
39 or 97.5%
1 or 9.09%
2
Playing team games help the kids to learn how to cooperate in a team.
39 or 97.5%
1 or 9.09%
2
Kids who play online games improve their technological abilities.
39 or 97.5%
1 or 9.09%
2
Playing games like brain challenge, etc., sharpen the mind of children.
37 or 92.5%
3 or 27.27%
3
Children who play online games can learn how to multitask in an effective manner.
36 or 90%
4 or 36.36%
4
Table 9 shows the advantages of online gaming. It shows that almost all of the advantages listed above are agreed by the respondents. Out of 7 advantages, two of them got the highest percentage (40 or 100%): "Children who play online games are able to enjoy the reward and satisfaction that come with the small goals that are often established in games" and "Online games raise children's confidence and also instill a sense of accomplishment". The advantage that got the lowest percentage (36 or 90%): "Children who play online games can learn how to multitask in an effective manner."
The result was related to the study conducted by Klabber (2001). A great variety of forms have been developed and put into practice to enhance learning, offer solace, to drive away boredom, and/or to persuade players to adopt certain actions and opinions. The game play improve various thinking skills but that it can also boost cognitive speed for those who play action games and can also improve cognitive accuracy for players who solve puzzle and strategy games.
Disadvantages of Online Games
Table 10 shows the disadvantages of online gaming
Table 10
Disadvantages of Online Games
Disadvantages
Agreed
Disagreed
Rank
Playing online games can damage the vision of the children.
40 or 100%
0 or 0%
1
Kids who play online games waste their money.
40 or 100%
0 or 0%
1
Children are getting addicted to computer games.
39 or 97.5%
1 or 9.09%
2
Online games can be bad for your health.
38 or 95%
2 or 15.38%
3
Children spend most of their time on computer.
37 or 92.5%
3 or 27.27%
4
Online games can influence kids to be violent like killing and fighting.
37 or 92.5%
3 or 27.27%
4
Children tend to ignore on their education which is very important.
36 or 90%
4 or 30.77%
5
Table 10 shows disadvantages of online gaming. It shows that almost all of the disadvantages listed above are agreed by the respondents. Out of 7 disadvantages, two of them got the highest percentage (40 or 100%): "Playing online games can damage the vision of the children." and "Kids who play online games waste their money." The disadvantage that got the lowest percentage (36 or 90%): "Children tend to ignore on their education which is very important."
This result was associated with the study conducted by Orzack (2004) and French (2002). They found out that in internet search for "gaming addiction" yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome to "problems with school or work," offered as indicative of problem usage behavior.
CHAPTER V
SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS
This chapter presents the summary of findings, conclusions and recommendations related to the present study, The Impacts of Online Gaming among the Children of Transville Homes Subd. Banay-Banay, Lipa City Year 2012.
Summary of Findings
This study was conducted to determine the impacts of online gaming among the children, ages 7-12. This research was conducted during the year 2012. Specifically, the study attempted to answer the following questions:
What is the profile of the respondents in terms of:
Age
Gender
Educational Status
Online games commonly played
Length of time the respondents play online games (in terms of months)
Length of time the respondents play online games in a week (in terms of hour)
Amount of money the respondents spend for online gaming (per day)
What are the advantages of online gaming among 7-12 years old children?
What are the disadvantages of online gaming among 7-12 years old children?
After the data were tabulated, analyzed and interpreted the following findings emerged:
The profile of the respondents in terms of:
Age. Out of 40 respondents, the ages 7-9 and 10-12 both have the same frequency, 20 with a percentage of 50%.
Gender. Out of 40 respondents, 31 of them are male which is equivalent to 77.5% while 9 of them are female which is equivalent to 22.5%.
Educational Status. All of the respondents are studying even they are fond of playing online games.
Online games commonly played. The most played online game is the Y8 games and the Cabal, MU Zhyper and Guitar god are games that are not played by the respondents. Five out of 8 online games are played by the respondents.
Length of time the respondents play online games (in terms of months). Out of 40 respondents, 20 of them play online games for about 6 months which is equivalent to 50%; 12 of them are playing online games for more than 12 months which is equivalent to 30%; and eight of them are playing online games for 7-12 months which is equivalent to 20%.
Length of time the respondents play online games in a week (in terms of hour). 31 out of 40 respondents are spending 1-3 hours for playing online games in a week which is equivalent to 77.5%; five of them are spending 4-6 hours for playing online games in a week which is equivalent to 12.5%; three of them are spending 10-12 hours for playing online games in a week which is equivalent to 7.5%; and one of them is spending 7-9 hours for playing online games in a week.
Amount of money the respondents spend for online gaming (per day). 37 out of 40 respondents are spending almost Php 50 for playing online games which is equivalent to 92.5%, and three of them are spending Php 51-100 for playing online games which is equivalent to 7.5%.
This study showed that 2 out of 7 advantages got the highest percentage (40 or 100%): "Children who play online games are able to enjoy the reward and satisfaction that come with the small goals that are often established in games" and "Online games raise children's confidence and also instill a sense of accomplishment" while the advantage that got the lowest percentage (36 or 90%): "Children who play online games can learn how to multitask in an effective manner."
This study showed that 2 out of 7 disadvantages got the highest percentage (40 or 100%): "Playing online games can damage the vision of the children." and "Kids who play online games waste their money." while the disadvantage that got the lowest percentage (36 or 90%): "Children tend to ignore on their education which is very important."
Conclusions
Online games are prevalent, and the children are not that addicted to the popular online games.
Children are getting many advantages from online gaming like "Children who play online games are able to enjoy the reward and satisfaction that come with the small goals that are often established in games" and "Online games raise children's confidence and also instill a sense of accomplishment"; in the other hand they are getting many disadvantages, too like "Playing online games can damage the vision of the children." and "Kids who play online games waste their money.".
The education of the children is not greatly affected by playing online games; however online games are seen as good learning tool because many think that they can teach children in many ways.
Recommendations
After a careful and thorough evaluation of the results of the research conducted, the following recommendations are hereby given:
Children should know their limitation in playing online games.
Children should know the consequences that they might get from too much playing of online games.
Children should know that online games are not just for fun but it could also give them the learning that they may apply in their lives.
Parents must guide them on choosing the most appropriate online games that their children should play.
Parents must know how to limit their children in playing online games.