CHAPTER I
INTRODUCTION
Background of the Study
      Online gaming has both positive and negative effects on academic
performance in students. This increases player engagement, particularly in
puzzle games. It also assists players in making difficult decisions. Playing
adventure games, where players must be alert, active, and strategic, gives the
player a different feeling, as the player is actually someone who faces challenges
that have negative consequences. It consumes a large portion of the player's
time, leaving school and homework unattended. The problems that we
encountered were students' lack of attention because of online games; they
could not focus on the class and could even sleep during it; additionally, students
could not complete their homework.
      According to Weibel, Wissmath, Habegger, Steiner and Groner, (2008),
online games are computer or video games that are played over a computer
network, most commonly the Internet. As a result, this type of game allows you to
compete against other users, this research empirically investigates how the
features of online games affect each player's feeling of flow, drawing on the idea
of flow. Aquino (2019) claimed that adolescents and even adults are becoming
addicted to the increasingly popular online games. In fact, most online games
lose their appeal after a short period of time. It is due to the ever-increasing
number of online games that are developed from time to time. Nowadays,
popular online games that encourage students to play include MINIMILITIA,
DOTA 2, LEAGE OF LEGENDS, SPECIAL FORCE, CRAZY KART, GRAND
CHASE, MOBILE LEGENDS, and others. These online games have a significant
impact on students' academic performance in school.
        On the other hand, Kim and Davis (2009) stated that self-esteem is a
necessary variable in explanation of problematic online behavior and may also
be so for problematic online gaming. Furthermore, self-esteem fosters and
develops an ideal, self-centered personality. Bessiere,Seay,and Kieoler (2007)
concluded that players with strong self-esteem reconstruct their avatars to reflect
who they really are. Therefore online gaming in relation to oneself is to be
preoccupied with the player’s perceived self-efficiency based on a need for
control and the potential for success both related to a significant engagement
with the game brand itself (Wan & Chios, 2006).
       Otherwise, this study was conducted to specifically determine the
perception of male students towards the positive and negative effects of online
games in academic performance. This study will aid the students of Sangali
National High School to decide the implication of online gaming. It has an aim to
find out how online games affect students intellectual capacity in relation to their
academic performance. This will prove facts concerning the students of the
academic performance engaging online games that would cheer them up by
giving, appropriate, explicit and useful feedback regarding the result of this
matter. The study’s offshoot would serve as a basis as well as a resource for
additional research.
Statement of the problem
      This study generally aims to determine the perception of grade 12 male
students of Sangali National High School, Sangali, Zamboanga City enrolled
during the school year 2022-2023 towards the effects of online games on their
academic performance.
Specifically, this study seeks answers to the following question:
1. What is the perception of the respondents towards the positive effects of
online games on academic performance?
2. What is the perception of the respondents towards the negative effects of
online games on academic performance?
Significance of the Study
      This study will be able to contribute research-based data and knowledge
on the perception of the respondents towards the effects of online games in
academic performance. Furthermore, the society, in general can make informed
decisions that are relevant to this area. More specifically, this study shall be
beneficial to the various groups of people:
Students. This study will help the students of Sangali National High School
about the significant effect of online games in academic performance. They will
informed enough to lessen and prevent online gaming.
Teachers. This will prove facts concerning the students of Sangali National High
School engaging online games that would help the teachers by giving
appropriate, explicit and useful feedback regarding online gaming.
Future Researchers. This would aid and guide future researchers in conducting
a similar study on the subject of online games.
Scope and Delimitation
      This study is a quantitative descriptive research focusing on the
perception towards the effects of online games of grade 12 male students of
Sangali National High School, Zamboanga City enrolled during the school year
2022-2023.
Furthermore, perceptions towards online games will limited to the grade 12
males students only, Moreover it will not include the grade 11 male students and
for those who are not playing online games.