This chapter discusses about the relationship between intelligence quotient and online
gaming, the framework, and statement of the purpose, statement of the problem, scope and
delimitation and significance of the study, along with the definition of terms.
Introduction
complicated by the belief of many that there are multiple types of intelligence. The
viewed as a multifaceted construct, but one that can be quantified by summing scores
across tasks or subtests that comprise an intelligence test. In this way, IQ is traditionally
performs one task is likely similar to how well they score on others. (Todd A. Girard,
2010).
Coming from an article written by Mark D. Griffiths (2014), online gaming addiction
is a topic of increasing research interest. Since the early 2000s, there has been a significant
online gaming and online gaming addiction. This entry examines the contemporary
research literature by analyzing the prevalence of problematic online gaming use and
online gaming addiction; the negative consequences of excessive online gaming; the
factors associated with problematic online gaming and online gaming addiction; and the
treatment of problematic online gaming and online gaming addiction. The entry concludes
by looking at the trends in the field and a consideration of what the future of online gaming
This study to be conducted is for the researcher to earn knowledge about the relationship
between intelligence quotient and online gaming. The general purpose of this study is to
determine if there is a relationship between intelligence quotient and online gaming. They
may have experienced problems related to online gaming. Such as the mind set for online
students from Rogationist College, the researchers will be able to determine the
Consequently, with the situations stated above, the main objective of the researchers is
to determine the relationship between intelligence quotient and online gaming. Therefore,
the data that is to be gathered by the researchers on this objective will become the basis of
the research.
Future researchers, parents of students and as well as educators are the beneficiaries of
this study. Future researchers would be acquainted or familiarized with the real meaning
of online gaming, also they may use this research as a basis for their own study. Parents of
students would be able to support their child or children in ways that could help the student
mentally. This could possibly help educators in a way for them to understand their student’s
academic standing.
Framework of the Study
Student’s Profile
in terms of Correlation between
Gamer Status, Distribution of Intelligence Quotient
Frequency of Surveys, IQ Test and Online Gaming of
playing online And Grade ___ students of
games, Gaming Interpretation of Data Rogationist College
skills level Senior High School
Department S.Y. 2019
The paradigm above shows the input, process, and output of the research where the
Intelligence Quotient of the Grade ___ students are determined by the researcher with the
use of surveys and tests. After collecting, analyzing and interpreting data, the researchers
were able to determine the Correlation between Intelligence Quotient and Online gaming
of Grade ___ students of Rogationist College Senior High School Department S.Y. 2019.
2. What is the Correlation between Intelligence Quotient and Online Gaming of the Grade
2.1.
Conducting this research is essential for the information of all so that they, too, may
become aware of how the online games affects the intelligence quotient of the students.
The individuals who will benefit a lot from the research are the following:
Online Gamers. The study will help them realize their hidden potential and let them
Parents. This research will benefit them to realize that online games can help to increase
the intelligence quotient and to show the skills and mental ability of their child but it should
Future researchers. The study may help them conduct their research related to this study.
The research can provide a significant contribution to future studies and existing
knowledge about the topic and can also be a source of information for their research.
Online Gaming. This would determine the benefits of playing online games, and level of
intelligence of students who play online games. The study also covers the level of
intelligence of students that are not playing online games. The study includes the amount
of time that they are spending playing online games. It also covers the interconnections of
playing online games and development of student's intelligence quotient. Furthermore, the
study will be conducted to differentiate the intelligence quotient of students that play
The study limits only to the grade 11 students of Rogationist College senior high
school department of school year 2019 - 2020 only. These limitations are necessary in order
Silang, Cavite, First Semester School Year (2019-2020). The researchers will conduct
surveys for the data gathering instrument. The output of this study is the correlation