Professional Documents
Culture Documents
INTRODUCTION
The widespread of video games in today's technology-centered society began to lead the
users of the said digital activity towards the manifestation of video game addiction, a thorough
attachment to video games, which is immensely observable today. According to the Illinois
Institute for Addiction Recovery (n.d.), video game addiction is described as an impulse control
disorder and also refers to video game overuse, pathological or compulsive/excessive use of
computer games and/or video games. Those suffering from video game addiction may use the
Internet to access massively multi-player online role-playing games (MMORPGs) and multi-user
domain games (MUDs). MMORPGs are networks of people, all interacting with one another to
play a game to achieve goals, accomplish missions, and reach high scores in a fantasy
world. MUDs combine elements of role-playing games, fighting, and killing in a social chat
Currently, few of the most popular video games such as League of Legends (LOL), Mobile
Legends (ML), Rules of Survival (ROS) and Defense of the Ancient (DOTA) strongly affect
players especially the younger one's mindset, academic performance, attitude and social behavior.
And this is one of the reasons why video game addiction became very alarming to children, parents
Days are gone when children loved to indulge in outdoor activities, rather than running
or playing outside, children spend most of their time playing online games. Video games surely
have an impact on the minds of kids. Taking into consideration, it is positively a great mind
1
exercise and helps kids explore many new things. It includes improvement in recursive and
proactive thinking, increased sociability and improved interpretive skills. 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. (Karan, n.d.)
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 small amount
of people who are negatively affected by gaming impacts many. (Hafeez, et.al. 2017).
This study aims to determine the level of video game addiction among elementary students
1. What video games are mostly played by Jalandoni Memorial Elementary School students?
2. How many hours do Jalandoni Memorial Elementary School students usually spend in
3. What is the level of video game addiction among elementary students of Jalandoni
2
Students will be provided information, awareness and realizations about how serious video
game addiction is. Also, the results of this study may give them ideas about how important it is to
Parents will be given ideas on how to guide their children especially the younger ones when
Teachers can be able to gain and develop strategies on how to educate and inform their
Researchers of the future researches related to video game addiction will be provided data
and facts and which may help them in conducting their own researches related to the said topic.
To facilitate a clearer understanding of this study, the following terms are defined
value (Merriam Webster Dictionary, n.d.). In this study, level refers to the intensity of video game
Video game an electronic game in which players control images on a video screen.
(Merriam Webster Dictionary, n.d.) In this study, video game refers to the addictive games that
are mostly played by elementary students nowadays in any kinds of technology such as computer,
Addiction is the repeated involvement with a substance or activity, despite the substantial
harm it now causes, because that involvement was (and may continue to be) pleasurable and/or
valuable. (Horvath, n.d.) In this study, addiction refers to the intense and extensive attachment or
3
use of elementary students towards video games.
Elementary students are the ones who attend to elementary schools, a period of formal
education following pre-school but before high school (Collins English Dictionary, n.d.). In this
study, elementary school students refer to the respondents of this study, they are primary learners
This study covers only elementary students of Jalandoni Memorial Elementary School that
are playing video games. It focuses on the level of video game addiction among students of
Jalandoni Memorial Elementary School. This study was composed of thirty (30) elementary
students from Grade 4-6 only of Jalandoni Memorial Elementary School. Descriptive method of
research wasa used in this study in order to determine the level of video game addiction among
elementary students of Jalandoni Memorial Elementary School. Purposive sampling was used to
determine the respondents in this study. This study was conducted for three (3) days from February
CHAPTER 2
4
This chapter presents the related literature and studies after the thorough and in-depth
search done by the researchers. The different definitions and descriptions of video game addiction,
its causes and effects, symptoms, consequences and the possible treatment for video game
addiction taken from different articles and researches are presented, as well as the differences and
Often considered a form of computer addiction or internet addiction, video game addiction
has been an increasing concern for parents as video games have become more commonplace and
are often targeted at children. In recent years, video game addiction has received increased
attention not only from the media, but also from psychologists, researchers, psychiatrists, mental
World Health Organization (WHO,2018) defined in the 11th Revision of the International
increasing priority given to gaming over other activities to the extent that gaming takes precedence
over other interests and daily activities, and continuation or escalation of gaming despite the
Video game addiction is also a serious disorder characterized by excessive game play and
Stated by Zheng (2006), video game addiction is associated with a strong desire to seek
new sensations and experiences, a favorable view of one’s intelligence, and a negative view of the
Hartney (2018) concluded that the idea of video game addiction has rapidly grown out of
an industry geared specifically at getting kids to buy as many games as possible. Halfway between
5
toys and TV, video games are targeted at naïve youngsters who are unable to set their own limits
on a play or to make well-thought-out decisions about how to spend their time — with some game
manufacturers even boasting in their advertising about the "addictive" experience of their games.
Proper recognition of the risk of video game over-use or addiction provides a rationale for setting
standards of guidance for parents and gamers regarding appropriate limits to gaming.
In the study conducted by Rooij, Meerkerk, Schoenmakers, et.al (2010), the issue of social
responsibility of the video game industry is explored. The research resulted to a dual
approach. Firstly, consumers should be informed about potential addiction risks that can be
attributed to playing online video games. Secondly, game publishers should implement proper
referral services.
Cavus and Ayhan (2014) determined that the average of the boys as for game addiction
were higher than those of girls. Moreover, the boys were observed to spend more money on games.
The socioeconomic reasons such as educational status of parents, the number of siblings, having
computers and having a private room weren't seen to be discriminative characteristics. However,
a differentiation related to addiction was observed among genders and stages. The research
suggests that it is necessary to activate the patterns of social communication networks such as
friendly footing, taking more responsibilities, and highlighting social life to diminish game
addiction.
On the other hand, King, Delfabbro and Griffiths (2010) in their study about recent
innovations in video game addiction research and theory provided an overview of recent
innovations in video game addiction research and highlight the benefit of these contributions to
6
the field. These innovations include: changes in the conceptual definition of video game addiction,
greater recognition of the diversity of the video game playing population and the psycho-structural
characteristics of video games, various methodological advances and refinements, and a broader
CHAPTER 3
RESEARCH METHODOLOGY
This study used descriptive research in order to determine the level of video game addiction
among Jalandoni Memorial Elementary School students. Descriptive research includes all the
studies that purport to present facts concerning the nature and status of anything- a group of
7
persons, a number of objects, a set of conditions, a class of events, and a system of thought or
any other kind of phenomena that one may wish to study. Descriptive research also describes and
interprets what is. It is concerned with conditions of relationships that exist, practices that prevail,
beliefs and processes that are going on, effects that are being felt, or trends that are developing
(Sanchez, 1997, p. 108-109). This method was used to determine the level of video game
This study was focused on the students of Jalandoni Memorial Elementary School from
Grade 4 to 6. The respondents were chosen through purposive sampling. This study made use 30
elementary students of Jalandoni Memorial Elementary School who play video games answered
Survey questionnaire was used as the main instrument of the study to determine the level
of video game addiction among elementary students of Jalandoni Memorial Elementary School.
8
The survey questionnaire was prepared by the researchers themselves after doing a research
and intensive reading from the internet and books and asking some video game players.
The survey questionnaire was prepared by the researchers and checked by the research
adviser for the comments and suggestions. After that, revision of the survey questionnaire was
done. The researchers included the comments and suggestions of the research adviser and prepared
The survey questionnaire has three parts. Part I contained personal data of the respondents
in terms of name (optional), age, grade and section. Part II focused on what are the video games
usually played by the elementary students and how long the respondents spend their time playing
those video games. Part III focused on the signs of video game addiction.
The researchers initially distributed the survey questionnaire among the elementary
students from Grade 4 to 6 of Jalandoni Memorial Elementary School After the questionnaire was
sent back to the researchers, the responses were analyzed and interpreted. It was done through the
At first, the researchers looked for necessary resources that could help them in
their study. They did an intensive reading from the internet, books, and asked opinions from the
video game players. From these, they were able to create ideas and questions necessary for the
survey questionnaire.
9
The researchers asked the permission from their research adviser to allow them to proceed
with the distribution of the survey questionnaire to the Grade 4 to 6 elementary students of
Jalandoni Memorial Elementary School with the permission granted by the school principal.The
researchers clearly explained all the directions and items to the Grade 4 to 6– respondents to ensure
understanding and correctness of their answers. Retrieval of the survey questionnaires was done
after two days. The answers were tallied, analyzed and interpreted based to the items found in the
instrument.
Percentage was used to convert the numerical data gathered from the questionnaire. Only
tallying, getting of percentage and scaling were the methods needed to come up with a conclusion
on this study. Likert scale was used to determine the level of video game addiction among the
respondents. Descriptive statistics that include summary of the data gathered was used to explain
further the result of the study. The descriptive statistics used frequency and percentage.
a. Frequency – refers 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
Wherein:
Formula:
% = percentage
f = number of respondents that
10
answered the question
N = total number of respondents
𝑓
% = 𝑁 x 100
Table 3.1. Likert Scale used to rate the level of video game addiction of Jalandoni Memorial
Elementary students
High Always 4
Moderate Often 3
Low Sometimes 2
CHAPTER 4
This chapter presents the results, interpretation of data and discussion of the conducted
survey about the level of video game addiction among elementary students of Jalandoni Memorial
Elementary School in which answers Part I (Personal Data), Part II (video games played and no.
11
of hours spent) and Part III (signs of video game addiction) from the survey questionnaires
Percentage of Respondents
Grade 6 Grade 4
27% 33%
Grade 5
40%
This graph indicates the total number of elementary students from Grade 4 to 6 whom
researchers had conducted the survey in Jalandoni Memorial Elementary School .The most number
of respondents are from Grade 5, which is 40% of the total respondents, 33% of the total
respondents are from Grade 4 and 27% of the total respondents came from Grade 6. The total
12
Dota 2 2
Mobile Legends 7
Rules of Survival 12
League of Legends 12
Roblox 19
0 5 10 15 20 25 30
No. of Respondents
Figure 4.2. Video games commonly played by elementary students of Jalandoni Memorial
Elementary School
This graph shows the video games mostly played by the respondents. Most number of
respondents chooses Roblox as their most played video game while Dota 2 is the least played video
game.
According to Family Zone Team (n.d) , Roblox is an online game where players, mostly
children are not only given a chance to create their own character and build their virtual houses
13
More than 6 hours 7%
0 10 20 30 40 50 60 70 80 90 100
Percentage of Respondents
Figure 4.3. Number of hours usually spent by elementary students of Jalandoni Memorial
As shown in the Figure 4.3. , the number of hours usually spent by the respondents for
playing video games in a day. It shows that 46% of the total respondents usually spend 1-3 hours
for playing video game in a day; 30% of the total respondents spend 4-6 hours for playing video
games in a day; 17% of the total respondents spend less than an hour for playing video games in a
day; and 7% spend more than 6 hours for playing video games in a day.
It indicates that almost half of the respondents are spending 1-3 hours in a day playing
video games.
14
100
90
Percentage of Respondents
80
70
60 54%
50
40 33%
30
20 13%
10 0%
0
Very Low Low Moderate High
Level of Video Game Addiction
Figure 4.4. Level of video game addiction of elementary students of Jalandoni Memorial
Elementary School
As shown in the figure 4.4. , 54% of the total respondents have a low level of video game
addiction. 33% of the respondents have a moderate level of video game addiction, 13% has a high
level of video game addiction and none of the respondents has a very low level of video game
addiction. Therefore, the elementary students of Jalandoni Memorial Elementary School have a
low level of video game addiction but there are few who are proven highly addicted, which implies
15
CHAPTER 5
This study was conducted to determine the level of video game addiction among
elementary students of Jalandoni Memorial Elementary School. Specifically, this study sought to
1. What video games are mostly played by Jalandoni Memorial Elementary School students?
2. How many hours do Jalandoni Memorial Elementary School students usually spend in
3. What is the level of video game addiction among elementary students of Jalandoni
After the data were tabulated, analyzed and interpreted the following findings
emerged:
1. Most number of respondents chooses Roblox as their most played video game while
2. It shows that 46% of the total respondents usually spend 1-3 hours for playing video game
in a day; 30% of the total respondents spend 4-6 hours for playing video games in a day;
17% of the total respondents spend less than an hour for playing video games in a day; and
7% spend more than 6 hours for playing video games in a day. Thus, 46 % or almost half
of the respondents are spending 1-3 hours in a day playing video games.
16
3. 54% of the total respondents have a low level of video game addiction. 33% of the
respondents have a moderate level of video game addiction, 13% has a high level of video
game addiction and none of the respondents has a very low level of video game addiction.
Therefore, the elementary students of Jalandoni Memorial Elementary School have a low
level of video game addiction but there are few who are proven highly addicted, which
After a careful and thorough evaluation of the results of the research conducted, the
Further investigation may be conducted having grade 1-3 as respondents to find out if lower
High school students are also suggested to be the respondents of the same study to determine
how their level of video game addiction differs from that of elementary students.
Parents must know how to discipline and guide their children when it comes to playing video
games.
Children should learn how to control and limit themselves when it comes to playing video
games.
17
References
https://www.researchgate.net/publication/293654519_COMPUTER_GAME_ADDICTION_A_F
IELD_STUDY_ON_ADOLESCENTS
Conrad, B. (n.d.). Video Game Addiction Statistics - Facts, Figures, Percentages, &
http://www.techaddiction.ca/video_game_addiction_statistics.html
Conrad, B. (n.d.). Video Game Addiction Symptoms and Signs. Retrieved March 6, 2019,
from
http://www.techaddiction.ca/symptoms_of_video_game_addiction.html?fbclid=IwAR1ymrjENG
NFGURZEzJ2NQyfwOsss5ut71AeeeAWbNXyzbh5_TIjgfoZhIc
addictions/video-game-addiction/
https://www.collinsdictionary.com/dictionary/english/elementary-
student?fbclid=IwAR0Sktlks9bOE3xEGO94vPbdB_QGXYF6LXGg7dBM7QHGWBx2FsEFcn
D7zbw
18
https://www.researchgate.net/publication/255786701_Recent_innovations_in_video_game_addic
tion_research_and_theory
Hafeez, M., Idrees, D. & Kim, J. (2017). Game Addiction: A Brief Review. International
Horvath, T. A., Ph.D. (n.d.). Definition of Addiction. Retrieved March 14, 2019, from
https://www.gracepointwellness.org/1408-addictions/article/48329-definition-of-addiction
http://www.addictionrecov.org/Addictions/?AID=45
Karan. (n.d.). Effects of Online Gaming on Kids. Retrieved March 14, 2019, from
https://www.streetdirectory.com/travel_guide/103986/gaming/effects_of_online_gaming_on_kid
s.html
webster.com/dictionary/level?fbclid=IwAR3myr18Pq0BHFszzRhcWF1eaqk-
UXMqmUgyZixvjSltzEbmdPliqAYCpaM
Roblox: What parents must know about this dangerous game for kids. (2017, February 24).
Sanchez, C. A., Ph.D. (1997). (3rd ed.). Retrieved March 4, 2019, from
https://books.google.com.ph/books?id=zAGoJwU-
Expectacion C.
Gonzales&source=bl&ots=nOIltIee_D&sig=ACfU3U2fQMUsjTl4zsT0kVbtGlRfKprXYg&hl=e
19
n&sa=X&ved=2ahUKEwj4yIig2ufgAhULGqYKHUdrDzsQ6AEwBXoECAQQAQ#v=onepage
&q&f=false
Van Rooij, A.J. ,Meerkerk, G., Schoenmakers, T.M., Grifitths, M. &Mheen, D. (2010,
August 26). Video game addiction and social responsibility. Retrieved March 4, 2019, from
https://www.tandfonline.com/doi/abs/10.3109/16066350903168579?journalCode=iart20
webster.com/dictionary/video game
from https://www.who.int/features/qa/gaming-disorder/en/
20
APPENDICES
21
APPENDIX A
DOCUMENTATION
22
APPENDIX B
QUESTIONNAIRE
Department of Education
Region VI- Western Visayas
Division of Iloilo City
JALANDONI MEMORIAL NATIONAL HIGH SCHOOL
Abanilla Street, Lapuz, Iloilo City
SURVEY QUESTIONNAIRE
“The Level of Video Game Addiction among Elementary Students of Jalandoni Memorial Elementary
School”
No. of Hours spent in a day playing video games: Less than 1 hour 1-3 hours 4-6 hours
More than 6 hours
Answer honestly. Read the statements below and check the box that is suitable for your personal answer.
23
I skip classes to play video games.
I forget responsibilities or deadlines in school every time
I play.
I become irritated and defensive when people tell me that
I might be gaming too much.
I have intense feelings (highs, lows, anger, fear) while
gaming.
I do not interact with peer, friends and families anymore
because of gaming.
I steal money for gaming.
24
APPENDIX C
RAW DATA and CALCULATIONS
Table C.1. Raw data for the percentage of the respondents based on grade level
Percentage of
Grade Level Frequency
Respondents
Table C.2. Raw data for the number of hours usually spent by the respondents in playing video
games in a day
25
Table C.3. Raw data for the average rating of each respondent
26
R9 Rate R10 Rate R11 Rate R12 Rate
1 1 1 3 1 1 1 1
2 1 2 2 2 1 2 1
3 1 3 4 3 4 3 1
4 1 4 1 4 1 4 1
5 1 5 1 5 1 5 4
6 4 6 4 6 4 6 4
7 1 7 4 7 3 7 4
8 1 8 3 8 1 8 1
9 1 9 1 9 1 9 4
10 1 10 1 10 1 10 4
11 1 11 4 11 1 11 4
12 4 12 4 12 4 12 3
13 1 13 1 13 1 13 1
14 1 14 1 14 1 14 1
15 1 15 1 15 1 15 4
16 4 16 1 16 1 16 4
17 4 17 2 17 1 17 4
18 4 18 4 18 4 18 4
Avg. 33/18=2 Avg. 42/18=2 Avg. 32/18=2 Avg. 50/18=3
27
R17 Rate R18 Rate R19 Rate R20 Rate
1 3 1 2 1 4 1 4
2 4 2 2 2 1 2 4
3 3 3 4 3 4 3 4
4 3 4 2 4 3 4 4
5 4 5 2 5 3 5 3
6 4 6 2 6 3 6 3
7 2 7 1 7 3 7 3
8 2 8 2 8 2 8 4
9 3 9 1 9 1 9 2
10 4 10 2 10 2 10 4
11 2 11 1 11 3 11 3
12 3 12 1 12 2 12 4
13 1 13 1 13 1 13 4
14 1 14 1 14 1 14 2
15 1 15 2 15 2 15 4
16 4 16 1 16 1 16 4
17 4 17 2 17 1 17 4
18 3 18 2 18 2 18 3
Avg. 51/18=3 Avg. 31/18=2 Avg. 39/18=2 Avg. 63/18=4
28
R25 Rate R26 Rate R27 Rate R28 Rate
1 3 1 4 1 1 1 2
2 4 2 1 2 2 2 4
3 3 3 4 3 1 3 4
4 4 4 2 4 1 4 1
5 4 5 3 5 1 5 4
6 3 6 2 6 1 6 4
7 2 7 1 7 2 7 4
8 3 8 1 8 2 8 4
9 3 9 1 9 1 9 4
10 3 10 3 10 1 10 1
11 3 11 1 11 2 11 2
12 1 12 2 12 4 12 1
13 3 13 3 13 1 13 3
14 2 14 1 14 1 14 4
15 3 15 1 15 2 15 2
16 2 16 1 16 4 16 1
17 3 17 2 17 4 17 1
18 3 18 1 18 1 18 1
Avg. 52/18=3 Avg. 34/18=2 Avg. 32/18=2 Avg. 47/18=3
29
Table C.4. Raw data for the level of video game addiction of the respondents
Percentage of
Level of Addiction Rate No. of Respondents Respondents
0
Very Low 1 0/30
54%
Low 2 16/30
33%
Moderate 3 10/30
13%
High 4 4/30
30