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Perceived Effects of Video Game Addiction to the Social Behavior of Selected 4th Year Students of Colegio San Agustin Binan AY 2014-2015

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Perceived Effects of Video Game Addiction to the Social Behavior of Selected 4th Year Students of Colegio San Agustin Binan AY 2014-2015
THE PERCEIVED EFFECTS OF VIDEO GAME ADDICTION TO THE SOCIAL BEHAVIOR OF SELECTED 4TH YEAR STUDENTS OF COLEGIO SAN AGUSTIN BIÑAN AY 2014-105

Proposed to the
Junior High School Faculty of
Colegio San Agustin-Binan

In Partial Fulfillment of the Course Requirements in the subject Research

by

GIELA ADIRANO
ANGELICA ALONTE
PAULA FRANCIS CACERES
BENEDICT NYL DELA CRUZ
JUAN ANTONIO FRANCISCO
ARDI OCTAVO

January 2015

Chapter I

THE PROBLEM AND ITS BACKGROUND
Since time immemorial, video games have been part of human entertainment and leisure. Today, most people can’t see an internet cafe without anyone playing massive multiplayer online role playing games (MMORPG) or even students without using their phones for social networking and/or playing said games. The reason as to why video games were created is for the purpose of making an individual’s life happy and at the same time, challenging.
Fast forward to the future, there is no single human on this earth that has not played a game; any game – both virtual and realistic – that high school students participated most especially.
However, due to how video games are such an in to the youthful community, this causes a major defection called video game addiction. Students, particularly adolescents, tend to get addicted to computer games and the like. With the sudden rise and demand for technology, it’s not such a sight to see when the computer shop is full of students, playing League of Legends while cutting class.
Video games have, in some ways, been clashing with the social behavior of some students in Colegio San Agustin Biñan, and it was assumed to have been a major effect on their performance, as well as their behavior. The researchers’ study only aims to find the significant relationship between video game addiction and the social behavior.

Setting of the study
The study will be conducted at Colegio San Agustin-Biñan, Laguna which is located at Southwoods Interchange, Juana Complex I, Biñan City, Laguna. It is a Level II Paascu Accredited, Catholic school.
Conceptual/Theoretical Framework

Figure 1
Conceptual Framework of the study

Statement of the Problem
The study will seek to determine the perceived effects of video game addiction to the social behavior of selected 4th year high school students in Colegio San Agustin-Binan, AY 2014-2015. The study will seek to find the answers to the following problems:
1. What is the profile of the 4th year students in terms of age, gender and hours of playing video games?
2. What are the perceived effects of video game addiction to the social behavior of the selected 4th year students?
3. Is there a significant relationship between the profile and the perceived effects of video game addiction to the social behavior of the selected 4th year students?

Statement of the Hypothesis
The researchers hypothesized that:
H1 - There is a significant relationship between the profile and perceived effects of video game addiction to the social behavior of the selected 4th year students.
Statement of Assumptions The researchers assumed that:
1. There are certain video games that affect social behavior.
2. 4th year students are more “professional” in playing video games.
3. 4th year students can play a variety of video games.

Significance of the Study
The researchers’ goal is to find out the perceived effects of video game addiction to the social behavior of selected 4th Year students of Colegio San Agustin Biñan. To do so, the researchers find the following cases of the study significant:
1. The Students
2. The Teachers
3. The Parents
4. The Guidance Administrators
5. The Future Researchers

Scope and Delimitation
This study focuses on the perceived effects of video game addiction to the social behavior of the selected 4th Year students of Colegio San Agustin Biñan Academic Years 2014 – 2015.
The study’s main concerns are the perceived effects of video game addiction to the social behavior of the selected 4th Year students. The study is limited to students who have played at least three games from any console or platform. For this reason, the researchers’ seeks to determine the perceived effects ofh video game addiction to the social behavior of the selected 4th Year students of Colegio San Agustin Biñan.
Definition of terms
The following are terms used in the background of the study, defined operationally and conceptually for better understanding.
Video games. A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.
Video game Addiction. Video game addiction is described as an impulse control disorder, which does not involve use of an intoxicating drug and is very similar to pathological gambling. Video game addiction has also been referred to as video game overuse, pathological or compulsive/excessive use of computer games and/or video games.
Social Behavior. It is directed towards society, or taking place between members of the same species.
MMORPG. Massively multiplayer online role-playing games (MMORPGs) mix the genres of role-playing video games and massively multiplayer online games, possibly in the form of web browser-based games, in which a very large number of players interact with one another within a virtual world.
Addiction. Addiction is the continued repetition of a behavior despite adverse consequences, or a neurological impairment leading to such behaviors.
Gamer. A gamer is someone who partakes in interactive gaming, such as video games or board games. The term nominally includes those who do not necessarily consider themselves to be gamers as well as those who spend a notable part of their leisure time playing or learning about games.

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