The Effects Of Online Games To Students: Behaviors And Academic Performance

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The Effects of Online Games to Students: Behaviors and Academic Performance ________________________________

A Research Paper Presented to the Faculty of the Department of Languages and Literature University of San Carlos Cebu City, Philippines _________________________________

In Partial Fulfillment of the Requirements for the Course English 4/23 Technical Writing _________________________

by JOHN REGY A.EBARITA JEMALYN L. GOYO J RAYAN I. IGLISIA RICHELIEU PIPEN C.MOYON JEFF DAVID H. POTRIDO ADRIANNE ROSALES ROLITO JR. D. VALLES

March 2019

1

TABLE OF CONTENTS Page Title Page

------ i

Approval Sheet

------ ii

CHAPTER I

INTRODUCTION

------ 1

Rationale of the study

------ 1

Theoretical Background

------ 4

THE PROBLEM

------ 11

Statement of the Problem

------ 11

Significance of the Study

------ 12

RESEARCH METHODOLOGY

------ 13

Research Environment

------ 13

Research Respondents

------ 14

Research Instruments

------ 14

Research Tool

------ 14

Research Procedures

------ 15

Gathering of Data

------ 15

Treatment of Data

------ 15

DEFINITION OF TERMS

------ 17

BIBLIOGRAPHY

------ 18

APPENDICES

------ 22

Appendix A: Questionnaire

------ 22

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Appendix B: Interview Guide

------ 24

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Chapter 1 THE PROBLEM AND ITS SCOPE

INTRODUCTION Rationale Technology is one of the things that have changed many aspects of life. In particular, the rise of internet usage has led to the growth of online gaming. With the proliferating number of students of the University of San Carlos - Talamban Campus (USC - TC) who gets addicted to online gaming only entails the importance for probing the effects of online gaming to these students. This research intends to find out the reasons why students are hooked to online games and its possible consequences to their behaviors or actions. The fact that online gaming is one of the most desired activities followed by a lot of students. It shows its own benefit, taking into consideration is its positive impact as a great exercise of the mind. It includes improvement in logical thinking. However, despite all of its innate benefits online gaming also takes its drawbacks. According to a report of Syracuse University on the Science Daily Website (2007), online gaming may have significant negative consequences, especially in the life of students, through causing distraction and interfering with important reaction of out-game life actions, such academic performance, health and social life. Today, it has been visible that USC - TC has neighboring Internet cafés which capture the attention of students to play online games. This Internet cafés escalate the percentage of students who play online games that becomes the problem for students, parents and teachers of USC - TC.

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A various studies with high regards to online gaming has been conducted, however students’ undying addiction to online games is still increasing. Griffiths, Kuss, & King (2012) conducted a study that examined massively multiplayer online role playing games addiction which is not only limited to males. The study of Wan and Chiu (2016) identified online games as the most addictive internet activities. This study seeks to improve the performance of students in school and maintain their typical social behaviors. Raising awareness to young individuals is one way to help them reduce their addiction to online games. With the continuous growth of technology, people now have the ability to be connected to online world 24 hours a day regardless of where they happen to be. It would also be uncommon to see a group of adolescents playing online games together. This study brings attention to this issue, by focusing on the importance of maintaining balance in one’s life, a balance between the online and offline interactions. Through raising awareness to the students of what they are missing due to excessive playing of online games, it would help them at least lessen their addiction. During class periods, some students of USC - TC are spotted staying in Internet cafés nearby the said campus. The goal of this research is to find out what urge them to spend times in online gaming. In addition, this study seeks ways as to how students could refrain their addiction to online games. There are incidents happen to students due to the addiction of online gaming. For instance, when playing online games become the habit of students, it could be difficult for them to stop. In some occurrences, there is no money when one wants to play the game because they would do anything to fulfill their desire and it may root stealing money from their parents or other targets. Egli and Myers (1984) identified compelling behaviors associated with online

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gaming, discovering that 13% of the students they interviewed sacrificed other activities and uncontrollably spend money and time in gaming. When building this habit playing online games, it gives effect on their education, Anderson and Dill (2007) studied videos games suggested that gaming affects directly their performance stimulating a high level of aggression which is usually linked to school problems and definitely decrease academic performance.

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Theoretical Background Social Learning Theory According to Bandura (1997), new behaviors can be acquired through observations and emulation to others. Others see the people around them acting in different manners. Bandura (1997) found out in his Bobo Doll Experiment which post that behaviors can be learned through modeling the observed actions of others, even without partaking in the behavior itself. This experiment only means that playing violent games would motivate others to be violent. Learning from the theory proposed by Bandura (1997) would mean the significance to continue this study. It will help the students to see the negative effects caused by too much exposure to violent online games. Such would certainly have an impact on their behaviors and performances. Theory of Planned Behavior According to Ajzen and Fishbein (1975, 1985), the relation between attitudes and behaviors are closely related. As explained by Ajzen and Fishbein (1975,1985) the person’s behavior is identified by his will to do such behavior and this is rooted to his / her attitude to pursue what he / she aims to do. It is important for this study to understand the factors that push the students to play online games which in some cases, are due to their social and emotional problems which really affect their behaviors. Theory on Gaming and Violence The other key flashpoint which researchers frequently clash is whether playing violent video games (VVG’s) creates genuine violent trends in players, and therefore should they be considered a risk factor for committing of violence in the real world.

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As a research area with many studies it is possible to examine and compare various reviews that pooled the results of individual studies in meta-analysis. Strong meta-Analytic research has suggested, taking into account all the published and unpublished literature available, but exposure to VVG’s is a causal risk factor for higher levels of aggressive behavior, aggressive cognition of aggressive affect, and for decreased empathy and pro-social behavior (Anderson et al. 2010). Knowing the consequences caused by playing games is essential to this study since this study highlights the impacts of online games to the students both academic and social behaviors. Theory on the Effects of Video Games The increasing popularity of video games has resulted in an explosion of video games research (Barlett, Anderson and Swing, 2009). The increasingly large research literature on this topic shows consistently that video games are found in short and long term contexts and have access to a wide variety of domains (Anderson and Dill, 2012). Some of the effects have been research extensively and are being determined. Allowing students to understand the effects of playing violent games enables them to see and to realize how it can affect in their social behaviors or performances. Theory on Altered States of Consciousness Psychologists have also theorized about the benefits of video game play in terms of the altered states of consciousness it might produce. Playing video games commonly (and necessarily) alter a player’s state of consciousness. When playing video games, players often lose awareness of their real surroundings and become engulfed in the world of the game. They may not notice the time goes by or events that are taking place in the same room. However, even during particularly intense video game experiences players will often retain some awareness (on

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some level) of their surroundings and the context in which they are engaging in the activity (Banos et al., 2004; Singer and Witmer, 1999). This is necessary for this research to recognize the possible consequences behind playing online games since this research focuses on the effects of playing online games to students in both behaviors and academic performances. The Game Theory Smith, et.al (2005) stated that playing online games takes part in a large body of theory that concerns decision-making. It gives concepts of conscious, object-oriented decision making involving multi-persons that provides concepts to analysis such as information, choices, moves, strategy and outcomes. Playing online games draws not only the negative impacts but also the benefits it gives to the students. By averaging the effects of playing online games, it would help students consider not just the negative side of it but also the benefits it provides to them. Related Studies Nine relevant studies on how online gaming can affects students are reviewed here. The study “Massively Multiplayer Online Role-Playing Games: The people, the addiction and the playing experience”, said that there are more 9% to 30% of the world’s population are addicted to online games. These people are highly dependent on online games where in they spend around 20 to 30 hours a week playing games. The study also showed more than three reasons why people are addicted to online games. By interviewing players, it revealed that most of the respondents preferred to be addicted to games than to other stuff like drugs and alcohol. The study of Kelly (2004) is similar to the present study because it tackles about the people and their addiction to online games which is more likely the same to the study conducted by the

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researchers. It is also very helpful to provide aid in guiding the present study to the right direction throughout the research (Kelly, 2004). As of today, most people relate online games to low academic performance. Through the years, studies have yielded different results. Some of them say that they are correlated when some say they are not. According to Anderson and Dill (2000), there is a negative correlation between the two. Thus, meaning there is no relation between the number of hours played by a player and his grades. At times, the students defined the games study they are playing by saying that they do learn something from it. A paper from EDUCAUSE backs these students up by suggesting that the faculty learn and know about these games so as to help students in class learning experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these games are not just for entertainment (Snaffer, Squire, Halverson and Gee, 2005). They claim that these games may be used to learn and experience different things and interact with other people and belong to a virtual community The relevance of the study by Snaffer, Squire, Halverson and Gee (2005) is that study also includes how playing affects the grades and the behaviors of the students. Frank, Sanbou, Terashima (2006) test how exposure to modern games could be of benefit to players, researchers recruited in subjects to play the MMORPG (Massive Multiplayer Online Role Playing Game) ”Nobunaga no Yabou Online” gathering data over two months. Before and after playing Frank, Sanbou, Terashima (2006) evaluated the subjects using psychological test and test of communication skill, typing skill and knowledge of the internet and of online games. They found out that the psychological tests showed no significant changes in the subjects’ state of mind, there were improvements in communication skill, typing skill and knowledge. The study of Frank, Sanbou, Terashima (2006) is similar to the present study because it evaluates the

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benefits of modern games to players. However they differ in the fact that the study of Frank et al., (2006) gathers data for over two months and they have psychological test, communication skill test, typing skill. Dumrique and Castillo (2018) conducted a research that assessed and found out the impact of online gaming on academic performance and social behavior of the students in the Polytechnic University of the Philippines High School. The study revealed that there are less girls compared to boys who often play games that require there or more players like League of Legends, Clash of Clans, Crossfire, Dota 2. It was stated that the average age who play online games are around 14-15 years old who are most likely in Grade 8 level. They found out that even though the subjects play online games they still know how to socialize well and they can perform very well when it comes to academic performance. Therefore it is just a matter of discipline. The relevance of study of Dumrique and Castillo (2018) to the present study is that it also find out the impact or effects of online gaming on academic performance and social behavior but may differ on the year level of the respondents and instruments they used in gathering the data. Zamari et al., (2010) conducted a research that investigated the effects of addiction to computer games on physical and mental health of the student. The sample size includes 564 students selected by multiple steps stratified sampling. They found out that there was significant positive correlation between students’ computer games addiction and their physical and mental health in dimensions of physical health, anxiety, sleeplessness. They concluded that addiction to computer games affects various dimension of health and physical problems increases. The study of Zamari et al., (2010) is similar to the study that will be conducted by the researchers because it investigates the effects of computer games. However, they differ in the fact that the study by Zamari et al., (2010) studied the effects of playing computer games on the physical and mental

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health of the students while the study that will be conducted by the researchers will focus on the effects of online games on the behaviors and performances of the students. A study by Newman et al., (2009) was conducted to assess the framework for hypothetical social situations among competing players. In some respect the study shows players amassed strategies or at least optimal decision making and competing actors in strategic settings. The relevance of this study to the present study is that as a result of online diversion, this could show positive effects to players within the space of building ways or optimum calling.

A research by Abbacus (2017) was conducted to determine the effect of online game addiction of the student to their academics and the effects of online games to their health. Online game addiction is not far from the drug addiction. Because both seek a way to make them feel better. The lure of fantasy world is especially pertinent to online -role playing games. These games are in which a player assumes the role of a fictional characters and interacts with the other players in the virtual world. According to Huan (2003), by playing the online games features online gamer participants may view the games as source of providing diversion and filling time. This study found that “problematic” video game use can have similar effects as other addictive activities such as abusing alcohol Kang (2011). The study of Abacus (2017) is comparable to the current study because it verifies the impacts of online games, however they disagree in specific downside just like the study of Abacus (2017) specified the results of online gaming addiction. Robinson (2016) conducted a research that investigates the relation between exposure to computer games and the academic performance of the students. Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley and Gabbard, 2006). Some studies found out that video game or similar to addiction such as gambling which create negative social effects. The connection of the study of Robinson (2016) to this study is that it shows how so much

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exposure to online games affects the academic performance of the students which is similar to the study conducted by the researchers. The study made by Najar et al., (2017) will be similar to the study that researchers is going to perform because questionnaires will be distributed to the students of the Department of Computer and Information Science to evaluate the students’ urge addiction to online gaming. By analyzing the results, these will give the researchers the idea on how to help students improve their behaviors and performance.

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THE PROBLEM Statement of the Problem The purpose of this study will determine the effects of online gaming to the Department of Computer and Information Sciences students taking up Certificate in Computer Technology of the University of San Carlos - Talamban Campus. This study aims to answer the following questions: 1. How would online gaming affect the student’s behavior in: 1. a. dealing with their families and friends 1. b. their performance at school 2. How can online games help students develop their logical thinking? 3. What is the percentage of students who are addicted to online games? 4. What urge students’ to play online games? 5. What genres of online games do students play most often?

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Significance of the Study

This study will be beneficial to the following: To the entire students of the University of San Carlos - Talamban Campus, that they may use the study as basis how online gaming affects their studies, that it may help them see and realize the side effects of addiction to online gaming. To online Gamers, that this study will serve as the tool for students to see and be aware of the effects on online game to their behaviors or studies. To the Parents/Guardians of the students, that it will help them become aware of the effects of online games to their sons/daughters. To the staff of Passerelles Numeriques (PN), that it may help them assess the students who are addicted to gaming and provide necessary actions to reduce the habit. To the Game Developers, that they may use the study as a basis on what possible online games to create/develop that has less effect on the students. To the Future Researchers, that they may use this study as a reference for further research on the effects of online gaming. In addition, this study will also serve as an eye opener for students to create more researches that would help future generations reduce their interactions in the online world.

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Research Methodology This study will use both qualitative and quantitative research since the two techniques will be necessary to supplement all the data needed in the research .The quantitative method will provide the numerical data through evaluation of percentages and the value essential to answer a specific variable. The qualitative method is a way to give detailed explanations behind the success or failure of the variable involved in the study. The study research tools through implementing questionnaire distribution to be handed out to the students from the Certificate in Computer Technology academic year 2018-2019 in the Department of Computer and Information Sciences of University of San Carlos-Talamban Campus will focus on how the students in Certificate in Computer Technology can improve their school performance and behaviors by analyzing what urge them to computer games addiction. The researchers selected 40 respondents that represent the students in Certificate in Computer Technology who are hooked to online games.

Research Environment This study will be held at the University of San Carlos - Talamban Campus, specifically in Bunzel Building, since the students are under the Department of Computer and Information Sciences and it is where the students of the Certificate of Computer Technology are located.

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Research Respondents The researchers will find the respondents that will fit the criteria laid down by the researchers. These criteria are: (1) the respondents should be Certificate of Computer Technology students in the University of San Carlos - Talamban Campus, (2) the respondents should at least have experienced in playing online games. The total number of students taking up Certificate in Computer Technology students is 172. The researchers will use 40 respondents out of the total students 30 for the questionnaire and 10 for the interview to represent the group under the said criteria to be surveyed.

Research Instruments The questionnaire and the interview guide which will provide quantitative and qualitative sources of data will be the research instruments. The questionnaire is made up of two parts. The first part is the introduction as a summary of what the study is about for the information of the respondents. The second part is composed of sixteen questions. These questions will be used to investigate why the respondents are hooked to online gaming. The interview guide is only composed of sixteen questions which will also help answer the sub-problems of the research.

Research Tools In order to complete the research they will be using tools like cell phones for recording the information that we can get from our respondents. Computer for tallying the results they have gathered and paper as their questionnaire or where their questions will be.

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Research Procedure Gathering of Data. Forty (40) respondents consisting of students from the Department of Computer and Information Sciences of University of San Carlos - Talamban Campus who has taken up Certificate in Computer Technology academic year 2018 - 2019 will be chosen as respondents for this study. They will be answering a survey form or questionnaire regarding the research conducted, others will be interviewed. Before answering, they will be told that everything they will write in the answer sheet will remain confidential and will be use only for research purposes. The respondents will also be tasked to answer everything honestly and not leave any blank or unanswered question to ensure the validity of the result. After answering the questions, the researchers will gather and tally all the data based on the answers provided by the respondents.

Treatment of Data. To answer the first sub - problem on how would online gaming affect students’ behavior in dealing with family and friends and their performance at school, the data are obtained from questions 8, 11, 13, 14 and 16 from the questionnaire and interview guide 2, 4, 5, 7, 12, 13, 14, 15 and 16 will be used To answer the second sub-problem on how online games help students develop their logical thinking, the data obtained from questions 10 and 12 from the questionnaire and interview guide 6 and 9 will be use. To answer the third sub-problem on what percentages of students are addicted to online games, the data are obtained from questions 1 to 3 and 5 to 7 from the questionnaire and interview guide 2 and 11 will be used.

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To answer the fourth sub-problem on what urge students’ to play online games, the data are obtained from questions 9 from the questionnaire and interview guide 10 will be used? To respond the fifth sub-problem, on what genres of online games do students play most often, the data are taken from questions 4 from the questionnaire and interview guide 1 will be used.

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Definition of Terms The following terms are defined to assist the readers in understanding the various concepts in the context of the work: Addiction refers to the habit of constantly playing online games for a long period of time. Academic Performance refers to the standing of the students in class in terms of attendance, grades and class participation. Effects refer to the overall impact of games to the students. Online Games refer to all the of the online games (like Dota 2 Defense of The Ancient 2) that are being played by the students of the University of San Carlos - Talamban Campus. Students refer to Carolinians who are addicted to online games.

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Bibliography Abbas, K.D (2017). Effects of online game addiction to the students of the senior high school students of southern christian college. Retrieved February 10, 2019 from https://pointguardsite.wordpress.com/effectsofonlinegameaddictiontothestudentsoftheseni orhighschoolstudentsofsouthernchristiancollege. Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the internet and role-playing fantasy games. The American Journal of Psychiatry, Vol 163 (Issue 3), p. 381-385. American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders(4th edn, text rev.). Washington, DC: APA. American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th edn, text revised). Washington, DC: APA. Anderson and Dill(2007). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin (2010), Vol. 136, No. 2, 151–173 Anderson, C.A. (in press). An update on the effects of violent video games. Journal of Adolescence. Anderson, C.A., & Bushman, B.J. (1997). External validity of "trivial" experiments: The case of laboratory aggression. Review of General Psychology, 1, 19-41. Anderson, C.A., & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359. Anderson, C.A., & Bushman, B.J. (2002a). The effects of media violence on society. Science,

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295, 2377-2378. Anderson, C.A., & Bushman, B.J. (2002b). Human aggression. Annual review of psychology, 53, 27-51. Anderson, C.A., & Carnagey, N.L. (in press). Violent evil and the general aggression model. Chapter to appear in A. Miller (Ed.) The social psychology of good and evil. New York: Guilford Publications. Anderson, C.A., & Huesmann, L.R. (in press). Human Aggression: A Social-Cognitive View. Chapter to appear in M.A. Hogg & J. Cooper (Eds.), Handbook of social psychology. London: Sage Publications. Banos, R.M.,Botella, C.,Alcaniz,M.,Liane,V.,Guerrero,B. & Rey,B. (2004). Immersion and emotion: Their impact of presence. CyberPsychology and Behavior, 7, 734-741. Bushman, B.J., & Anderson, C.A. (2001). Media violence and the American public: Scientific facts versus media misinformation. American Psychologist, 56, 477-489. Bushman, B. J., & Huesmann, L. R. (2000). Effects of televised violence on aggression. In D. Singer & J. Singer (Eds.). Handbook of children and the media (pp. 223-254). Thousand Oaks, CA: Sage Publications. Course, Leslie, and Dora Chen (2010). A tablet computer for young children? exploring its viability for early childhood education. Journal of Research on Technology in Education 43(1): 75-98. Dumrique and Castillo(2018). Online Gaming: Impact on the Academic Performance and Social Behavior of the Students in Polytechnic University of the Philippines Laboratory High School. Retrieved February 17, 2019 from https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372

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Egli, E.A. & Meyers, L.S. Bull. Psychon. Soc. (1984) 22: 309. Retrieved February 17, 2019, from https://doi.org/10.3758/BF03333828 Frank, Sanbou, Terashima(2006).Some positive effects of online gaming. Retrieved February 17 2019, from, https://dl.acm.org/citation.cfm?id=1178909 Griffiths, Kuss, & King(2012). Online Games Addiction and Overuse. First published November 14, 2014 from https://doi.org/10.1002/9781118767771.wbiedcs044 Hitch, L., & Duncan, J. (2005). Games in higher ed: When Halo 2, Civilization IV, and XBox 360 come to campus. Educause Evolving Technologies Committee. Inwon Kang(2011). Investigation of online community voluntary behavior using cognitive map Computers in Human Behaviour Volume 23, Issue 1, January 2007, Pages 111–126 Kelly, R. (2004). Massively multiplayer online role-playing games. Jefferson, N.C: McFarland. Lan-ying huang, Ying‐Jiun Hsieh, (2011) . Predicting online game loyalty based on need gratification and experiential motives, Internet Research, Vol. 21 Iss: 5, pp.581 – 598 Neuman,Borel, Wiener & Whitman.Theory of games and economic behavior. Retrieved february 15, 2019, fromhttps://cs.stanford.edu/people/eroberts/courses/soco/projects/1998-99/game-theory/ Eumnn.html Robinson,A.J(2016):The effects of online gaming towards the academic performance of selected grade 10 students. Retrieved February 20, 2019,from https://www.academia.edu/23474972/THEEFFECTSOFONLINEGAMINGTOWARDST HEACADEMICPERFORMANCEOFSELECTEDGRADE10STUDENTS.pdf

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Rosenthal, R. (1986). Media violence, antisocial behavior, and the social consequences of small effects. Journal of Social Issues, 42, 141-154. Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. The Phi Delta Kappan, 104-111. Spekman, M. L. C., Konijin, E. A., Roelofsma, P. H. M. P. & Griffiths, M. D. (2013). Gaming addiction, definition, and measurement: A large-scale empirical study. Computers in human behavior, 29, 2150-2155. Syracuse University on the Science Daily Website(2007). Retrieved February 17, 2019, from https://www.diva-portal.org/smash/get/diva2:602320/FULLTEXT01.pdf Wan and Chiu (2016). Online Game as Addiction among Senior High School Students of Southern City Colleges. Retrieve from Academia.edu April 05, 2017 Zamari (2010). Effect of addiction to computer games on physical and mental health of female and male students of guidance school in city of Isfahan. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/

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Appendix A Questionnaire Dear Respondents, We are second-year students taking up Certificate in Computer Technology from the University of San Carlos - Talamban Campus. We are conducting a survey to gather data for our study entitled “The Effects on Online Gaming to Students: Behaviors and Academic Performance”, in completion for the requirements in English 4PN, Technical Writing. Kindly avoid leaving any questions blank and please answer with complete honesty. You can rest assured that your answers will be kept confidential and will only be used for research purposes. Your cooperation is highly appreciated. The Researchers Please check all that applies

1. Gender ____Male

4. What kind of gaming genre do you play? ____Female

____FPS (First Person Shooter)

2. Age

____Strategic Games (Dota, LOL, etc.)

____15 - 20

____21 - 25

____26 - 30

____Gambling Games

____Others please

____Educational Games

specify

_______________Others please specify

3. Do you play online games? ____Yes

____No 5. How many days you play games in a week?

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____1-3 days

____4-6 days

11. Do the things you learn in online games

____7 days

help you in real life? ____Yes

____No

6. How many hours a day do you spend in

12. Other than logical thinking, what

playing games?

benefits can you get from playing online

____2 - 4 hrs. ____more than 12 hrs.

games?

____5 - 8 hrs. ______others please specify

____________________________________

7. How often do you play these games?

13. Does online gaming affects your

(Refer to your answers in question no. 4)

performance at school?

____Always

____Yes

____Sometimes

____Often

____Never

____No

14. Does online gaming affects your

8. How was the gaming experience in

behavior towards your family and friends?

times of defeat or success?

____Yes

____No

____________________________________

15. How much money do you spend while

9. What urge you to play online games?

playing online games?

____________________________________

____50 - 100 pesos

____________________________________

_______others please specify

10. Does online games engage you to think

16. Have you experienced stealing money

critical?

due to playing online games?

____Yes

____No

____Yes

Thank you

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____No

____ 200 - 300 pesos

APPENDIX B INTERVIEW GUIDE QUESTIONS 1. What online game/games is/are you playing? 2. Have you skipped classes because of playing online games? 3. Do you spend much time in playing online games? 4. What do you feel when playing online games? 5. Do playing online games lead to your arguments with your family or friends? 6. In what way do you think playing online games helps students improve their performance at school? 7. Do you think playing online games is harmful to a person? 8. What can you suggest to help students prevent playing online games that probably lead to addiction? 9. Do you think playing online games really helps students honed their logical thinking? 10. What do you think are the reasons why some students get hooked to online games? 11. How much time do you spend just playing online games? 12. Have you forgotten eating while gaming? 13. Do you think your life would be better without playing online games? 14. Do you feel a change in your character when you are away from games for some days? 15. Have you suffered physical pains (Backaches, Migraine etc.) from intense gaming? 16. Do you steal money due to gaming?

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