Professional Documents
Culture Documents
DEPARTMENT OF EDUCATION
Region XI
Division of Tagum City
NORTH DISTRICT
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BASIC
RESEARCH
PHENOMENOLOGICAL INQUIRY
of this study was to explore and to describe and understand the experiences of
students who experienced early exposure to violent video games. It was anchored
on the Arousal Theory (2012) which states that people prefer to maintain ideal or
Division. There were five (5) participants for the in-depth interview and five (5)
participants for the focus group discussion. As to the ideas on the reasons
participants play violent video games, three major themes emerged: enjoyable
peers. With regards to the perceive effects of playing violent video games, three
participants five major themes emerged: think of personal gains without gaming,
stop online gaming to preserve well-being, curb gaming to start saving, impose
measures against gaming addiction and find other hobbies. The results are
This basic research could not be done without the valuable contribution of
many individuals. The researcher would like to take this golden opportunity to
To our God Almighty for the wisdom he bestowed upon her, the strengths,
peace of mind, and good health, unconditional love and guidance in every moment of
To the Principal, Diosdado C. Adolfo and to the students, who were the
participants during the conduct of the study, and in one way or another have shared
their time and precious support in order to get the needed data.
Analyn, Luz, Jenny, Joan, Edralyn, Eden and people who have willingly helped
The Researcher
INTRODUCTION OF THE RESEARCH
Nowadays, everybody knows what a video game is. Even children and
teenagers alike are glued to screens in, playing online games, chatting with friends
and using social networks. It becomes one of the most significant activities of daily
living. Youngsters often spend a great deal of time playing video games. As a matter
of fact, playing computer online games become an entire part of our lives and are
almost in every family. Nonetheless, it is not appropriate to spend more time doing
those activities.
In South Korea, game addiction has become a serious concern in their country.
Frequent news of addicted gamers dropping dead from exhaustion, growing number
of students skipping school and teenagers showing abnormally violent behavior have
According to the Huffington Post, in South Korea, there are at least 160,000
children aged 5 to 9 who are internet addicted. In addition to that, Japan also face the
same problem, it is said there are an estimated 500,000 children aged from 12 to 18
who are addicted to the internet, according to the New York Times. And in China,
approximately 96% of teenagers use instant messaging and 10% meet the
In the Philippines, media connects violence and crime to video games as cases
occurred in the country. It was reported that a 16-year-old allegedly killed an 11-year
old over Dota. Another case reported was that a 17-year-old allegedly killed his
grandmother over the same game. These cases had lead into conclusion among
parents that video games make children stupid or dull; teaches them to be violent; and
it is the
demon’s tool to make other people feel bad (“Side effects: Deaths caused by video
City Division, in which students were reported to the School Guidance Counselors to
record their troubles in playing online violent video games in the nearby internet café.
Both private and public schools echoed the same dilemma because, more minor
students skipped classes in schools and they preferred to stay in the internet cafes.
In accord to that, I have known of students who are late in the class and also
students who skipped classes because of playing violent video games like DOTA,
ROS, Counter Strike etc. These students show violent behavior inside the class.
Further, addiction on online violent video games caused gaming addicts to frequently
It is to this reason that the researcher would like to explore on the reasons why
children play violent video games, and the perceived effects of playing violent video
games. In my thorough search for other research studies conducted in the past, I found
out that, no study has been conducted yet in the local setting concerning about the
It is well hoped that this study could shed light and could provide the society a
clearer picture of the experiences of students with regards to the early exposure of
violent games to students. Furthermore, this study is relevant to the society for them
to understand better about the early exposure of violent video games, how to address
This qualitative study hopes to draw out the experience of the students to
Theoretical Lens
The study is anchored on Arousal Theory (2012) which states that people
games will increase the players’ arousal level and thus it increase both energy and
intensity of performed actions. It was pointed out that violent computer games gives
the arousal needed to produce more aggressive behaviour (Nelson and Smith, 2003).
Koj04 \l 13321 ]. According to this model, by influencing the person’s internal state
aggressive behavior and at the same time increases aggressive behavior in different
theoretical foundation for analyzing the relationship between people and the choice
and use of media which this study considers as a support. The theory posits that,
individuals have a goal when choosing the media they use and are active in the
making of this decision. It also suggests that the more a person relies on a specific
media to satisfy his or her wants, the more the media will become significant to
Definition of Terms
exposed The New Webster's Dictionary of the English Language, (1992). In this
study, it refers to the instances that students play violent video games in the internet or
cellular phones.
contain violent games such as DOTA, ROS, PUBG, Counter Strike, Mobile legend
etc.
Violent Video Games. It refers to a video game in which the range of options
of a human being Statute, (2011). In this study, it refers to the games that promote
violence.
Creswell, (2007). This refers to the different experiences that students share in
different authors which have a bearing to the present study are presented in this
section.
people experience when they see blood and gore according to (Engelhardt, 2011).
in reaction to their media stimuli. This made them to perceive violence to be common
On the other hand, Ortiz (2015) stated that, a child who excessively uses
electronics may become isolated. They may fail to develop normal communication
games have been blamed for school shootings, increase in bullyiung, and violence
towards women. Critics argue that these games desensitize players to violence, and
Studies shown that children exposed to violent media may become numb to
violence, imitate the violence, and show more aggressive behavior. Younger children
and those with emotional, behavioral or learning problems may be more influenced by
violent images expressed by (American Academy of Child & Adolescent Psychiatry,
2015).
In addition Reich (2018), expressed that exposure to digital world will bring
harm to people’s well-being. Those addictive technologies that have captured the
attention and mind space of the youngest generation and supplemented digital life is
become very popular all over the world. These help people to easily access online
depress. These people feel that loneliness and anxiety would be relieved trough online
In addition, Kuss (2013) stated that, with growing internet use in the world,
kids spending more time online and the internet is turning more into an interactive
community internet addiction. Having those problems problematic internet use will
emerge.
Furthermore, Scott added that most gamers reported playing video games even
violent games—it is their way to relieve stress and enjoy playing with friends.
ways. It helps to educate, provide space for creativity and offer healthy social
interaction. But at the same time, the best examples are highly moreish as children
push boundaries to play for increasing lengths of time [ CITATION And14 \l 1033 ].
Now a days playing games is a natural part of growing. It’s one way that
children learn to socialize, compete, to fulfil their craving ego, to entertain and to
have fun. Sometimes playing games is their way to escape from depression. Computer
games are slowly arousing and it is one of the things that bring the negative effect. To
people who are playing and having so much fun with this, that can be a form
treatments are not as well established as those for depression, anxiety, and anger.
According to the result of the research of the study of Ortiz (2018), playing
video games releases dopamine and produces effects that are similar to drug cravings.
their "drug" is taken away.Video game and internet addiction usually point to other
relationships.
Similary, Young (2009) stated that not only are children, teenagers, and
adults are becoming hooked to online gaming. While such cases are rare, mental-
health professionals say the fantasy worlds offered by computer and video games can
become the stuff of very real addictions that destroy marriages and careers. People of
all ages are quickly becoming immersed in this virtual fantasy world whereby they
In addition, David, (2013) stated that the addiction in playing online game is
demonstrated parents tend to believed that their child is in apposition where their
young age to be subjected to fictional media violence through video games. Violent
video games that featuring cartoonish characters and stylized violence in the past has
been replaced by lively characters and extremely realistic blood and gore. The result
shows that participants’ play violent video games because it is a trend game. Also, the
In the same manner, Dindar (2014) stated that, computer games’ influence is
growing continuingly. The research shows that the age of children playing games
continue to be younger and internet usage among children becomes more popular.
Moreover, the internet access has become widespread since 1990s, which impacted
For an instance, as stated by Cerudo, (2014) people who are addicted to games
are usually too stressed in real life that they choose to play online games instead.
Since online games have developed phenomenally over the years, gamers now have
the power to change their names and access identities through character
customization. They can create a new 'self' by choosing hair styles, clothing or when
choosing powerful heroes. They had that freedom to be what they want that hooks
curiosity, and many are attracted to join the trend of playing the game. After
experiencing, they influence other people to try as well. It is easy to learn, fun to play,
and user-friendly. Even kids 10 years and above know how to play the game. These
are the factors why online gaming stands out among other games.
Likewise, Holloway (2013), stated that the effect of violent video games
among young children seem less resilient to the problems they encounter in the virtual
world of violent video games. Children are upset when things go wrong: when they
are socially excluded from games by known friends; when friends and siblings misuse
children’s weight and behavior. Many parents often forget about the possible effects
of playing video games on childrens eyes and vision according to (Bedinghaus, 2017).
Many children play video games for extended periods of time. Excessive
playing of online games can give negative consequences for children eyes. Although
what harmful in excess is actually beneficial in moderation (“Do Video Games Hurt
In line with that, “Internet Addiction – How much is too much time on the
internet?” (2019) stated that constant playing of online games at night can cause
harder time getting to bed. Problems emerge with them when they fall asleep as they
continue obsessing about the Internet, video games, and TV programs during the
night.
In addition, Brunborg (2014) stated that, consistent early studies, most of the
gaming.
caused when a child continuously plays online games. This also depends on the type
of game the child plays. Games may change the behavior pattern of the child that may
become aggressive and tries to imitate the hero in the game who certainly kills his
enemy.
indicated that active video games like sports games and boxing can have the health
effect of a slow walk. Other studies found that those who play video games a lot are
Moreover, Khan (2018) stated that, kids seem to become so engrossed in video
games that they forget to take breaks. In addition kids tend to blink much less
perception of one’s intelligence and gaming skills may contribute to extreme gaming
“The more you play, the more aggressive you become: A long-term experimental
Gaming Frequency and Academic Performance (2008), individuals who spend two or
more hours playing games on a daily basis score below in every subject than their
eyesight as well as emotional problems among gaming addicts, and called for
educating both children and parents on the subject according to (Zhou, 2017).
playing games, eating is irrelevant; the satisfaction they get from playing is the same
as the satisfaction they get from eating. As a result, the body’s immune systems are
getting weaker and now expose the different viruses and diseases. In addition playing
games really affects the life style of the youth who are in to this game, although it has
one good benefit, but it corrupts the mind and the way the youth think. Moreover, it
also weakened the body system, money and moral values were not given importance
because of this game. Like other addictions, online game has replaced friends and
family as the source of a person, emotional life. Increasingly, to feel good, the
addicted person spends more time playing video games or searching the internet.
Similarly, several studies in psychology have found out that increased time
spent on the Internet can lead to negative impact on a person’s ability to communicate
anxiety, or social phobia and the latter three can make the child more inclined and
attracted to gaming. Moreover, these factors are co-morbid in the sense that they can
influence each other. Furthermore, researchers have discovered that video gaming can
be addictive this phenomenon known as "Internet gaming disorder" according to
games addict spends most of his or her time playing games. Someone who has
developed game addiction prioritizes gaming accomplishments over all activities such
as such as spending time with friends and family, school achievement, work
On the other hand, video game addiction affects us in multiple ways. Ranging
that video game addiction are similar to drug or alcohol addiction. Being addicted in
In addition to that, Caranzo, (2019) stated that computer and online games
with the touch of modern technology, it become more than just play. They become
an addiction. As time go by it will be hard for the parents and to them to end what has
been started.
Moreover, Ali, (2018) stated that, playing online game shows that every player
would like to win the game and hence they develop aggressive behavior. The
bombardment games will induce bad vision to the gamers and the gamers see the
Furthermore, Ali, (2018) stated that, playing online games for a long time will
create a negative impact on your child’s academic performance. The more your
children spend in playing online games, the sooner they lack of sleep. Lack of
concentration will be an issue to the children that spend more time in playing online
games. Some children would be interested to online games and later on it can develop
to a kind of addiction.
Kids spend a lot of time playing video games instead of indulging in physical
activities can harm their health in a variety of ways. Constantly sitting in one place
and playing video games at length can increase the chances of obesity, weakens the
muscles and joints, make hands and fingers numb due to over-exertion. And can even
of time can cause children to experience many of the same symptoms seen in the
computer vision syndrome in adults. Extensive viewing of the game screen can lead
"real-world" activities and pursuits, a video game addict spends most of his or her
time playing games. Someone who has developed a video game addiction prioritizes
gaming accomplishments over all other activities such as spending time with friends
In line that, Murchie (2009) stated that, many students become immerse in
computer games they find it difficult to concentrate on their school work. He also
added that, video games are fun and help us relax. But playing them can lead to
Moreover, Dojo (2017) stated that, there are many players who are able to
control their gaming activities as to not disrupt their gaming routine. However, many
view that the time spent playing games could have been put to better use.
something else would be better. It needs a strong will to do that, but eventually as
time went on the habit can be able to break and it became easier to avoid the
Cambell, (2019) states that, if you put the controller down you’ll see that you
have been missing out on a lot. Great books, great social activities, things that can
actually enhance you as a person in the real word. Cambell (2019) added that,
restraining from playing online games helps your desire to set actual goals. Goals will
make a difference in your bank account, your quality of life, and ultimately your
happiness.
Playing online games needs to purchase tools that is needed in the game.
These things can lead to a lot of money being wasted. Because a gamer is already
hooked on the game and would probably do almost anything to acquire what he or she
wants from the game, it’s very likely that they will spend money on the games. These
games can often lead you to spending more money according to (“Are Online Games
People say playing video games is a waste of time. They are referring to those
who people who played video games all day or all night long without bothering to
spend their time a valuable way. Spending your time to this type of game is a waste of
On the other hand, it is not a surprise that staring at screens whether TVs,
computers, phones, or tablets for several hours on end is not great for your eyes. It is
called computer vision syndrome (CVS), the condition affects those who spend
several hours looking at screens. It can cause a wide range of problems, most
commonly led by eye strain and eye pain according to (Moore, 2015).
Additionally, it is highly recommended to the players and to those who have
not been into the game yet, to refrain from playing the game and instead devote one’s
full attention to schooling so as not to get lost from the right track
(Mademoisellechels, 2015).
development of a child’s social skills. This includes the ability to make friends in
person, take responsibility for actions, display good manners, use polite language,
control emotions and temper, follow verbal directions, and develop empathy for
Furthermore, studies often use the term 'gamers' when referring to internet
gaming addicts, disregarding the fact that not all gamers are addicts. It doesn't
necessarily mean that once a person is into games he will go on to neglect his
gamer to an addicted gamer to prove that online gaming destroys lives (Cerudo,
2014).
The above literatures are useful to the study as it is sought the reasons of the
also adheres on the perceived effects of early exposure to violent video games on
students. These reading also explored the insights of participants in relation to playing
violent video games. Lastly, these literatures offers a great help in discussion of the
Research Questions
This study aimed to explore on the early exposure to violent video games,
3. What insights can participant share to others with regard to playing violent video
games?
to early exposure to violent video games. This was dependent on the ability of the
student- participants to express their ideas and perceptions based on their experiences
as they respond to the interview questions which were given by the researcher.
Participants may have different experiences and their inclination to violent video
games may differ in degree and level, therefore, they may be subjective.
This mainly tried to find out the different experiences of students in the early
exposure to violent video games. It was also limited to the experiences and
to what their experiences may bring to others may be viewed differently, hence, the
location of the study was within Pagsabangan Elementary School, Tagum City, Davao
del Norte.
The participants undergone interviews in the best possible time that they opted
to have using the prepared interview guide questions. This was done to best confirm
that they are comfortable in dealing with the questions given through one-on-one
violent video games. The study was conducted on August 2019 S.Y. 2019-2020. This
was good enough for the researcher to get in touch and schedule an interview to the
RESEARCH METHODOLOGY
The methods and procedures used in the conduct of the study are presented in
this section. These were followed and utilized to best achieve the main purpose of the
study which was to explore on the experiences of the early exposure to violent video
games.
Research Design
human problem. The process of research involves emerging questions and procedures,
data typically collected in the participant's setting, data analysis inductively building
from particulars to general themes, and the researcher making interpretations of the
meaning of the data. The final written report has a flexible structure. Those who
engage in this form of inquiry support a way of looking at research that honors an
inductive style, a focus on individual meaning, and the importance of rendering the
(1999) accentuated the fact that phenomenological approaches are ideal at bringing to
fore sensitive issues such as those that expose taken-for-granted assumptions or
challenge a comfortable status quo. In this study, the influence of early exposure to
possible and understand the experiences of the participants. This qualitative research
information of the students who experienced early exposure to violent video games.
There were be five (5) participants for the in-depth interview and five (5)
participants for the focus group discussion. This number could be good enough since
according to Creswell (2013) in qualitative research; the sample size is not generally
predetermined.
The number of participants depends upon the number required to inform fully
all important elements of the phenomenon being studied. The purposive method of
sampling was used in choosing the participants of the study since it was confirmed by
Lewis and Sheppard (2006), that this method provides what needs to be known and
sets out to find people who can and are willing to provide the information by virtue of
The selection criteria for participants of this study were the following: public
identified by their teachers, guidance coordinators, and friends as one of those who
play violent video games for about 4-5 hours in a day and at least one year exposure
the thoughts and feelings of participants in data gathering through in-depth and
focused group interview and to determine the number of participants and establish the
selection criteria.
interviewer, transcriber, verifier, reporter, generating themes out from the data,
phenomenon being investigated and acquaint them on the purpose and its
transcribed the answers of the participants by the use of the recorded interviews and
made the transcription tables through that I came up with the themes based on
professional data analysts, and interpretation and thereafter, form my personal insights
Data Sources
For certainty, this study was dependent on the notes and recorded information
given by the research participants through an in-depth interview and focus group
discussion (Creswell, 2014). The information were coming from the responses of the
participants based from the research questions and sub questions prepared by the
researcher
Consequently, through focus group discussion and in-depth interviews, the researcher
involved unstructured and generally open-ended questions that are few in number and
intended to elicit views and opinions from the participants’ face-to-face interviews
with participants (Creswell, 2014). Moreover, in the interview personal beliefs, views
and experiences of the participants would be included. The setting would probably be
The participants’ experiences and observations served as the primary data of this
study which was obtained through the conduct of focus group discussion.
involved in the study, the availability of material, and place where to conduct the
First, I sought permission to the School Principal of the identified school and I
ask permission to the teachers for me to get approval in conducting an interview with
methodology. I conducted the study through in-depth interview and focus group
Third, participants were considered for in-depth interview and focus group
violent video games, they shared their experiences and how this affects their study
Fourth, the recorded interviews were stored in the computer in the preparation
for transcription.
Data Analysis
After the interview, the researcher proceeded to data analysis. Qualitative data
the data. The clarity and applicability of the identified findings heavily depend on the
analytic abilities of the researcher. This dependence on the abilities of the analyst can
crucial on the part of the researcher to report and document his or her analytic
processes and procedures fully and truthfully so others may evaluate the credibility of
After the coding, the researcher broke the data into chunks and labelled it
reduction techniques in order to identify major themes and key concepts which arise
Ethical Consideration
The Belmont Report (1985) attempts to summarize the basic ethical principles
identified by the Commission in the course of its deliberations. Three basic principles,
among those generally accepted in our cultural tradition, are particularly relevant to
the ethics of research involving human subjects: the principles of respect of persons,
The main concern of this study were the individuals who experienced early
exposure to violent video games at an early age. The researcher was fully aware that
the students were considered as vulnerable in this study. Therefore, their safety and
full protection must be ensured as they are minors and under the care and protection
of their parents, the researcher has done this by the use of consent form. This was to
preserve the trust they would be giving. Thus, the researcher followed the ethical
The first principle, respect for persons, asserts that research participants should
governing, capable of making decisions for themselves as long as they are given
sufficient information to make those decision. This principle forms the basis of
In this study, I did the written consent where the research participants was
given full information about the research, both risks and benefits, and was allowed to
make the decision for themselves if they would participate. As part of the consent, I
included the participant’s right to withdraw from the study, the focus of the study and
form.
the research and minimize its possible harm. The key to this principle is, since all
research has both risks and benefits, to make sure they balance. Benefits to research
In this study, I ensured that the outcome of the research would be positive and
able to share their experiences which would serve as enlightenment on their part in
The last tenet of Belmont Report is the principle of justice. All classifications
of people (race, gender, ethnicity, age, etc.) should be [ CITATION Cre981 \l 13321 ]
equally subjected to the risks and benefits of research, and people should be included
or excluded only for reasons that have to do with research questions or hypothesis.
As the researcher, I would ensure that all the principles would be addressed to protect
the rights of the participants. To ensure justice, results of this study were presented to
the participants.
In this study, I ensured that the outcome of the research would be positive and
beneficial to the research participants. Through this research, the participants were
able to; know the reasons of playing violent video games, perceive the effects of
playing violent video games and lastly, they could share insights to others with
Results
This reports on the findings from the study. It is organized by the researcher in
order to present fully the themes that emerged within the research questions. These
questions let the researcher explore on the influence of early exposure to violent video
The ten students participating in the study are studying in the same school.
Furthermore, in the conduct of the study they were divided into two types of data
gathering methods. Five students for the in-depth interview and the remaining five
So, here is now the result of the interview of the in-depth interview and focus
As I analyzed the responses of the participants on the reasons why they play
violent video games, the following three (3) major themes emerged: (1) enjoyable
pastime activity; (2) inclination to virtual physical combats; and (3) socialization with
peers.
Table 1
The data from this study indicated that majority of the participants agreed that
Kanang bored sila mao na ang makapalipay ug maka palingaw maka challenge pud
siya kay makapildi ka ug isa ka character sa game kay maganahan naka ug samot
sa pagdula ug mga bayolente nga dula. Maka wala pud siya ug stress kay naa didto
(When bored, playing online games was their way to entertain their selves. They
got challenged when they defeat the characters. This intensified their willingness to
play violent video games. Playing online games could relieve stress because your
stress. He stated:
dula.
(Playing online games relieve my stress in the school activities and I do not feel
Most partcipants of the study took playing violent video games as one of the
with friends.
of the reason to play violent video games. Being inclined to this type of game which
Yes ma’am. Yes ma’am. ROS... Gwapo man.Kay mag gira-gira man mam.
(Yes ma’am. Playing online game like Rules of Survival. It is a nice game because it
is a combat.)
(Yes. Rules of Survival, PUBG, Counter Strike and many more games which has
(Yes Ma’am, online games like the Rules of Survival. Because it contains combats
sinumbagay.
(Playing online game for me to be entertained. Because, it contains combats and fist
fight.)
(Playing online games is entertaining because there are combats and fist fight.)
opportunity to them to be with peers. Some of them believed that they are being
(You are tempted to play violent video games when with friends.)
classmate.
combats made them interested to play online games. Accordingly they thought that it
violent video games as the result of their shared answered three (3) major themes
Table 2
Some participants noted that playing online violent video games made them
Makadaot sa imoha kay sige nalang ka ug dula unya dili naka magkaon.
(It can harm you because frequent playing lean towards forgetting to eat meals.)
pud siya sa mata kay tutukan nimo ang monitor ug dugay. Mahimo
(Playing online games makes you hungry, skip meals and can harm
your vision because of long exposure to the monitor. It can make you
forgetful.)
games.
(Frequent playing of violent video game can cause harm on your eyesight.)
IDI-01 added:
nga dula.
(It can delay learning ability and it cause harm because the game we played is not
Makabulag siya sa mata kay imo man tutukan ang character nimo para
IDI-04 added:
(You cannot get enough sleep because of playing violent video games
in the internet café. This can also cause low energy to the body.)
naka ma’am.
(It can cause harm and game addiction when you keep playing this
type of game.)
The participants of the study believed that playing online violent video games
can compromised physiological needs and up keep. As what they mentioned that
playing can make one feel exhausted and make them skip their meals just to play
Desensitized to Violence
Most of the participants shared answered signified that playing online violent
Maka irita siya ma’am kay masikuhan lang gani ka kay sumbagon dayon
(Playing violent video games can cause irritation and bad temper.)
IDI4 confirmed:
nga bag-o pa nagtuon. Kung magdula ka tungod sa kauban nimo nga bag-o
pa nagtuon.
(Playing online games makes you get mad easily because of the inexperienced
newcomer.)
FGD-02 said:
Mag sige rakag dula ana ma’am dali raka mapungot ma’am.
(If you keep playing that type of game you’ll easily be irritated.)
As FGD-04 believed:
(When you became addicted to violent video game you can imitate the game you
played.)
As IDI-03 stated:
Yes ma’am, masundog (violent video games) man nako. Kanang manungog
(Yes ma’am, it can lead to do violent actions because, you can imitate the actions
on the violent video games. If someone is mocking me I easily get mad and do
FGD-04 added:
Makatuon ka ug sumbagay kay maadict na man ka anang computeran unya
ang kanang character nimo kay masundog nalang pud kay ini naa mukuhit
(Playing violent video games it can cause irritation and bad temper. When someone
touches you, you tend to make bad actions just like on the violent video games.)
IDI-02 said:
Kanang mabuhat nimo ma’am. Ang kanang bayolente nga video games.
Mang bully… Masuko naka ma’am kung awayon ka. Ay kung sungogon ka
ma’am.
(Playing online games it can encourage you to do violent actions. And it cause to get
FGD-04 stated:
(Frequent playing of violent video games can affect studies and it can cause game
FGD-05 said:
Oo, makasulti ka ug bad words ug masundog nako ang akong gina dula nga
video games.
(Yes, by saying bad words and imitating the game you played.)
nimo nga naa sa computeran nga nagadula ug bayolente nga video games.
(Yes ma’am, by saying bad words and imitating the game you played.)
Kuwan ang problema kay… kanang dili ko maka focus ug naay newbie nga
kauban kay kuwan mag gara-gara siya kanang dili pa kayo kabalo sa mga
namo…ma trash talk-an namo ang kauban siya katong newbie inig mag gara
(I think the problem is I can not focus on the game if I’m with a newbie companion
because, they are new on that kind of game and they still learning the rules of the
acts of violence.
As participants play online violent video games they believed that it can
diminished their sense of self-awareness as to what they said based on the transcripts
shown.
tungod sa dula nga Rules of Survival nga ni undang siya ug skwela kay na
addict siya. Ang uban mga bata karon kay mangupit nalang.
(It can cause game addiction, just like my classmate he stop going to school because
he became addicted to the game Rules of Survival. Some students steals money to
Oh, mangupit nalang sila kay kuwan wala man silay pandula. Pandula sa
video games.)
Makakupit naka kay gusto naman ka magdula unya katol napud ang kamot
kay kadulaon na man kaayo, mao jud na ang makuha sa bayolente nga games.
(You can steal money just to play violent video games and your hands felt
FGD-05 added:
(Playing violent video games even if it is late night. And this made you to go home
late.)
As IDI-04 believed:
Kanang mapabayaan na nimo ang skwela nimo para makadula lang (violent
video games) tapos maka cutting naka...maka cutting classes naka para
(You neglected your study just to play violent video games and sometime gaming
IDI-05 stated:
Makadaot sa mata kung mag klase ka dili naka ka lihok kay sige nalang ka
(It can also harm your eyes because of frequent exposure to the monitor. Inside the
Most of the participants’ shared answered entails that playing violent video
games makes them diminished their self-awareness as to what they said that, they can
steal money and by not going to school just to play violent video games.
in relation to playing violent video games the following five (5) major themes
emerged: (1) playing video games is not good for the health (2) playing video games
is a waste of time and (3) playing video games cost money. The following transcripts
games.
Table 3
violent video games is not good for the health. Some participants shared that online
games can is just a waste of time and cost money. Following are the shared transcripts
of the participants.
IDI-03 expresses that playing violent video games is not good for the health.
He stated:
kalit.
(Refraining from play violent video games because it can harm the eyes and can
It was supported by FGD-02, that frequent playing can cause harm to eyes. As he
stated:
sa mata ug kuwan kanang dili na mo mag sige ug dula ana kanang mga
Dili na siya makaayo kay makadaot na sa mata unya gasto ra kayo na dako ra
(Paying violent video games can cause harm to eyes. This makes the
IDI-05 shared his thoughts regarding on playing violent video games which is
(I won’t play violent video games, because it is not good for the
health.)
added that:
Akong ipaambit sa ilaha nga dili siya maayo kay makadaot siya sa mata ug sa
atong panglawas kay makalimot nata ug kaon mag sige na lang ug dula sa
(I just want to share to those who played violent video games, that playing it is not
good for the eyes and health. Playing this game makes you forget to eat at the right
time.)
Furthermore, IDI-03, said that, playing online games is not good for
the health and not appropriate for the kids to play. He stated that:
Yes ma’am. Iingon nako kay mo mu-undang nako sa ingon ana nga dula kay
makadaot. Dili na pwede sa bata nga dula nga video games nga dula.
(Yes ma’am, those insights that I shared can be applied to myself. I should stop
playing it because, it is not good for the health and are not appropriate for kids.)
stop online gaming for the reason that it is not good for the health. As to what they
The participants’ wants to share to those who play violent video games that
playing violent video games is a wates of time. And it made them realized that it’s
more important to spend their time in more valuable one. The following are the
akong ginikanan.
(I won’t play violent video games. I’ll spend my time helping the house hold
the house hold chores instead of spending my time playing violent video
games.)
their family than spending time in the internet café just to playing online
in playing violent video games is a waste of money. As they realized that they
wanted to save it than spending it on internet cafes. Here are the transcript of
their answers.
what he said:
(I’ll stop playing violent video games. I’ll save money instead of
Dili nalang ko mo dula oii… kapoy ra mag sige ug dula ah… may pag
(Playing violent video game is a tiring game. I’ll save money instead
imong mata.
(Saving money instead of going to the internet café, which can cause
nalang ka.
Undangon na nila ang dula ma’am kay, kung permi sila magdula ana
(They must stop playing violent video games because, frequent playing
insights regarding on playing online violent video games to other individuals. They
assert that playing violent video games cost money and instead of spending money
just to play violent video games they decided to save money in their own little way
DISCUSSIONS
This present the summary of the results it is followed by a discussion and key
findings and themes supported by citations from the authors. After that, is the
This thesis is presented because of its timely purpose, which is to describe and
video games. Because, as what we know, online gaming has so many things to offer
reasons of playing violent video games brought by constant playing of violent video
games. Constant playing of online violent video games made them established the
reason beyond why they play this type of game. Further, it is where the attention of
the participants were divided that even their health and social life is unknowingly
affected.
online games provides an avenue for them to relieve their stress. Because it provides
depress. These people feel that loneliness and anxiety would be relieved trough online
In addition, Oskin (2012) stated that, with growing internet use in the world,
kids spending more time online and the internet is turning more into an interactive
community internet addiction. Having those problems problematic internet use will
emerge.
Internet’s widespread accessibility online gaming within the digital environment has
become very popular all over the world for children and adolescents. Online gaming
This type of game offers to the participants their interest boost. Participants
are being inclined to this type of game. This results to having oponents in virtual
physical combat that makes children addicted and more interested on playing.
treatments are not as well established as those for depression, anxiety, anger, etc.
Not only are children, teenagers, and college students effected by online
online gaming. While such cases are occasional, mental-health professionals say
real addictions that can destroy marriages and careers. People of all ages are quickly
becoming immersed in this virtual fantasy world whereby they think they can easily
The result showed that participants play violent video games because it is a
trend game. Playing online games allows them to be with their peers. Also, the impact
influence is growing continuingly as research shows that the age of children playing
games continue to be younger and the use of internet among children becomes more
popular. Moreover, the internet access has become widespread since 1990s, which
Holloway, Green & Livingstone (2013) seem less resilient to the problems they
encounter in the virtual world of violent video games. They are upset when things go
wrong: when they are socially excluded from games by known friends; when friends
and siblings misuse their online profiles; and when they encounter virtual losses.
violent video games. A result of their shared answered, they pointed out that too much
exposure to violent video games can damage their eyes and affect their behavior.
They also added, excessive gaming can lead to skip their meals.
The participants of the study believed that playing online violent video games
can compromise physiological needs and up keep. As what they mentioned that
playing can make one feel exhausted and make them skip their meals just to play
periods of time playing video games may possibly affect a children’s weight and
behavior. On the other hand, many parents often forget about the possible effects on
Many children play video games for extended periods of time. This can give
three negative consequences for their eyes; although what harmful in excess is
actually beneficial in moderation (“Do Video Games Hurt Your Eyes?, 2015”).
Desensitized to Violence
The result of the shared answered of the participants shows that playing
violent video games can cause aggressive behavior on the player. Playing online
games can lead to easily angry and irritate. Some said that they can imitate the hero in
caused when a child continuously plays online games. This also depends on the type
of game the child plays. Games may change the behavior pattern of the child that may
become aggressive and tries to imitate the hero in the game who certainly kills his
enemy.
fictional media violence through video games. The violent video games featuring
cartoonish characters and stylized violence in the past has been replaced by lively
sense of self-awareness, because their attention hooked by the game they played.
Playing online games makes children do some negative actions in order to play this
Playing online video games/ computer game give some positive effects.
However, playing online games give mostly negative effects. Several professors
two or more hours playing games on a daily basis score below in every subject than
or social phobia and the latter can make the child more inclined and attracted to
gaming. Moreover, these factors are co-morbid in the sense that they can influence
each other.
Based on the focus group discussion and in-depth interview conducted for
student who are inclined to early exposure to violent video games. Participants have
shared their experiences on the insight that they can give to other students who played
violent video games. As they shared their insights to others they pointed out that
extensive playing online violent games in extended time is dangerous to ones health.
They also added that, it is more important to spend time in a more valuable way.
Moreover, participants claimed that playing online game is just a waste of money.
Playing Video Games is not good for the Health
video games can lead to negative result in health and must be avoided by children.
They also pointed out their insights on the negative effects that a player can gain in
playing online games. The responses of the partcipants revealed that online gaming
Video Games Impact on Children- The Good and The Bad (2017) stated that,
kids spend a lot of time playing video games instead of indulging in physical activities
can harm their health in a variety of ways. As a matter of fact, constantly sitting in
one place and playing video games at length can increase the chances of obesity,
weakens the muscles and joints, make hands and fingers numb due to over-exertion.
Moreover, Khan (2018) stated that kids seem to become so engrossed in video
games that they forget to take breaks. For instance, kids tend to blink much less
frequently while captivated in a video game. This reduced blinking can significantly
affect the flow of tears, which sometimes can be result in dryness and irritation.
bids awareness to other children to spend time to more important things. This is in
consonance to what they shared regarding on diverting their time in playing games to
valuable one. The participants realized that spending time with their families can be
more pleasurable than playing online games. They also shared that helping their
their gaming routine. However, many view that the time spent playing games
Cambell, (2019) stated that, when you put the controller down, you’ll see that
you’ve been missing out on a lot. Great books, great social activities, things that can
actually enhance you as a person in the real world. And realized that excessive
something else would be better. It needs a strong will to do that, but eventually as
time went on the habit can be able to break and it became easier to avoid the
People say playing video games is a waste of time. They are referring to those
who people who played video games all day or all night long without bothering to
spend their time in a valuable way. Spending your time to this type of game is a waste
playing violent video games can lead to over spending money. Moreover, participants
revealed that excessive online gaming makes one an addict of the game and exhausts
one’s money.
Cambell, (2019) stated that, restraining from playing online games helps your
desire to set actual goals. Goals will make a difference in your bank account, your
These things can lead to a lot of money being wasted. Because a gamer is already
hooked on the game and would probably do almost anything to acquire what he or she
wants from the game, it’s very likely that they will spend money on the games. These
games can often lead you to spending more money according to (“Are Online Games
Online gaming is the new trend for the younger generation on this era of
technology. As the result of this study, students who are exposed to violent video
games can develop negative effects to them. As teachers, we need to develop new era
strategies that can help the students remind the bad effects of online gaming.
This study talked about the insights of students with regards the effects of
early exposure to violent video games. This study found out the different negative
effects and what to do in order to cope with the challenges adheres in it.
games. This implies that the Department of Education must strengthen the time that
can enhance students’ physical body and playing field games to divert their time on
monitor the performance of the students inside and outside the school. There is also a
need to develop more activities that can enhance the abilities of the students to have
socialization with peers, by these they can able to be inclined to more physical games
and mind games can able to forget the playing of violent video games.
Moreover, implementation of school rules regarding on escaping classes must
classes.
are attending classes inside the classroom. They should also implement strictly the
policy that no internet cafes near in school premises to avoid students be in that area
each occasion of the students’ absences to the school. Primarily this will help to
issue regarding as to what really the students experience on early exposure to violent
video games.
Division and the following implications for future research are advanced:
As the findings of this particular study were not generalizable beyond the (10)
participants, (5) five participants in in-depth interview and (5) five participants in
focus group discussion, future research may be conducted investigating the same
experiences of students on the early exposure to violent video games from other
study to see whether their views and perceptions have not changed over a period of
time.
This study was specifically done in a public school which is identified to have
students who are exposed to violent video games. Further research could be done to
investigate the same phenomenon among students in other public and private schools.
The findings of this study were viewed from the lens of the students. Further
research could be conducted to find out the learners’ views and insights on the early
Concluding Remarks
inquiry highlights its significance and the pressing necessity to conduct the
investigation. The findings of the study pointed out that early exposure to violent
The results of this study revealed that early exposure to violent video games
can develop negative effects. On the other hand, it cause them to be aware on the
different negative effects that they get through playing online violent video games.
Furthermore, participants realized the better things to do aside from playing online
challenges was to meet the participants and fit to their vacant schedule for me to be
able to conduct the study. Regardless of those challenges I am thankful that they give
their time, imparted so much data and gave their full cooperation and sincerity in
sharing their experiences on early exposure to violent video games during the in-depth
Further, based from their experiences, they have offered some insights in
which they believed it could be a great help for them. They have suggested that it
would be better to avoid playing online violent games to avoid health risk, help their
family and saving money instead of playing online violent video games by that their
1. Seminar, training and For the students to Students will develop DEPED staffs Every end of the
Workshop for the develop self-awareness awareness and will and Teachers month.
(setting of Standards) determine the do’s and rules and regulation Teachers & the school year and
Rules and don’ts of the school. of the school and Principal every end of the
The role of the student in the institution. about their role in the
the respective family become more active in capability of teaching Teachers Grading Period.
learners.
Financial Report
behavior.
2. Orientation For the students Awareness Students, No Expenses Every beginning of
(setting of to determine the about the rules Teachers & the school year and
Standards) do’s and don’ts and regulation Principal every end of the
school. themselves
the
school.
3. Having Seminar For the parents to Parents will Principal No expenses Every end of the
identify their
ability of helping
their children.
4. Physical Fitness Improve the Learners will Teachers No expenses Every morning or
the learners.