Professional Documents
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Background
Online Games (also known as Internet Games) are computer games that are
played via a computer network, most commonly the internet. Online games can range
from simple text-based games to complex graphics and virtual worlds populated by
many players at the same time (Sardone et al., 2008). Playing video games on the
internet is referred to as online gaming. It can be played both solo and in multiplayer
mode. Online gaming, which is compatible with both PCs and mobile devices, has been
a game-changing revolution (Smith, 2019).
Gaming has had a long history. It has progressed and taken some jaw-dropping
turns and twists that have astonished humanity in a variety of ways (Smith, 2019). Many
games were developed and became popular among many people between the 1940s
and the 1960s. Computers have always shown a desire for networking. Games were
simply played on computer devices. However, the years 1960-1990 marked a
watershed moment in the history of video games. Time-sharing and host-based
networks proved to be the foundational elements of the internet. Many games have
been designed and developed to encourage online participation. Online game
availability is much cheaper and offers a greater variety of games for people to enjoy
based on their preferences. As a result, the culture of online gaming has flourished
around the world in recent years (Smith, 2019).
Conventional
Adolescents – : a young person who is developing into an adult : one who is in the state
of adolescence
Computer – an electronic device for storing and processing data, typically in binary
form, according to instructions given to it in a variable program.
Emotional Intelligence – the capacity to be aware of, control, and express one’s
emotions, and to handle interpersonal relationships judiciously and empathetically.
Online Game – a video game that is either partially or primarily played through the
Internet or any other computer network available.
Perceived stress – the feelings or thoughts that an individual has about how much
stress they are under at a given point in time or over a given time period.
Popularity – the state or condition of being liked, admired, or supported by many people.
Positive – a good, affirmative, or constructive quality or attribute.
Self management – the ability to regulate one's emotions, thoughts, and behaviors
effectively in different situations.
Social skills – any competence facilitating interaction and communication with others
where social rules and relations are created, communicated, and changed in verbal and
nonverbal ways.
Operational
Addiction – it is used to describe how much the respondents have been addicted to
playing online games
Adolescents – the persons who have been more likely become addicted
Helplessness – one of the two-mediator model for explaining the relationship between
emotional intelligence and online gaming addiction.
Gaming is a significant industry that has been rapidly growing and progressing
over the decades. Solo and multi-player online gaming is a simple and entertaining
option (Smith, 2019). Over the last decade, massively multiplayer online role-playing
games (MMORPGs) have grown in popularity. MMORPGs are played by approximately
20 million people worldwide (Hill, 2011), as online gaming becomes more popular, this
figure is expected to rise. People of all races, ages, and educational levels use these
virtual worlds, implying that the stereotype of the young gamer is no longer accurate
(Williams, Yee, & Caplan, 2008).
Another gap is the lack of research on the mediating process that may explain
the relationship between emotional intelligence and online gaming addiction. One
potential mechanism is through perceived stress. Perceived stress is defined as the
degree to which situations in one’s life are considered stressful (Cohen et al., 1983).
Perceived stress includes two facets, that is, perceived self-efficacy and perceived
helplessness (Lee, 2012). Perceived self-efficacy refers to people’s confidence in their
ability to manage stressor, whereas perceived helplessness indicates people’s feeling of
unable to cope or exert control. To our knowledge, a limited number of studies have
shown that perceived stress emerged as a significant mediator of emotional intelligence
on psychological well-being (Ruiz-Aranda et al., 2014; Urquijo et al., 2015). However,
research has yet to examine the possible mediating role of perceived stress in the link
between emotional intelligence and online gaming addiction.
On the other hand, recent studies have shown that perceived stress may impact one’s
addictive behavior (Velezmoro et al., 2010; Kardefelt-Winther, 2014; Park, 2014; Samaha and
Hawi, 2016). For example, several studies have found a positive correlation between perceived
stress and internet addiction (and/or online gaming addiction) (Kardefelt-Winther, 2014; Park,
2014). Perceived self-efficacy was found negatively associated with internet addiction (İskender
and Akin, 2010). However, in the study of Velezmoro et al. (2010), perceived helplessness, not
perceived self-efficacy was found to be related to internet addiction, suggesting the different
roles of perceived helplessness and perceived self-efficacy in internet addiction and/or online
gaming addiction. Taken together, emotional intelligence may be indirectly associated with
online gaming addiction via perceived self-efficacy and perceived helplessness operating in
parallel. However, to date, no known studies have yet directly examined the two-mediator
(perceived helplessness and perceived self-efficacy) model for explaining the relationship
between emotional intelligence and online gaming addiction.
The current study extends previous research by examining the associations between
four dimensions of emotional intelligence (i.e., self-management of emotions, the utilization of
emotions, empathy and social skills), two facets of perceived stress (i.e., perceived self-efficacy
and perceived helplessness) and online gaming addiction in male adolescents. Only male
adolescents were recruited since male adolescents spent more time playing online games, were
more addicted to online games, had a much higher prevalence of online gaming addiction, and
exhibited different mechanisms for online gaming addiction (Ko et al., 2005; Li and Wang, 2013;
Ha and Hwang, 2014). This study has two specific goals. Firstly, to determine which dimensions
of emotional intelligence have significant and unique associations with online gaming addiction;
secondly, to examine whether perceived self-efficacy and perceived helplessness would
mediate in parallel the associations between four dimensions of emotional intelligence and
online gaming addiction.
METHODOLOGIES
This chapter describes and discusses the specific procedures or techniques used
to identify select, process, and analyze information about the topic. It describes who will
be the respondents and focus of the research. Discusses the research method to allow
the readers to critically evaluate the studies overall validity and reliability.
Survey Environment
This survey will take place at Baungon National High School during the school
year 2021-2022. Ten (10) student online gamers from different year level, male and
female will be chosen to participate in this survey.
The researchers will use survey and questionnaires in collecting data. It serves
as the first step for data gathering. The survey has two parts. First was the profile of the
respondents such as their name, age and gender. The second part was the survey
proper that determines about the online gaming addiction of the respondents.
Survey as a method used for collecting data and gain information and insights on
the topic. Firstly, the researchers looked for their respondents, and letting them fill out
the questionnaires given to them after the researchers explained the objective and
purpose of conducting the report. Lastly, the researchers then analyzed and interpreted
the data gathered.
PRESENTATION AND REPORTING OF DATA
The chapter contains presentation, analysis and discussion of the data collected
by the researcher during the data collection. The frequency tables show the findings as
derived from the responses by respondents to the various questions contained in the
questionnaire followed by discussions.
The purpose of this study was to assess pros and cons of online gaming
addiction. The data were collected through primary and secondary.
This study explored mixed method of collect data. The quantitative approach has
applied particularly on the presentation of findings from the responses. The
questionnaires were also used to collect data and were distributed to the respondents
according to the categories of the study. This section describes the general
characteristics of the respondents such as gender, age, and their perceptions about
online gaming.
The respondents were asked to indicate their gender. The result was then cross
tabulated against their designation and the result was as given in Table.
Results in table 1 above shows the respondents gender who responded to our
questionnaires. Out of the 10 responded, 7 males (70%) and 3 females (30%). This
analysis implies that the majority of male under the study responded to the
questionnaire than female gamers. This implies that male gamers are many as
compared to female.
4.2.2 Age of the Respondents
The respondents were asked to indicate their age. The result was then cross tabulated
against their designation and the result was as given in table.
Table 2 present age of the respondents who responded to our questionnaires. Out of
10, 15-16 were 6 (60%) and 17-18 were 4 (40%). This analysis suggest that majority
who age range from 15-16 are gamers.
The respondents were asked whether they play online games. The result was then
cross tabulated against their designation and the result was as given in table.
Table 3.
Frequency Percentage
Yes 10 100
No 0 0
Total 10 100
Table 3 presents how many of the respondents play online games. Out of 10, 10
(100%) of the respondents are playing online games.
Table 4.
Frequency Percentage
<1 year 1 10
1-2 years 5 50
2-3 years 3 30
3-5 years 1 10
>5 years 0 0
Total 10 100
Table 4 shows how many years the respondents have been playing online games. Out
of 10, 1 (10%) have been playing for less than a year, 5 (50%) have been playing for 1-
2 years, 3 (30%) have been playing for at least 3-5 years and no one from the
respondents have played in more than 5 years.
The respondents were asked how often they play online games. The result was then
cross tabulated against their designation and the result was as given in table.
Table 5.
Frequency Percentage
Rarely 5 50
Once a month 0 0
Once a week 0 0
Once a day 4 40
Several times 1 10
Total 10 100
Table 5 shows how often the respondents have been playing online games. Therefore,
most of the respondents 50% plays rarely. Whereas 50% plays rarely, 40% have been
playing once a week and only 1% plays several times.
The respondents were asked how many hours do they play online games. The result
was then cross tabulated against their designation and the result was as given in table.
Table 6.
Frequency Percentage
<1 hour 1 10
1 - 5 hours 7 70
5 – 10 hours 2 20
10 – 15 hours 0 0
15 -20 hours 0 0
Total 10 100
Results from table 6 shows that 70% of the respondents play online games for 1 – 5
hours. Whereas 10% plays less than an hour, 70% plays for 1 – 5 hours and 20% plays
for 10 – 15 hours.
The respondents were asked what are their objectives for playing online games. The
result was then cross tabulated against their designation and the result was as given in
table.
Table 7.
Frequency Percentage
Entertainment 2 20
Past time 8 80
Habit 0 0
Peer pressure 0 0
Others 0 0
Total 10 100
Results from table 7 shows that the reason why the respondents play online games was
80% for past time. Out of 10, 2 (20%) has said for entertainment and 8 (80%) have said
for past time.
The respondents were then asked what type of online game/s they usually play. The
result was then cross tabulated against their designation and the result was as given in
table.
Table 8.
Frequency Percentage
Mobile Legends: Bang 8 80
Bang
Call of Duty 1 10
PUBG 0 0
DOTA 2 1 10
Others 0 0
Total 10 100
Results from table 8 shows that out of 10 respondents, 80% are playing Mobile
Legends: Bang Bang, 10% are playing Call of Duty and 10% are playing DOTA 2. This
proves that Mobile Legends: Bang Bang is the most played online game.
4.3.7 Setting
The respondents were then asked where do they play online games. The result was
then cross tabulated against their designation and the result was as given in table.
Table 9.
Frequency Percentage
At Home 9 90
Computer Shop 1 10
Internet Cafe 0 0
Malls 0 0
Others 0 0
Total 10 100
The results from table 9 shows that 90% of the respondents play online games at home.
Whereas out of 10, 9 (90%) plays at home and 1 (1%) plays at the computer shop.
The respondents were then asked whether online games have generated problems in
their relationship towards other people. The result was then cross tabulated against
their designation and the result was as given in table.
Table 10.
Frequency Percentage
Yes 7 70
No 3 30
Total 10 100
The results from table 10 shows that 70% of the respondents believe that online games
have generated problems in their relationship towards their friends, family and other
people. Whereas out of the 10 respondents, 7 (70%) have answered that it has
generated problems in their relationship with other and 3 (30%) believed it has nothing
to do with their relationship with other people.
4.4.2 An escape
The respondents were then asked if they believed that online games is a way to escape
problems. The result was then cross tabulated against their designation and the result
was as given in table.
Table 11.
Frequency Percentage
Strongly Agree 1 10
Agree 1 10
Neither Agree or Disagree 3 30
Disagree 4 40
Strongly Disagree 1 10
Total 10 100
The results from table 11 shows that 40% disagrees with the thought that online games
are a way to escape problems. Whereas 10% strongly agreed, 10% agreed, 30%
neither agreed or disagreed and 10% strongly disagreed.
The respondents were then asked if they believe that playing online games can relieve
unpleasant emotions. The result was then cross tabulated against their designation and
the result was as given in table.
Table 12.
Frequency Percentage
Strongly Agree 3 30
Agree 7 70
Neither Agree or Disagree 0 0
Disagree 0 0
Strongly Disagree 0 0
Total 10 100
Results from Table 12 shows that 70% of the respondents believes that playing online
games can relieve unpleasant emotions such as anxiety and sadness. Whereas out of
10 only 3 (30%) strongly agreed and 7 (70% ) agreed.