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  <controlfield tag="003">CSPC</controlfield>
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    <subfield code="a">UTH BSOA N117i</subfield>
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    <subfield code="a">Nacion, Mea Hazel B.</subfield>
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    <subfield code="a">The impact of online games to the academic status of second year BSIT students of Camarines Sur Polytechnic Colleges Buhi Campus  / </subfield>
    <subfield code="c"> Mea Hazel B. Nacion, Baby Jean P. Monte, Chef Orvel L. Favoreal, and Marian E. Narte                         </subfield>
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    <subfield code="a">Buhi, Camarines Sur :</subfield>
    <subfield code="b">Camarines Sur Polytechnic Collges,</subfield>
    <subfield code="c">2022.</subfield>
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    <subfield code="a">Undergraduate Thesis (BSOA)- Office Administration. </subfield>
    <subfield code="c">Camarines Sur Polytechnic Colleges, 2022. </subfield>
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    <subfield code="a">This study aims to determine the impact of online games to the academic status of the second year Bachelor of Science in Office Administration students Camarines Sur Polytechnic Colleges Buhi Campus. Descriptive research method was used in this study using questionnaires that determined the results of the impact of online games tom the academic status of BSIT students. The following are the findings of the study: Profile of the respondents, majority of the age group belonged to 18-21 years old or male and the family income of the respondents with less than Php 5,000.00. Also, the gadgets used by the respondents, majority used was cellphone. The online games played, majority was the mobile legend bang-bang (MLB). The academic status of the respondents, the majority was belonged to the General Weighted Average of 1.80-2.20, and with the impact of online games to academic status of the respondents, the majority belonged to the positive impact that has a weighted mean of 4.2, often.
The conclusion drawn from the study are: The majority of the respondents in terms of personal profile belonged to 18-21 years old which the youngest group and these are male, family income majority of them less than Php 5,000.00 and cellphone was the majority used gadgets of the respondents. The online games played by the respondents was mobile legend bang-bang, the academic status obtaining a grade of 1.80-2.20 which they manage their studies and perform well in class, and the impact has two categories the positive and the negative impact, in overall weighted mean of the response of the students has 3.91 which is in verbal interpretation is often. 
The recommendations that following by the researchers to conclude this study, state their personal profile, formulate different online games to improve and discover any skills in playing different online games, to the academic status the respondents must prioritize their studies than playing online games, online games is good sometimes but make it a leisure time after they studied. It avoid being addictive to the online games played of the majority as of today generation. The positive and negative impact playing online games must always remembered to avoid in being a serious situation that will destroy your life, and the researcher's recommendation, proposing a webinar: A practice to guide to mitigate the impact of online games to the academic status or performance of the students. The researchers doing an activity like this to help those students that having a low grade or anything that playing online games has big impact to their studies. The researchers wanted to fulfill and knowing the status of every student of CSPC Buhi Campus on what the best for them. </subfield>
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    <subfield code="a">Monte, Baby Jean P., </subfield>
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    <subfield code="a">Favoreal, Chef Orvel L.,</subfield>
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    <subfield code="a">Narte, Marian E., </subfield>
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    <subfield code="a">Sagala, Marimin N.,</subfield>
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    <subfield code="a">Infante, Leonisa O..</subfield>
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    <subfield code="a">Villar, Mariber M.,</subfield>
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    <subfield code="a">Secundo, Rery O.,</subfield>
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