CHAPTER 1 INTRODUCTION Background of the Study

40
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 1

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

1

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)

4

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.

5

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.

6

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

7

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

8

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.

9

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

10

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.

11

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

12

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

13

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.

15

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.”

16

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.

18

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

19

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

20

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

21

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%.

22

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.

23

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

24

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

25

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.

26

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

27

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

28

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

29

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

31

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

32

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

33

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.

34

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%.

36

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%;

37

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

38

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

39

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.

40