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CHAPTER 1

INTRODUCTION

1.1. Background of the Study

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

channel with limited graphics.

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

and even to the society itself.

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

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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).

1.2. Statement of the Problem

This study aims to determine the level of video game addiction among elementary students

of Jalandoni Memorial Elementary School.

Specifically, this study sought to answer the following questions:

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

playing video games in a day?

3. What is the level of video game addiction among elementary students of Jalandoni

Memorial Elementary School?

1.3. Significance of the Study

This study will greatly provide certain benefits to the following:

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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

control video gaming attachment.

Parents will be given ideas on how to guide their children especially the younger ones when

it comes to excessive video gaming.

Teachers can be able to gain and develop strategies on how to educate and inform their

students regarding their limitations in terms of video gaming.

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.

1.4. Definition of Terms

To facilitate a clearer understanding of this study, the following terms are defined

conceptually and operationally.

Level is the magnitude of a quantity considered in a relation to an arbitrary reference

value (Merriam Webster Dictionary, n.d.). In this study, level refers to the intensity of video game

addiction among the students of Jalandoni Memorial Elementary School.

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,

cell phone, laptop, tablet and other gadgets.

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

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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

who are engaged in video games and video game addiction.

1.5. Scope and Delimitation

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

26 -28, 2019 at 1:00 to 3:00 PM.

CHAPTER 2

REVIEW OF RELATED LITERATURE

2.1. Related Literature

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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

development among the recent studies related to video game addiction.

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

health organizations, and gamers themselves.

World Health Organization (WHO,2018) defined in the 11th Revision of the International

Classification of Diseases (ICD-11) video game addiction as a pattern of gaming behavior

(“digital-gaming” or “video-gaming”) characterized by impaired control over video gaming,

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

occurrence of negative consequences.

Video game addiction is also a serious disorder characterized by excessive game play and

disturbances in normal life functioning. (Cornell, n.d.)

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

gamer’s ability and competence in relationships.

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

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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.

2.2. Related Studies

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

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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

understanding of the psychosocial correlates of problem video game playing.

CHAPTER 3

RESEARCH METHODOLOGY

3.1. Research Design

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

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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

addiction among elementary students.

3.2. Participants of the Study

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

the test questionnaire given by the researchers.

3.3. Instrumentation of Data Collection

3.3.1. Data Gathering Instrument

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.

The designed questions focused on the signs of video game addiction.

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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 second draft of the survey questionnaire.

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

use of frequency, percentage and scaling.

3.3.2. Data Gathering Procedure

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.

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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.

3.4. Data Analysis

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

general number of respondents.

Wherein:
Formula:
% = percentage
f = number of respondents that
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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

Level of Addiction Choice Rate

High Always 4

Moderate Often 3

Low Sometimes 2

Very Low Never 1

CHAPTER 4

RESULTS AND DISCUSSION

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.

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of hours spent) and Part III (signs of video game addiction) from the survey questionnaires

prepared by the researchers.

Percentage of Respondents

Grade 6 Grade 4
27% 33%

Grade 5
40%

Figure 4.1. Conducted survey percentage of respondents based on grade level

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

number of respondents in this study was 30.

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Dota 2 2

Video games played


NBA2k 5

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

but also they can be able to interact with other players.

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More than 6 hours 7%

No. of hours spent 4-6 hours 30%

1-3 Hours 46%

Less than 1 hour 17%

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

Elementary School for playing video games in a day.

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.

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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

that video game addiction already starts at a low-grade level.

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CHAPTER 5

CONCLUSION AND RECOMMENDATION

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

answer the following questions:

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

playing video games in a day?

3. What is the level of video game addiction among elementary students of Jalandoni

Memorial Elementary School?

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

Dota 2 is the least played video game.

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.

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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

implies that video game addiction already starts at a low-grade level.

After a careful and thorough evaluation of the results of the research conducted, the

following recommendations are hereby given:

 Further investigation may be conducted having grade 1-3 as respondents to find out if lower

years are also prone to video game addiction.

 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.

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References

Çavuş, S. ,&Ayhan, B. (2014, June). COMPUTER GAME ADDICTION: A FIELD

STUDY ON ADOLESCENTS. Retrieved March 4, 2019, from

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, &

Numbers. Retrieved February 4, 2019, from

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

Cornell, R. (n.d.). HELPING COMPULSIVE GAMERS AND VIDEO GAME

ADDICTION. Retrieved February 4, 2019, from https://www.projectknow.com/behavioral-

addictions/video-game-addiction/

Elementary Student. (n.d.). Retrieved March 6, 2019, from

https://www.collinsdictionary.com/dictionary/english/elementary-

student?fbclid=IwAR0Sktlks9bOE3xEGO94vPbdB_QGXYF6LXGg7dBM7QHGWBx2FsEFcn

D7zbw

Griffiths, M. D. , King, D.L. & Delfabbro, P. (2010, January).Recent innovations in video

game addiction research and theory. Retrieved March 4, 2019, from

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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

Journal of Scientific Engineering and Research (IJSER). 5. 99-104.

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

Illinois Institute for Addiction Recovery.(n.d.). Retrieved March 4, 2019, from

http://www.addictionrecov.org/Addictions/?AID=45

Karan. (n.d.). Effects of Online Gaming on Kids. Retrieved March 14, 2019, from

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s.html

Level. (n.d.). Retrieved March 6, 2019, from https://www.merriam-

webster.com/dictionary/level?fbclid=IwAR3myr18Pq0BHFszzRhcWF1eaqk-

UXMqmUgyZixvjSltzEbmdPliqAYCpaM

Roblox: What parents must know about this dangerous game for kids. (2017, February 24).

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Sanchez, C. A., Ph.D. (1997). (3rd ed.). Retrieved March 4, 2019, from

https://books.google.com.ph/books?id=zAGoJwU-

VRMC&pg=PA173&lpg=PA173&dq=Methods of Research and Thesis Writing Jose F. Calderon/

Expectacion C.

Gonzales&source=bl&ots=nOIltIee_D&sig=ACfU3U2fQMUsjTl4zsT0kVbtGlRfKprXYg&hl=e

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n&sa=X&ved=2ahUKEwj4yIig2ufgAhULGqYKHUdrDzsQ6AEwBXoECAQQAQ#v=onepage

&q&f=false

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Video Game. (n.d.). Retrieved March 14, 2019, from https://www.merriam-

webster.com/dictionary/video game

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from https://www.who.int/features/qa/gaming-disorder/en/

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APPENDICES

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APPENDIX A

DOCUMENTATION

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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”

Name (Optional): _______________________________


Age: _____________ Grade & Section: ______________
Video games that you usually play: (Check all that apply)
League of Legends (LOL) Rules of Survival (ROS) Mobile Legends (ML)
Dota 2 NBA2k Others

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.

Always Often Sometimes Never


I spend much more time playing video games and learning
more about video game.
I spend a huge amount of money playing video games.

I skip household chores in order to play more video


games.
I skip meals in order to play video games non-stop.

I would rather choose to play video games than do my


home works.
I get very angry when someone or something interrupts
my game.
I would always find ways to play video game in whatever
situation such as class discussion.
I stay up late at night playing video games.

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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.

I suffered any physical pain from intense gaming such as


muscular pain (back, arm, shoulders) or eye problem.
I get angry with other players who make mistakes in
gaming.
I sacrifice my time doing my hobbies and other activities
to play video games.
I spend a lot of time thinking about my next gaming
experience.

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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

Grade 4 10/30 33%

Grade 5 12/30 40%

Grade 6 8/30 27%

Table C.2. Raw data for the number of hours usually spent by the respondents in playing video
games in a day

No. of Hours Played Frequency Percentage of Respondents

Less than 1 hour 5/30 17%

1-3 Hours 14/30 46%

4-6 hours 9/30 30%

More than 6 hours 2/30 7%

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Table C.3. Raw data for the average rating of each respondent

R1 Rate R2 Rate R3 Rate R4 Rate


1 2 1 2 1 4 1 2
2 4 2 1 2 1 2 1
3 4 3 2 3 1 3 4
4 2 4 4 4 1 4 3
5 2 5 3 5 1 5 2
6 2 6 4 6 4 6 3
7 1 7 1 7 1 7 1
8 1 8 1 8 1 8 1
9 1 9 1 9 1 9 1
10 4 10 2 10 1 10 1
11 2 11 1 11 4 11 1
12 2 12 4 12 1 12 2
13 1 13 1 13 1 13 1
14 1 14 1 14 1 14 1
15 2 15 1 15 3 15 3
16 2 16 2 16 1 16 1
17 1 17 1 17 1 17 1
18 4 18 4 18 1 18 4
Avg. 38/18=2 Avg. 36/18=2 Avg. 29/18=2 Avg. 33/18=2

R5 Rate R6 Rate R7 Rate R8 Rate


1 4 1 2 1 4 1 4
2 2 2 4 2 3 2 3
3 4 3 2 3 1 3 4
4 4 4 3 4 1 4 4
5 4 5 4 5 1 5 4
6 4 6 1 6 4 6 3
7 1 7 2 7 3 7 4
8 3 8 1 8 1 8 4
9 1 9 2 9 1 9 3
10 4 10 4 10 1 10 4
11 4 11 4 11 4 11 4
12 4 12 2 12 3 12 4
13 4 13 2 13 1 13 4
14 1 14 1 14 1 14 2
15 3 15 4 15 1 15 4
16 4 16 1 16 2 16 4
17 4 17 4 17 1 17 4
18 3 18 4 18 4 18 3
Avg. 58/18=3 Avg. 47/18=3 Avg. 37/18=2 Avg. 66/18=4

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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

R13 Rate R14 Rate R15 Rate R16 Rate


1 4 1 2 1 4 1 4
2 4 2 2 2 4 2 3
3 4 3 4 3 4 3 4
4 4 4 1 4 4 4 4
5 4 5 2 5 4 5 3
6 3 6 4 6 3 6 3
7 3 7 1 7 3 7 3
8 4 8 1 8 3 8 4
9 2 9 1 9 1 9 4
10 3 10 2 10 4 10 4
11 2 11 2 11 4 11 4
12 4 12 1 12 3 12 4
13 4 13 1 13 4 13 4
14 1 14 1 14 2 14 2
15 4 15 2 15 4 15 4
16 4 16 1 16 4 16 4
17 4 17 1 17 4 17 4
18 4 18 2 18 4 18 4
Avg. 62/18=3 Avg. 31/18=2 Avg. 63/18=4 Avg. 66/18=4

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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

R21 Rate R22 Rate R23 Rate R24 Rate


1 3 1 2 1 4 1 3
2 4 2 4 2 4 2 4
3 1 3 4 3 2 3 3
4 2 4 4 4 1 4 4
5 1 5 1 5 1 5 4
6 4 6 1 6 1 6 3
7 1 7 1 7 1 7 2
8 1 8 2 8 1 8 3
9 1 9 4 9 1 9 3
10 1 10 4 10 1 10 3
11 1 11 1 11 1 11 3
12 1 12 1 12 2 12 1
13 1 13 4 13 2 13 3
14 1 14 1 14 1 14 1
15 2 15 2 15 4 15 2
16 4 16 3 16 1 16 3
17 2 17 4 17 1 17 2
18 3 18 1 18 1 18 2
Avg. 34/18=2 Avg. 44/18=2 Avg. 30/18=2 Avg. 49/18=3

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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

R29 Rate R30 Rate


1 4 1 4
2 4 2 2
3 4 3 2
4 4 4 2
5 4 5 4
6 3 6 4
7 4 7 4
8 3 8 4
9 3 9 2
10 4 10 4
11 2 11 4
12 2 12 4
13 4 13 1
14 2 14 2
15 3 15 4
16 2 16 2
17 4 17 4
18 4 18 2
Avg. 60/18=3 Avg. 55/ 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

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