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The Impacts of Online Gaming on the Academic Performance and Mental

Health among Grade 11 students of Filipino-Turkish Tolerance School

A Proposal

Presented to

MISS SITTI RAIZA MASBUD

Filipino-Turkish Tolerance School

Zamboanga City

In Partial Fulfillment of the Requirements for Practical Research I

Goblet of Fire Squad 

Sabdani, Alfrenzkhan A.

Camlian, Yanina Tandico

 Amil, Ghada O.

Ibrahim, Azifard 

Omar, Alibasher M.

Mandi, York Lian


CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Background of the Study

Over the years, technology has developed constantly, and these developments

have created huge impacts to the lives of people — a lot of information has been made

accessible, productivity in several industries has increased, communication has been

made easier, etc.  In connection to these, online games, one of the products of modern

technology, were introduced and had gained immense popularity especially among

today's youth — almost no high school students specifically in the Philippines are

complete strangers to games such as Mobile Legends, Call of Duty, Among Us, League of

Legends: Wild Rift, Dota I and II, CSGO, Valorant, Genshin Impact, etc. 

The COVID-19 pandemic has had a major impact on people’s lives, including how

they spend their time and deal with unusual events. Schools are closed with no certainty

as to when it will be open and this is why the students are unsure on how to spend their

time. Online games have become their lifeguard during a pandemic (Poddar,2021).

These games had become too enticing to be ignored and it has become one of the habits

of the students in their daily lives especially during the pandemic where most of the

students are locked within the four corners of their homes. In a statement by (Squire,

2006), explained that "games experiences are changing the present generation's

attitudes towards work and learning”. Online games have given many challenges from
student's behaviors striking their academic behavior to constantly change positively or

negatively with their personality, as it brings various types of behavior that affects

players in different ways affecting their academic performance (Aviso,2021).

Academic performance is a fundamental component among the lives of the youth

and the country in general as it determines how both will fare (Yalcin, 2019). Since the

world has gone progressively digital, this entices students to try the appealing creation

of the developers — setting the youth being astonished with the quality of reality

production or ephemeral worlds that emerge the imaginative vision of inventive

developers (McAnley,2019). While numerous students turn out ready to adjust between

internet games and education, other students don’t have the same capability, which

drives them to constrain a greater amount of their time to online games rather than

studying. This results in the delay of scholarly tasks and the loss of sincerity in

education, which offers passage to influence the likelihood of such students getting ideal

scholastic outcomes. 

There is a solid interrelation between mental health and academic performance.

Students who are struggling with depression, anxiety and other mental illnesses may

affect their academic performances in school. Additionally, too much exploitation on

online games may also lead to affliction in their mental health and may encounter

Internet Gaming Disorder (IGD). The World Health Organization (WHO) in 2019

determined that IGD were included as mental health disorders. As defined in the 11th

revision of the International Classification of Diseases (ICD-11), Internet Gaming


Disorder is a “pattern of gaming behavior, characterized by impeded control over

gaming” including its context, termination, duration, intensity, frequency, and onset

(Lopez-Fernandez, 2019) ― expanding priority given to gaming, such that daily

activities and other life interests becomes marginal; gaming overshadows different

interests and daily tasks regardless of the occurrence of adverse consequences. 

In this generation, individuals are very engaged in online activities, especially

high school students, to the fact that it also affects their academic performance. A

substantial piece of students' relaxation break of school is spent on online games. The

purposes behind the teenagers' fascination with these games incorporate being

invigorated and effectively available while specialists and families don't have any

appropriate plan for understudies' relaxation time and there are very few choices for

their entertainment. Playing computer games to some extent can be useful, but long-

term playing leads to various physical and mental complications (Addict Health, 2009).

This study will provide an overview of the consequences of online games both

academically and mentally.

 Statement of the problem

Online games have been one of the ways where a lot of students spend their free

times in; however, some take even more time playing these, affecting their time

allotment for school and other important matters. Aside from this, online games provide
a virtual environment and experiences that could impact one’s emotional, psychological

and social well-being. 

This study aims to understand the effects of online games on both academic

performance and mental health of the senior high school students of Filipino-Turkish

Tolerance School. The following questions will be addressed:

1.  How much time do Grade 11 students of FTTS spend on playing online games?

2.  How do online games influence the Grade 11 students of FTTS’s academic

performance?

3.  How do online games affect the mental health of Grade 11 students of FTTS?

Significance of the study

        The findings of this study may provide the following benefits to the Grade 11

students of Filipino-Turkish Tolerance School.

          First, it is likely to provide new and credible information about the impacts of

online gaming on their academic performance and mental health to the Grade 11

students of Filipino-Turkish Tolerance School. It will provide them with a clear

understanding of the subject matter.

Second, it will give the students the idea on how to reduce Internet Gaming

addiction and how to effectively manage their time.


Scope and Delimitation

The research sample is bounded within the premises of one (1) selected private

school in Zamboanga City, namely Filipino-Turkish Tolerance School, senior high

school level. The respondents are the Grade 11 students of FTTS ― regardless of their

academic strands, which comprises forty-seven (44) students aged 15-19 years’ old who

may or may not engage themselves to online games.


CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter presents and includes literature and studies that are related to the

study, theoretical framework, concepts, research findings, definition of terms and

output from both foreign and local perspectives that are relevant to the proposed study.

The Rise of Online Games

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. Many genres have

been introduced into the world of gaming, capturing the attention of people of all ages

(Smith, 2019). A game can have complex clear lines of sight or simply a text-based

presentation. Though certain individuals scrutinize gaming as a result of gaming

compulsion and the advancement of brutal demonstrations. Nonetheless, it has been

displayed to benefit the gamer both mentally and physically.


Having existed for centuries, in 1983 the gaming industry made an unexpected

breakthrough when they discovered the first video game ever. The first video game

prototype was created in 1950. Although it did not make it into the spotlight because

there was no medium for its dissemination. Players were somehow unable to access the

video game at the time. Luckily, the internet gave the video game a chance to gain

popularity among players. Later came video games, and the players couldn't get enough

of the action. Gaming online became a popular concept among players almost

immediately after internet usage was introduced in many homes (Mutai, 2020). It was

due to the fact that accessing the games online was now possible, resulting in the

development of new games that made the popularity of online games escalate better. As

technology advanced, the gaming industry did not lag behind in terms of development

and trends.

Conceptual Literature

Online games are well-known forms of innovation that have turned into a

concern, particularly among young people, as it can prompt compulsion (Charlton and

Danforth, 2010). Generally, this technology exploitation includes a dysfunctional

psychological angle, in spite of the fact that its versatility relies upon the sorts of internet

games that offer various types of obsessive-compulsive conditions, which might draw in

a player to ignore their significant obligation throughout their everyday

life.

An early work by (Jeong, Kim, 2011) observed that the youth these days choose

the virtual world rather than this present reality to fulfill their longing desire in gaming.
Hence, dependence on internet gaming is a psychological issue that has been recognized

and depicted in different aspects. Another study by (Griffiths, 2005) guaranteed that

biopsychosocial systems add to addiction. Such compulsion might incorporate internet

gaming, which includes actions in changing the state of mind through individual

conduct, flexibility, the pertinence of symptoms and relational and intrapersonal issues

because of one’s utilizations to games. A research study by (Choi, Kim, 2004) contended

that the youthful age views internet gaming as an immensely popular bandwagon from

an electronic perspective. Furthermore, since there are no authority determinants for

distinguishing a person as an abuser, a few investigations view online games fixation as

a consistent idea where its compulsion levels range from low to high.

Online games have both positive and negative impacts on the students. The

internet has always played an important role in online games, but the excessive use of

the internet has resulted in Problematic Internet addiction. The word addiction is

commonly used in drugs but it has been alleged by some academics that excessive

Internet use can be pathological and addictive. (Griffiths,2006) 

          Simply based on whether problematic video gaming can be classified as an

addiction, there are currently a huge number of studies demonstrating that excessive

online gaming can lead to a variety of severe psychosocial repercussions for a small

percentage of those involved. (Kharisma, 2020) once said in their study that game

addiction is characterized by playing games excessively as if there would be nothing to

do besides playing games and as if this game were his life, this makes it harder for the

young internet addicts to socialize, gain friends, maintain relationships. 


Addiction to the internet shares some of the negative characteristics of substance

addiction and has been linked to negative outcomes such as poor academic

performance, family and relationship issues. Video games can isolate a person from the

real world. Users may engage in compulsive gaming, separating themselves from other

types of social interaction and focusing solely on game achievements rather than

broader life events. Nonetheless, playing online video games is one of the most popular

pastimes among people. It is defined as a technology that allows players to participate in

a game as a group or as an individual. The internet is used as the platform for the

majority of today's online video games. There are many different types of online video

games, including strategy, action, adventure, simulation, sports, and role-playing. 

An early work by (Carey, 2008) discovered that several distinct companies

contributed to the history of online gaming. Online gaming initiated as a multiplayer

game, yet it has advanced to incorporate online gaming servers and enormously

multiplayer online gaming environments. Another effort by (Hassan, 2011) investigated

the benefits and drawbacks of online gaming. He expounded that it is good for

individuals who recognize their boundaries, but bad for those who sit in their seats for

lengthy periods of time and block themselves off from the rest of the world.

            In addition, another work by (Griffiths,2012) also proves that many health and

medical consequences that may result from excessive gaming (both online and offline).

Students sometimes do not realize that they are spending too much time in one game,

that it is turning into an addiction. Considering the generally high recurrence of


coexisting character, symptomatology, and biological aspects, it is difficult to evaluate

the etiological meaning of these relationships with internet gaming compulsion as they

may not be novel to the problem and further exploration is required. Past research has

additionally demonstrated that online gaming dependence to be related with an

assortment of comorbid afflictions. These include attention deficit hyperactivity

disorder, symptoms of generalized anxiety disorder, panic disorder, depression, social

phobia, school phobia, and various psychosomatic symptoms (Griffiths et al., 2012).

Cognitive behavioral therapy, as well as education and harm reduction, may be

used in treatment. Gaming has also been linked to sleep loss, insomnia, and circadian

rhythm problems, as well as depression, anger, anxiety, though more research is needed

to confirm the validity and intensity of these links. There has also been worry that

exposing teenagers and young adults to the extreme violence present in playing online

games can desensitize them to such violence, producing complications in their

emotional aspect and eventually leading to young people committing acts of brutality.

Moreover, online games nowadays become a social lifeline because it sends a

person to new realities ― such as the visual world and this allows them to experience

thrills, entertainment and danger from the comfort of their own chair. Playing online

games allows the person to do things that they couldn't do in real life, and it keeps a

person entertained with puzzles, mind games, strategy games, and much more. The

majority of people who play online games for long periods of time do so to avoid being

sorrowful. According to one study from the (American Journal of Psychiatry, n.d.),
stated that “between 0.3 and 1.0 percent of Americans may suffer from online gaming

problems”. Although internet gaming disorder isn't entirely understood or agreed upon,

treatment is still being developed. 

A lot of studies on the internet shows that internet addiction really does exist but

what researchers and professionals are studying is what is inside the internet that makes

it addicting for students. They said that once you start, it is never ending. It is addictive

to the fact that they ignore their priorities in school but according to Bachhuber and

Saulnier (2012), playing online games is an effective way of enhancing a student’s

reading comprehension. By the developmental testing, they discovered that internet

games can assist students with working on their grammar, jargon and comprehension

since they can have an intuitive method for learning English or some other language.

However, negative side effects of these games are also existent.

Research Literature

Teenagers and even grown-ups are becoming snared with online games which are

turning out to be immensely prominent. Truth be told, most online games will quite

often go downhill excessively fast and lose their appeal. It is a direct result of the steadily

developing number of online games being created every now and then. These online

games have a major variable that influences the understudies in their scholarly

exhibitions in school as well as their mental health.


The normal gamers go through five hours every day playing computer games,

which is 14% higher from the year before. Correspondingly, individuals burned-through

the greater part an hour consistently playing computer games last year, with 11% going

through five hours or more. As per a similar report, male students presently go through

three hours out of each day playing computer games, two hours increase from 2016.

Besides, about 33% of children who play computer games consistently do as such for

three hours or all the more consistently, up 10% from 2016.

As per new investigation from (Game Analytics, n.d.), the world's driving

computer game investigation organization, Fortnite costs gamers $10.4 million every

year. Games report features how long people devote to playing computer games,

referring to Fortnite's $8.5 billion yearly income, which relates to roughly $2.083 billion

consistently.

A very recent work by (Sidwhani, 2021) quantified that “male players spend 8 minutes

less than girls on sports and active leisure activities for every hour they play video

games, whereas girls play one video game for every hour they play video games”.

Teenagers who play neurotic online games are bound to foster medication abuse issues,

and adolescent online game fixation makes the mind inclined to different types of

compulsion. Grown-ups play online games while working, working out or investing

energy with their accomplices and kids. Youngsters who invest a lot of energy playing

online games might pursue less books that need more thought and longer consideration.
He added that “greater levels of hostility, violence, and increased aggression towards

violence may be occurring to those children and adolescents who spend a lot of time

playing combat, fighting, and violent video games than those who merely utilizes these

games”. Students or teenagers who really exploit their time by utilizing these games may

lack self-confidence and be disconnected to reality.

Moving on to the correlation between mental health, the academic performance

among the students and the online games. Mental health of an individual should always

be monitored and balanced in order to have a strong and stable connection to the people

around them and to the world in general. The scholastic performance of students should

also be scrutinized as it is also undoubtedly significant in one's life.  Being mentally

affected or having afflictions with the student’s mental health can lead to interferences

in the student’s academic track. 

A research study by (Hellström, Nilsson, Aslund, 2015) entitled “Effects of

adolescent online gaming time and motives on depressive, musculoskeletal, and

psychosomatic symptoms”, focused on the time allotment of student’s utilizations to

online games and how it would lead to some unfavorable mental illnesses or

psychological impediments. They concluded that “excessive gaming time and escape

motives are associated with increased probability to have negative consequences among

adolescents.” Those students who exploit these games during weekdays for an extreme

period are the ones who have the uppermost likelihood to acquire depression,

musculoskeletal or psychosomatic symptoms. In addition, gaming motives processes


might distinguish gamers needing support to diminish unfortunate gaming conduct just

as recognize people in danger for medical affliction.

Pajarillo-Aquino (2019), focused on determining the effects of online games on

the academic performance of the students in the College of Teacher Education. She

presumed that playing online has no huge distinction between the scholastic

performances of the respondents due to the fact that they still perform well in their

school as proposed to their academic grades. Pajarillo-Aquino also recommended that

the students should find other leisure activities where they can engross rather than just

exploiting online games. Another similar study by (Dumrique, Castillo, 2017), stated

that online gaming is one of the habits of young teenagers nowadays as it proposes an

imaginative world where one can find it as their “stress reliever, rivalry, pleasure,

relaxation, socialization and even psychologically escaping from reality”. Furthermore,

their study was analogous to the conclusion of  Pajarillo-Aquino (2019); wherein they

established that involvement to online games has no severity to the student’s capability

in academics.

Given the circumstances of utilizing these games, it’s very evident that there

would be both positive and negative effects of this phenomenon. Furthermore, an

explicit work by (Paragas, Jarabe and Garcia, 2018) explicates to determine or discover

the negative impacts of the online games exploitation to the academic performance.

They quoted that “the child's possibilities are not expanded in school when a piece of

their time is vigorously spent on gaming, particularly internet games wherein the test
isn't simply to overcome the rival fictional character however to overcome those real

people who have dominated the games”. The researchers also highlighted Gentile,

Lynch, Linder and Walsh’s (2004) statement that “internet gaming can contrarily

impact school works by uprooting time that would have been spent in other instructive

exercises like perusing and schoolwork”. Therefore, negligence and procrastination

shouldn’t always be executed. Moreover, after further investigation, they concluded in

their study that online games, aside from its very imaginative and visionary offer, has its

negative impacts regarding the academic performance of the students in school. Their

result begs to differ with the outcome of Pajarillo-Aquino (2019), and Dumrique,

Castillo’s (2017) research wherein this shows how vast and how diverse effects it can

bring to the students.

Theoretical Framework

This study is primarily associated on the Social Cognitive Theory (Bandura, 1986)

According to Bandura (1986), "social cognitive theory plays a focal part in

intellectual, vicarious, self-regulatory, and self-reflective cycles in human conduct

change". Social cognitive theory (SCT) was presented in 1986 by Bandura. The

hypothesis clarifies that human conduct results from dynamic relations between

personal, social, and natural variables. Individuals' contemplations and sentiments are

the significant parts of individual variables. Conduct factors incorporate wellbeing

related data and abilities alluded to a social capacity just as abilities in managing and

making a move. The hypothesis clarifies that individuals can gain information simply by

noticing others, for example, by noticing the abilities, convictions, methodology, rules,
and mentalities of others. They find out with regards to the utility and appropriateness

of practices by noticing others' conduct and they wind up acting dependent on what they

accept will be the result. This hypothesis is likewise an immediate reaction to

behaviorism.

 SCT gives a theoretical framework structure to understanding the determinants

and systems of human conduct. Furthermore, it portrays the possible arbiters and

systems for social change. Self-guideline and objective setting are the significant parts of

SCT that are applied alongside conduct capacities. In connection to this study, students

who are dependent on playing online games might conceivably be affected by the

characters they see in internet games ― students might impersonate after the activities

of the characters in the online games. Additionally, their psyches might lead them to

contemplate violence because of mimicking the doings of the characters in the games.

Definition of Terms

The following words used in the study are defined operationally by the

researchers for much comprehensive understanding:

Online Games - In this study, this refers to any electronic, computer, video, mobile

games that are played along with the occurrence of internet connection.
Academic Performance - In this study, this refers to a student’s capability in school

across various subjects.

Mental Health - This refers to an individual’s mental state and includes emotional,

psychological and social well-being. 

SCT - In this study, this refers to the Social Cognitive Theory that was proposed by

Albert Bandura.

Addiction - In this study, this refers to the compulsive utilization of a student

particularly in playing online games. This is not associated with any other form of

addiction. 

Mobile Legends - In this study, Mobile Legends: Bang Bang is a mobile multiplayer

online battle arena developed by Moonton.

Call of Duty - In this study, this refers to a first-person shooter video game franchise

published by Activision.

Among Us - In this study, this refers to a multiplayer online game established by

Innersloth.
League of Legends: Wild Rift - Similar to mobile legends ― a multiplayer online

battle arena established by RiotGames.

Dota I & II - In this study, Dota is a series of strategy video games by Valve.

Valorant - In this study, Valorant is an online video game ― first-person hero shooter

developed by RiotGames.

CSGO - In this study, this refers to an abbreviation for Counter-Strike: Global

Offensive. A multiplayer first-person shooter developed by Valve and Hidden Path

Genshin Impact - In this study, this refers to an action role-playing game developed

by miHoYo.

Senior High School - This is the last phase in the implementation of the K-12

program which includes Grade 11 and 12. 

Grade 11 students - The first phase in the K-12 curriculum of the Philippines.

Whereas, in this study, they are the respondents of the study. 


Private School - In this study, this is referring to a non-government school, where our

respondents are currently enrolled.

FTTS - In this study, it refers to an abbreviation for Filipino-Turkish Tolerance School.

It is the locale of this study.

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