Effects of Playing Online Games as Experienced by Tingloy Senior High School Student-Gamers
Keywords:
online games, effects, coping ways, recreational activitiesAbstract
INTRODUCTION
Playing online games is one of the timeliest student issues nowadays considering the world of modernization. Apparently, their involvement in playing games has various effects on their attitude, behavior, and performance may it be in their home or in school. This research aimed to identify the different online games played by students, their effects on their attitude and behavior, academic performance, and relationships with family and peers as well as the coping ways done considering such effects.
METHODS
The researcher first had a survey of all the seven sections of Grades 11 and 12 in SHS withinTingloy Central School to determine the people to be interviewed. Then, an unstructured interview was conducted to ask and gather the needed information from the interviewees. Data collected were analyzed in this descriptive research as ideas were thoroughly elaborated arriving at general themes and views. The design specifically used is phenomenological as direct experiences were the primary focus.
RESULTS
It was found out that the online games played by students were Mobile Legends, Rules of Survival, and Clash of Clans in which Mobile Legends is the most common. It was also revealed that due to playing online games, they become violent at times especially when they fail to win causing them to say curse words and other bad languages. They do not want to be disturbed while they are playing. If so, their sudden reflex or response is uncontrollable. They also experienced difficulty in participating in school: they opt not to attend class or if they were present, their focus is on the online games; they also become lazy and forgetful, thus not being able to comply with requirements on time. All of which are factors for receiving poor grades. Their relationship with their families and peers were also affected as they choose to play than being with them. To cope with the effects, they try to manage their time, allot time especially for school requirements and decide to play only during break.
DISCUSSIONS
It was clear that playing online games has a huge impact on students nowadays. Thus, there is a strong need for guidance and monitoring of their activities either in school or at home. Educational seminars and recreational activities may be conducted to prevent addiction and to further divert their attention and not fully rely on online games for entertainment. Hence, even students presently live in a modern world, it should be set in their minds that there should always be limitations.