CHAPTER 1 INTRODUCTION Background of the Study
Transcript of CHAPTER 1 INTRODUCTION Background of the Study
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
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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, children2
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 small3
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:
1. What is the profile of the respondents in terms of:
1.1. Age
1.2. Gender
1.3. Educational Status
1.4. Online games commonly played
1.5. Length of time the respondents play online games (in
terms of months)
1.6. Length of time the respondents play online games in a
week (in terms of hour)
1.7. Amount of money the respondents spend for online
gaming (per day)
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2. What are the advantages of online gaming among 7-12 years
old children?
3. 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.
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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.
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Gaming as an instructional variable may be analyzed as
methods of rehearsal by facilitating the organization and
retention of content (Dwyer & Dwyer, 1985).
The theory of intrinsic
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
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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
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The impacts
of online
gaming among
the
children.
A survey
among the
children of
Transville
Homes
Subdivision,
Banay-banay,
Discovery
of the
impacts
that the
children
obtain
from
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.
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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
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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.
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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
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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
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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 actions14
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.
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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.”
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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 2010-12 20TOTAL 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 Procedure17
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.
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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
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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
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descriptive statistics used frequency, percentage, and ranking.
These things would be explained further in the following.
a. Frequency - pertains to the number of respondents that have
the same answer in a specific question.
b. Percentage - used to determine the ratio of respondents that
have same answers with general number of respondents.
Formula:
% = f x 100 N
c. Ranking – used to determine the order of the results
according to their percentage.
CHAPTER IV
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Wherein:
% = percentage
f = number of respondents that answered the question
N = total number of respondents
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of
data.
1. 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.
1.1 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%.
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1.2 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.
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1.3 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.
1.4 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
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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.
1.5 Table 6 shows the length of time the respondents play online
games (in terms of month).
Table 6
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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.
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1.6 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
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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.
1.7 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
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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.
2. Advantages of Online Games
2.1 Table 9 shows the advantages of online gaming.
Table 9
Advantages of Online Games
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Advantages Agreed Disagreed Rank
1. Children who play onlinegames are able to enjoythe reward andsatisfaction that comewith the small goalsthat are oftenestablished in games.
40 or
100%
0 or 0% 1
2. Online games raisechildren’s confidenceand also instill a senseof accomplishment.
40 or
100%
0 or 0% 1
3. Children learn theimportance and fun ofsharing and takingturns.
39 or
97.5%
1 or
9.09%
2
4. Playing team games helpthe kids to learn how tocooperate in a team.
39 or
97.5%
1 or
9.09%
2
5. Kids who play onlinegames improve theirtechnological abilities.
39 or
97.5%
1 or
9.09%
2
6. Playing games like brainchallenge, etc., sharpenthe mind of children. 37 or 3 or 3
30
92.5% 27.27%
7. Children who play onlinegames can learn how tomultitask in aneffective 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
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and can also improve cognitive accuracy for players who solve
puzzle and strategy games.
3. Disadvantages of Online Games
3.1 Table 10 shows the disadvantages of online gaming
Table 10
Disadvantages of Online Games
Disadvantages Agreed Disagreed Rank
1. Playing online games candamage the vision of thechildren.
40 or 100% 0 or 0% 1
2. Kids who play online games waste their money.
40 or 100% 0 or 0% 1
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3. Children are getting addicted to computer games.
39 or 97.5% 1 or
9.09%
2
4. Online games can be bad for your health.
38 or 95% 2 or
15.38%
3
5. Children spend most of their time on computer.
37 or 92.5% 3 or
27.27%
4
6. Online games can influence kids to be violent like killing andfighting.
37 or 92.5% 3 or
27.27%
4
7. Children tend to ignore on their education whichis 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
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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.
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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:
1. What is the profile of the respondents in terms of:
1.1. Age35
1.2. Gender
1.3. Educational Status
1.4. Online games commonly played
1.5. Length of time the respondents play online games (in
terms of months)
1.6. Length of time the respondents play online games in a
week (in terms of hour)
1.7. Amount of money the respondents spend for online gaming
(per day)
2. What are the advantages of online gaming among 7-12 years
old children?
3. 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:
1. The profile of the respondents in terms of:
1.1. Age. Out of 40 respondents, the ages 7-9 and 10-12 both
have the same frequency, 20 with a percentage of 50%.
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1.2. 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%.
1.3. Educational Status. All of the respondents are studying even
they are fond of playing online games.
1.4. 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.
1.5. 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%.
1.6. 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%;
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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.
1.7. 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%.
2. 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.”
3. 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
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the disadvantage that got the lowest percentage (36 or 90%):
“Children tend to ignore on their education which is very important.”
Conclusions
1. Online games are prevalent, and the children are not that
addicted to the popular online games.
2. 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.”.
3. 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
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After a careful and thorough evaluation of the results of
the research conducted, the following recommendations are hereby
given:
1. Children should know their limitation in playing online
games.
2. Children should know the consequences that they might get
from too much playing of online games.
3. 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.
4. Parents must guide them on choosing the most appropriate
online games that their children should play.
5. Parents must know how to limit their children in playing
online games.
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