THE EFFECTS OF ONLINE GAMES TO THE BEHAVIOR AMONG TEENAGERS AS PERCEIVED BY SELECTED STUDENTS OF QUEZON NATIONAL HIGH SCHOOL
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Abstract
Playing video games change the brain’s physical structure the same way as do learning to read, playing the piano, or navigating using a map. Much like exercise can build muscle, the powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits that can build the brain (Smith, 2009). This study used descriptive survey method to gather information in an attempt to determine the “The effects of online games in developing violent behavior among teenagers as perceived by selected students of Quezon National High School.” The study was conducted in Quezon National High School in Lucena City. The respondents of the study particularly were the grade VII to grade X students.
Based on the findings, the researchers concluded the following: (1.) In terms of the demographic profile of the respondents they were 14 years old male who were in grade 10 and at the middle class. (2.) The most played online games were Dota, Clash of Clan, Pokemon Go, Counter strike and Special Force. (3.) The respondents revealed that the level of using online games is that they play online games after class, play online games even class hours in their phone, play online games with their siblings, play online games every time they feel bored and their parents allowed them to play or only one hour every day. (4) That, the effect of online games were games corrupt the brain by getting its full attention, increased aggressive feelings, immune to violence, increased aggressive thoughts towards others and increased aggressive thoughts towards others.
After the data have been analyzed and concluded, the researchers recommends the following: (1) Since most of the respondents were still young and at the teenage stage which is considered more critical age and that they are very much influence by their peers it is recommended to provide more guidance from their parents. (2) Since that most of the respondents agreed that they played popular online games, it is recommended for the students to provide time limit and schedule in playing online games. (3) Based from the data, it is recommended for the school to provide actions or interventions specially the guidance counselors to lessen problems among students who commit absences or cutting classes in playing online games. (4) Moreover, since the data revealed that there is an effect of playing online games it is recommended to the school to provide an information dissemination for the parents to be more aware on how to help their child lessen addiction in playing online games and how to handle problems to their children.
Keywords
video games
behavior
teenagers
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