Professional Documents
Culture Documents
Introduction
According to World Health Organization (2018), gaming addiction classified as disorder suggest
that abnormal gaming behavior should be evidence over a period of at least 12 months.
Symptoms include impaired control over gaming, increased priority given to gaming,
The American Psychiatric Association (APA, 2012) stated that internet addiction comprises a
heterogeneous spectrum of internet activities with a potential illness value, such as gaming,
shopping, gambling, or social networking. The excessive use of the internet has been linked to a
well as personality traits. Addicted gamers spend so much time playing that their personal
relationships get neglected and sometimes disappear altogether. There was an incidence in South
Korea that a man died after playing the online game Star craft for 50 hours with few breaks. A
similar death occurred this year in China when a man spent 3 days straight at an internet cafe
consultation, transmission and registration. These understandings partly are compatible with
understand and utilize languages as a communicative tool, gathering information and gaming,
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THE LIVED EXPERIENCE OF ONLINE GAMERS
whereas in schools the understanding and use of languages is often understood to be the purpose
Yolageldili and Arikan (2011) explored the effectiveness of using games in teaching grammar to
young learners. Games are effective in directing young learners‟ energy into language learning
because young learners prefer to be physically active, imaginative, and creative and learn
subconsciously. Teaching young learners needs a particular endeavour and challenge by the
teacher and games are one of the most effective ways to achieve this. If the games are fun,
relaxing, motivating, and confidence boosting, the learners‟ interest will increase. To become
sure that learning continues, it is required to see if the games provide the learners continuous
important to become sure that the excitement element does not negatively influence the learning
objectives.
Philippines games revenues hit million dollars. The mobile gaming industry takes a large share of
those revenues. Filipinos are willing to pay for the games. The favourite genres of big spenders
on mobile are race games, strategy games, and action or adventure games. Filipinos generally
love playing Western games such Clash Royale, Candy Crush, and Plants vs. Zombies. There is
also a surge of great indie talent making games in the Philippines. There are a lot of new creative
concepts and game ideas that are making it out of the country (Dizon, 2015).
Theoretical Framework:
This study is anchored on the following nursing theories: Adaptation Model by Sister
Callista Roy (1970), Behavioural System Model by Dorothy Johnson (1980) and Self-Care
The Adaptation Model by Sister Callista Roy (as cited in Bautista, 2008) defined nursing
as a science and practice that expands adaptive abilities and enhances person and environment
transformation. Roy‟s model views the person as an adaptive system with coping process. She
describes the person as a whole compromised of parts and which functions as a unity for some
nations, and society as a whole). The person is an adaptive system with cognate and regulator
subsystems acting to maintain adaptation in the four adaptive modes: physiologic-physical, self
This particular helps the researchers to assess the behaviour manifested from the four
adaptive modes. They will be able to assess the stimuli and categorize it, to be able to set a goal
and discover proper adaptations aimed at managing the stimuli. The ability to adapt to people,
situations and surroundings affords people a greater opportunity to become better suited to the
environment they live in. Without the ability to adapt, people may find themselves stuck in
situations far longer that it is necessarily and unable to reach their goals in life. That is why the
adaptation helps the individual and the researcher to have proper comprehension on the study
and be able to apply adaptation to the continuous changes that will happen as they go further to
the study. Through understanding the adaptation model we will be able to know that the young
adults may or may not adapt according to their own personal assumptions.
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nursing care included a synthesis of key concepts drawn from basic and applied sciences. She
also proposed the clients were “stressed” by stimulus of either an internal or external nature. This
stressful stimulus created such disturbances or tensions in the informant state of this equilibrium
occurred. Johnson identified two areas that nursing care should be based in order to return the
client to state of equilibrium: 1.) Reduce stressful stimuli, 2.) Support natural and adaptive
processes.
She also stated that a nurse should use the behavioral system as their knowledge based.
The reason Johnson chose the behavioral system model is the idea that “all the patterned
repetitive, purposeful ways of behaving that characterize each person‟s life make up an
organized and integrated whole or a system”. (as cited in Bautista, 2008, p.71)
This particular helped the researchers to assess the behavior of a person involved in their
studies.They saw and observed the actions and answers of their informants while interviewing
them.
three interrelated theories. These are nursing system, self-care, and self-care deficit. The focus of
this model is to enhance the person‟s ability for self-care and also extends to the situations. There
are three systems that exist within this professional nursing practice model these are wholly
Wholly compensatory system provides total care while partially compensatory system focuses on
nurse and patient share responsibility for care. On the other hand educative-development system
deals with client primary responsibility for personal health, with nurse acting as a consultant.
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Orem also identified self-care requisites are groups of needs or requirements and classified as
universal self-care requisites physiologic need, developmental self-care requisites- needs that
relate to the development of the individual, health deviation requisites need that arise as a result
of a patient‟s condition. When an individual is unable to meet his own self-care requisites, a self
care deficit occurs. Orem described self-care is composed of the practice of activities that
maturing and mature individuals initiate and perform, within time periods, on their behalf. She
also describes self-care requisites are formulated and expressed insights about actions to be
performed which are known to be relevant and vital to human functioning. On her model, self
care deficit emphasizes that the requirements for nursing are associated with the subjectivity of
mature and maturing person‟s health and health related action limitations. Self-care is a
regulatory function by man. It is deliberate and is performed by the person himself or have they
performed by another person to them in order to maintain life, health, development, and
wellbeing. What is clear in the model of Orem is the emphasis on education and supportive
measures. It becomes clear that nurses today should not move away from this very important
Conceptual Framework
This study was focused on the lived experience of college students as online gamers. This
study portrayed college students‟ experiences being online gamers. The paradigm of the study
(Figure 1) is shown in the next page. The input of this study consists of: What are the
experiences of college students being online gamers? As an input, we gathered all the
information about the lived experience of online gaming among college students ages 18 to 25.
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To carry out the study, we conducted an interview among college students ages 18 to 25.
The process included the utilization of Phenomenological Qualitative Study, snowball sampling,
and data gathering using semi-structured interview, audio recording, transcribed notes, and used
of Open Coding and Thematic Coding. The output consisted of the description of the lived
experience of college students as online gamers. The findings described the lived experience of
online gaming among college students. Recommendations were made based on the findings.
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This study aims to explore the lived experience of online gamers who are college
students.
Online Gamers.The findings of this study may give them information and insights about
Parents.The findings of this study may help them to have knowledge about the
Nursing Research.The findings of this study may be relevant to the present and future
researchers who will be conducting the same study. This could be a basis to generate new ideas
Nursing Education.The findings of this study may be used as a guide of nurses to serve
as educator that will help individuals to clearly understand the cause and effect of online gaming
Nursing Practice.The findings of this study may be used by nurses in enhancing their
knowledge about online gaming and addiction to online gaming. Motivations for playing online
games and the satisfaction of online games as described in this study will yield information
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Scope.The study is focused on the lived experience of online gamers. This study aimed to
identify, describe and analyse the experiences of college students for being an online gamers. The
informants of the study are online gamers. This includes those using computer platforms as well
as mobile devices. A qualitative study was used to explore the lived experience of online gamers.
Delimitations.Junior high school students and college students who are not playing
online games, and any respondents who are not studying of the selected University were
Limitations.Since the participants of the study are college students, researchers and
participants did not have the same available time to conduct the interview due to difference in
schedule. Thus, we required a contact number and facebook account of each participant in order
We anticipated that the college students may not be willing to share their experiences due
to trust and confidentiality issues, thus, we established rapport as well as provided a written letter
that the data gathered will remain secured and kept confidential.
Definition of Terms:
The following definitions are defined according to practicable context and were used
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Lived Experience.This refers to one‟s perspective on how he/she view the situation they
are in. It is also a representation of the experienced and choices of a given person, and the
Online gamers are people who actually relate in a different virtue of online games. They core on
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Chapter II
REVIEW OF LITERATURE
This chapter comprises some literature and other related studies. It presents related
Conceptual Literature
compulsion like betting or liquor dependence. Be that as it may, some gamers unmistakably
battle to monitor their playing propensities and may put more significance on their gaming
achievements than their bliss and accomplishments in reality (e.g. scholastic accomplishment,
connections, professional success, wellbeing, and so forth). As gaming fixation turns out to be a
greater degree a worry for guardians, life partners, families, instructors, and those in the
emotional wellness network, it is essential for those planning to take in more about this issue to
get their gaming addiction insights and realities trustworthy sources (Conrad, 2011).
into an issue. In one of the scene I-Witness, Kara David could talk with an adolescent to be
specific Doc, Mark, and Ice who depend on unlawful exercises just to subsidize their dependence
on web-based gaming. Doc, Mark and Ice are a piece of a youthful age investigating a ton of
their energy in PC amusements. Some of them experience unlawful exercises to subsidize their
indecencies and they can continue gaming for 24-hours with no rest. 22-year-old Doc is a forager
and vagrant; however, once he gets his cash out of gathering garbage, he goes to his most loved
Internet shop to play. Mark, 20, is an out of school youth. He lost his venture cash and stole from
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his mom to pay for his Internet rentals. Fourteen-year-old Ice says he gets his cash from gay
people in return of sexual favors.
In one of the articles of Philippine Star (2012) which is “Fight on Vs. Kids‟ Internet
Detection Group (CIDG) focus on the requirement for measures to shield kids from being
hooked on online PC diversions. He said numerous youngsters invest hours in a PC shop playing
web-based recreations.
and adolescents, these people might be more at dangers than different gatherings of creating
gaming habit.
Given these potential concerns, a writing survey was attempted so as to introduce the
arrangement premise of internet gaming fixation utilizing official mental issue systems, to
distinguish exact investigations that a session web-based gaming compulsion in kids young
people, and to exhibit and assess the discoveries against the foundation of related and build up
Exact conformation including 30 contemplates shows that for a few teenagers, gaming
addiction exists and that as the dependence creates, internet gaming addictions invest expanding
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Online gaming habit is caused by the consistent updates and the endless amusement play;
this is explained by constraining online game downloads to each one in return. The issue with
online game addiction is that it is diverting kids and youthful grown-ups from their necessities.
Online gaming diverts individuals from food, rests, and school works. Though certain individuals
can control themselves, there are individuals who‟ll play for quite a long time, desensitizing
them mind to the point where they can just consider about gaming play (Kearny, 2011).
According to Wohlman(2012), Video Games and Internet Overuse Create Problems with
College Students, there are several factors that pushed adults, especially students to play video
games. These factors are: the unlimited access to internet which means that they could play to
their heart's content, they find freedom in the virtual world from their parents restrictions in the
real world, the lack of monitoring and censoring in the virtual world which makes them safe
from gossips and other judgments in the virtual world, and lastly, they are intimidated by their
Playing video games is also a product of some reasons like low self-esteem or emotional
problems, poor social relationship and a need for recognition and power. For low self-esteem or
emotional problems, the gamer would usually find an escape from his problems and would
divulge him in the virtual world. For the poor social relationship, gamers are given the
opportunity to express their own self without worrying since video games respect anonymity by
the creation of an avatar and the option they give to disclose a little information about the gamer.
Playing develops the social competence of a person because they all have that urge that makes
them want to be victorious in the game and despise them being the losers of the game (Granic, I.,
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Allan (2012) in her article discussed that the internet is a powerful tool that is
revolutionizing children‟s learning, communication, and play. If properly used, the internet can
serve as a medium for acceptable social interaction. The internet allows socializing with the other
to connect with places around the world, exchange, and shares different cultures and traditions.
This literature is closely related to the current study for it directly mentions the role of the
internet specially websites to enhance the individual's communication and social skills. The
present study like the article reviewed aims to establish a connection on the various websites
Age certainly become an important factor for social networking sites and online games, it
supports the life phase concepts. Some people get attracted to these sites and encourage other
people to connect. Social networking sites become viral multigenerational that even young
people became attracted. An additional benefits to this to the youths was the ability to socialize
online after school relatively safe atmosphere, avoiding the often (forbidden) shopping mall
As per Bachhuber and Saulnier (2012), playing web-based recreations is a viable method
discovered that web-based amusements can enable an understudy to enhance his/her sentence
structure, vocabulary and, appreciation since they can have an intuitive method to learn English
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Related Studies
Local. Internet cafes or better known as computer shops in the Philippines are found in
every street in major cities and there is at least one in most municipalities or towns. There are
also internet cafes in coffee shops and malls. High-end restaurants and fast food chains also
provide free broadband to diners. Rates ranges from P10 on streets, up to P100 in malls.
According to Michael Detablan., et.al, ACLC Taguig 2013, by creating various games that are
fun yet educational, people involve in playing online games can learn skills like problem-solving
and boosting creativity so they‟ll have advance learning before they go to school. Parents also
benefit from it since they will be able to acquire new skills or improve what they already have.
online gaming can be addictive. The research has tended to concentrate on negative aspects, such
as excessive play and addiction. Instead of spending their hours on studying and doing their
homework, children spend their time on playing online games. Gentile, et al. (2014) said that
online games can be addictive and that some online games have been associated with aggressive
behaviour. On the other hand, online gamers can also benefit on playing online games. A great
variet of forms have been developed and put into practice to enhance learning, to drive away
boredom, and/or to persuade players to adopt certain actions and opinions. The game play
improve various thinking skills but that it can also boost cognitive speed for those who play
action games and can also improve cognitive accuracy for players who strategy games.
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Synthesis
The presented literature and studies have helped in conceptualizing the findings of our
researched study. According to Josh Kearny (2011), online games addiction is caused by the
constant updates and the never-ending game play. The problem with online games addiction is
that is distracting children and young adults from their needs, from food, sleep, and schoolwork.
The ultimate goal of nursing students is the gaming addiction of participants, therefore allowing
the college students the ability to work beyond their limit, this can effect on their daily living that
makes them more active and flexible Latham and Fahey (2014).
The presented study showed that no studies tacled about the lived experience of online
gamers. Hence, we aimed to explore the lived experience of online gamers and determine on how
Chapter III
METHODOLOGY
This chapter presents the methodology of this study. It includes the research design,
sample and sampling technique, research instrument and its validation, data-collection procedure,
analytical method and establishing trustworthiness employed in analyzing the data and
interpreting the results in coherence to the principle of the chosen qualitative research design.
Research Design
exposed misconceptions about the experience. It may be a means to have voices of the
participants heard which may prompt action or at least challenge pre-conceived notions and
complacency. The further outline the qualitative approach to research is uniquely suited to
uncovering the unexpected and to exploring new avenues (Kvale & Brinkmann, 2009).
The Researchers
involved in playing online games and others are not. We formulated questions, interviewed,
transcribed and described the data generated from the informants. In gathering data from the
informants, the researchers will minimize bias by equally treating and interacting with the
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Sources of Data
We studied online gaming as the source of data in the study. The informants were the one
who played over some form of computer game. The inclusion is as follows; online gamers that
We looked for at least ten informants to ensure a rich collection of data. The actual
number of informantsemployed in the study is nine we were able to achieve the saturation of our
9th informant. We used snowball sampling, in which a participantrefered another one until data
saturation was achieved (Polit & Beck, 2012). We chose this type of sampling due to the nature
that these online gamers most of the time, know each other and play by group/s.
since it has many students and has a lot of computer shops around the area,thus giving us easy
access for information and were considered to provide rich and thorough representation of their
The interview protocol contained a guide for them to answer the interview questions
properly. Weprovided an input to the key research questions in the protocol for the participants.
The interview guide was built to conduct a qualitative interview in which it highlighted the
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known and unknown facts. This was the way to build a boundary around the research area.
Moreover, it was hard to record everything in the interview. Here, we used an electronic device
for recording; the audio records that were taken during the interview process were transcribed.
One of the most important activities in doing research was how to get and generate the
data needed: wetried to apply some appropriate research instrument. There were several ways to
collect data like semi-structured questionnaire, observation, notes and interview. In this study, we
gathered the data by using several instruments namely, self (participant-observer), semi
structured questionnaire, pen and paper, and recorder. A semi-structured questionnaire was used
to collect data about students‟ lived experience on the game by giving questions to all
respondents directly. Face to face interview was used between researcher and respondent using a
Lincoln and Guba (as cited in Polit & Beck, 2012) mentioned that customary measures of
research rigor, particularly internal validity, external validity, reliability, and objectivity, happen
to be incongruous for naturalistic research. Rather, they propose that more appropriate criteria
Authenticity is the fifth criteria according to Guba and Lincoln refer to allowing the researchers
Dependability. To help eliminate bias, the researchers take over the process of
bracketing,which is the transcription of the ideas and opinions about phenomenon during and
after the data collection. Bracketing is a process of identifying and preconceived beliefs and,
opinions about the phenomenon under the study (Polit & Beck, 2012).
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Credibility. Veraciously is depicting the informants‟ experience that will be reported and
will be attained by using direct quotations for the interview questions. At least two similar
recording of the data and will provide evidence of an audit trail in which findings will be
confirmed from the data that will be gathered and will be presented in the research paper.
Transferability. This research is for the young adults not lower than 18 years old and not
higher than 25 years old and from PHINMA-University of Pangasinan. Meaning, within that age
group and location that has been chosen they are included in this study.
Authenticity. After reading this document, readers will be able to explore and apprehend
We sought for the permission and approval from Dean Maria Teresa R. Fajardo with the
Pangasinan. The research team formulated a letter addressed to the informants, stating the
purpose of the interview and asked permission to interview consent. The researchers utilize
conduct the interview. The interview was halted on the 9th informant when the informants have
stated the same answers indicating data saturation has been met.
In transcribing data, the audio records and field notes are the sources of data in this study.
Verbatim transcription of recorded conversations was the critical step in preparing for data
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analysis. It was imperative that the researchers secured the transcriptions were accurate and
Data Analysis
We utilized Open Coding to analyze the data from the informants that the researchers
gathered. Open Coding is an analytical process that is used in qualitative analysis. It is a set of
activities used to discover ideas, concepts and theories through analysis of written text. The data
used for open coding could be any piece of qualitative data such as an interview, a newspaper
article or an audio tape (Saldaña, 2012). Open coding is a method for grouping words and
phrases into abstract concepts. Subsequently, by categorizing concepts, comparing them and
driving patterns one can develop theories and hypothesis by reading between the lines in the data.
This open coding can be the precursor for further research on a topic. After a researcher obtains
qualitative data, they begin to analyze the data and perform open coding. One common method
of analysis is to read through the transcript line by line in order to find overarching themes and
concepts. Labels, which are also referred to as codes, are then given to these concepts. This
process of assigning codes is referred to as open coding because the codes are derived from the
Human Rights Awareness of the rights of human subjects is a major part of researchers‟
responsibility when it comes to the researchers would like to give an emphasize on ethical
Right to freedom from harm and discomfort. Student-nurse researchers must avoid, prevent or
minimize harm while undertaking the research. The student-nurse researchers have a
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responsibility to ensure the physical, emotional, social, and financial safety of all those
Right to protection from exploitation. Involvement in the study should not place the respondents
at a disadvantage or expose them to damage. Participants will be safe from situations that will
expose them to threats or liabilities. Any information provided by the participants will not use
against them.
Right to self-determination. The informants will be treated as autonomous agents and are capable
of controlling their actions. Student-nurse researchers will ensure the respondent freedom for
voluntary cooperation to take part in the study, without risk of prejudicial treatment such as
excluding the gathered information for their own personal advantage or that a third party.
Right to full-disclosure. Before the process of data collection, the researchers will make sure to
explain and elaborate the purpose and intention of study, its advantage or benefits for all
Right to privacy. The research study intends to protect the respondents. Personal information
about the subjects will be kept confidential by letting people involved in the researchers will
recognize and protect the rights of the human research subjects as an ethical and moral
responsibility. Student-nurse researchers will engage in work which conforms to accepted ethical
standards which they are competent to perform. Other ethical principles and issues for protecting
study respondents include the study to ensure that the student-nurse researcher's work will
enhance the good name of their institution and the profession to which they belong. The
obligation to achieve and maintain the highest standards of intellectual honesty in the conduct of
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Chapter IV
interviewed.
The informants lived experience as online gamers is described by the following themes;
The themes are further divided into subthemes. Under “The Gaming Fantasy” are Escape
The informants were engage to online gaming merely because of their friends. With the
influences that they had, online gaming was introduced to them. It is noted that friends are the
most influential people that persuaded them to do, try and interact with new things that are not
The informants stated how playing online games and it is because of the influence of
friends and it shows that friends have a big impact when it comes to persuading one another.
PARTICIPANT 1
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(I started playing online games because of my friends in our community, they invite us but
at first I don‟t want to but in the long run I kind of liked it already since we are together.)
PARTICIPANT 2
“syempre sa mga tropa… yung mga… BI minsan pero… hindi kasi, minsan kasi…
ahhh… parang… hahanap ha… hahanap ka ng yung… parang… nagwawaste ka ng oras
sa mga bagay-bagay na hindi naman makabuluhan minsan… kaya naisipan ko rin na…
why na… maglaro rin ako nito.. Para ma-experience ko rin yung mga… ganitong bagay
ganun…”
(Of course in my friends there are BI‟s but sometimes you will just realize that you‟re
wasting time with nonsense things that‟s why I though of why not play this so that I could
also expeience this stuuf.)
PARTICIPANT 3
“ano… parang nainfluenced lang ng barkada…parang hinikayat lang maglaro ng
barkada “tara laro tayo, try mo to” tapos yun kaya nagpatuloy na siya.”
(Uhm… It‟s like I was influenced by my friends and they persuaded me, “Come on let‟s
play, you should try this” and from there it already continued.)
PARTICIPANT 6
“Ahhh… ano… parang… nanggagaling sa mga ibang ano… kaibigan… tapos naririnig
rinig tapos nagkakayayaan ganon.”
(It‟s like it came from my friends the just heard it from others and they invited
us.) PARTICIPANT 7
“yan yung…ano…ano kasi nun eh wala kaming magawa nun tapos yung kaibigan ko
ano… parang hinikayat niya akong maglaro kaya yun tapos naadik na ako”
(That‟s like the time when we were not doing something then my friend persuaded me to
play and from there I already became addicted.)
Online gaming became the informants‟ way to express themselves in their own world.
They view online gaming as a dimensional approach when it comes to how they view and
imagine things from reality to virtually. These are the one of the reasons why the informants
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The following are the statements of the informants stating why online gaming has been
PARTICIPANT 3
“wala, for me naman parang...parang… escape reality lang siya parang… gusto ko lang
maibsan yung kwan happiness na nakukuha ko.”
(“None, as for me, it is like my only escape to reality. I just want to lessen that thing,
happiness that I get.”)
PARTICIPANT 4
“Parang masaya kasi pag… pag naglalaro ka parang nawawala yun kung ano man yung
malungkot na....pag kasama ko yung mga ka try out ko.”
(“It‟s like you‟re happy when you play and it‟s like the sadness that you feel goes away.
When I‟m with my playmates.” )
PARTICIPANT 7
“yun nga yung positive effects yung…ah ano…yun nga yung stationary, yung nga
pampalipas oras, kase pag naglalaro ako nun dati sobrang saya ko nun eh, nung hindi
hindi ano yung…kalungkutan ng buhay ko parang nawawala ayun .”
(“That‟s the positive effect its stationary, like a past time because before when I was
playing I feel so happy and my sadness somehow fades.”)
They stated how playing online games enhance their mental capabilities (IQ). They also
said that when they are playing online games, they see and think differently about the object that
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The following are the statements of the informants stating how online gaming virtually
PARTICIPANT 1
“di ko din masyadong ma-explain kung paano siya nag.. paano niya naapektuhan yung
buhay ko.. pero I could say na parang na-enhance niya yung imagination ko when it
comes to.. the environment around me”
(“I can‟t really explain how it affected my life but I could say that it enhanced my
imagination when it comes to the environment around me.”)
“Parang I see things differently... parang whenever I see something I always… think
differently about that object parang ganun kasi nakita ko na sa laro, parang nakita ko ulit
sa......”)
(“It‟s like I see things differently, like whenever I see something I always think differently
about that object because I saw it from the game.”)
PARTICIPANT 2
“sakin ano, ahhh… paglalaro mo ng mga… ayun online games, minsan na… na nae
enhance kumbaga yung ano yung pagiisip mo minsan yun, nae-enhance kasi sa…
paglalaro ng mga team plays sa ano… sa tulad ng Dota or LOL, ahhh… yung… IQ ba
yung ginagamit mo na dun, para kung paano mo siya ishutdown yung mga kalaban ganon
or parang diskarte ng IQ mo talaga, then… yun…”
(“Simple when you play online games, you are able to create friendships and you are
able to meet other people from different places that you can be friends with. And you can
earn money because that‟s the major prospect of them online gamers where they‟re
addicted to. For me, playing online games sometimes it enhances how you think.
Sometimes, playing online games sometimes team plays like Dota or LOL. That IQ I
thought of why i should play this so I can experience these kind of things.”)
Online gamers show that they are unable to do their chores and other responsibilities and
are unable to bond with their family because online gaming occupy their time and they are aware
The informants‟ addressed that they lacked time and neglect their duties and
PARTICIPANT 4
“Ah parang yung nga po dati naglalaro ako, umaalis ng bahay weekends.. umaalis ako..
imbes na.. makatulong ako sa bahay or may family bonding kami yun umaalis ako ng
bahay nagco-computer.”
(“Ah it‟s like before, I was playing I‟m leaving in the house every weekend instead of
helping in the house or had a family bonding. I was leaving the house just to play
computer games.”)
PARTICIPANT 5
“ahh wala halos time na lumabas or wala na halos time na makihalubiro sa mga
family” (“Ah, I usually don‟t have time to go out nor to have a conversation with family”)
PARTICIPANT 6
“negative, ummm… pag… sa ano mga chores ganun, imbis na gawin mo yung
pinapagawa sayo sa bahay mas inuuna mo yun…”
instead.”) PARTICIPANT 7
(For example we have a family bonding, with that family bonding I‟m not joining them
and every time we‟re going to eat outside I‟m not able to eat with them.”)
PARTICIPANT 8
“Ano syempre… madalang… syempre yung parang time na mag dinner na kami, sabay
sabay kami mag didinner syempre ako yung wala kasi nasa ano pa… nag lalaro”
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THE LIVED EXPERIENCE OF ONLINE GAMERS
(“Of course, it‟s often, like every time we‟re going to have dinner all of them are there
and while I‟m is still out playing.”)
The informants‟ addressed that they are lacking time and do not spontaneously do their
PARTICIPANT 2
(“hindi pa naman, pero… sa attendance hindi ay yun doon ako… doon ako na bumabawi
sa ano eh nababawian ako sa attendance kasi skip ganon, hindi na ko… hindi na kami
pumapasok”)
(“not really but attendance dragging me to fail because of absences and skipping in
classes.”)
PARTICIPANT 3
(“ah ano...ah ano pag minsan lang...pag...napasarap ang laro pag... tanghali, tanghali
kasi lunch time. Tapossss punta kami ng computer shop, minsan di na kami papasok ng
hapon para maglaro.”)
(“sometimes when im enjoying the game during lunch time we are not going to attend
our class just to play online games”)
PARTICIPANT 5
“oo, nagi-skip ako siyempre matagal laro ehh.”
“ah ha marami. Ano...Dati, dati yung ano eh yung ano eh medyo adik adik pa ako pag di
na ako pumapasok dito sa school nun, minsan dina ako papasok sa school dun na ako sa
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THE LIVED EXPERIENCE OF ONLINE GAMERS
computer shop tapos kahit na may gagawin kaming plates andun ako di ako gumagawa,
di na ako gumagawa tapos yun na bumabagsak yung ano tas yun bumagsak ako yun na.”
(“In my old times when I‟m still addicted playing online games, sometimes even if we
have plates to be done I choose to be absent just to play online games in the computer
shop and I got failed on that time.”)
“ano ano yung nahirapan ka mag concentrate sa pag aaral yung kunware diba exam
bukas diba yung imbes na mag review ka di ba mag rereview kana oaka tas mahihirapan
ka mag focus kase iniisip mo mag laro eh parang naka game ka eh so parang parang
nahirapan ka magreview.”
(“you‟re having a hard time to concentrate when it comes to studying example; there will
be an exam on the next day instead of you reviewing you‟re a having a had time to focus
because you are thinking of playing like your distracted.”)
PARTICIPANT 8
“Yun ano… dumating sa point na… dati kasi dumating ako sa point na… tinatamad na
pumasok”
PARTICIPANT 9
(“Maybe it‟s a lack of discipline since I‟m not going to school nor attending my subjects
anymore so I play instead.)
“di naman.. kunwari vacant tapos may next subject. yung next subject di na namin
mapapasokan kasi.. yung sa oras ng gaming.. yung sa oras ng laro.. sumobra na”
(“Example, vacant and there will be a next subject we are not going to attend that subject
because our gaming time exceeded.”)
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THE LIVED EXPERIENCE OF ONLINE GAMERS
PARTICIPANT 2
“yung sakin ahhh… sa life ko yung… nag… par… nasira yung mata ay parang lumabo
yung mata ko lalo tapos yung sa lifestyle ko nun sa… doon sa bahay, minsan nga
nakakalimutan ko na maligo sa pagdo-dota ay pagco-computer hindi, totoo yun pag adik
ka talaga… tapos tutok ka.”
(“my vision got blurry and my lifestyle at home, sometimes I forgot to take a bath
because of playing dota. Yes it is true if you got addicted and focused on playing online
games.”)
PARTICIPANT 5
“hindi ahh, wala ng liguan yun.”
(“When it comes to health I often get sick due to playing online games.”)
“sumasakit lagi yung ulo ko, kung minsan madali akong dapuan ng
lagnat” (“I always get headache and sometimes I‟m having a fever.”)
DISCUSSIONS:
The Game Genesis is a major factor in the start of informants‟ engagement in online
gaming. In the first theme we discussed the experiences of the informants with a sub-theme
Persuade vs Persuadable. This relates to the Adaptation Model by Sister Callista Roy which she
defined as expanded adaptive abilities and enhances person and environment transformation. The
ability to adapt to people, situations and surroundings affords people a greater ability to become
better suited to the environment they live in. Through understanding the Adaptation Model, we
will be able to know that the young adults may or may not adapt according to their own personal
assumptions. The informants‟ way of adapting in online gaming is through their friends.
Friendsare the most influential people that persuaded them to do, try and interact with new things
that
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THE LIVED EXPERIENCE OF ONLINE GAMERS
are not familiar with them. According to Allan (2012) age certainly become an important factor
for social networking sites and online games, it supports the life phase concepts.
The Gaming Fantasy is the second theme which explains the informants‟ view towards
online gaming with the sub-theme of Escape Reality and Virtual Reality. This theme and sub
theme relates to the Behavioral System Model by Dorothy Johnson. She stated that the use of
behavioral system as their knowledge based in order to return to the state of equilibrium. This
stressful stimulus created such disturbances or tensions in the informant that a state of this
equilibrium occurred. This particular helps the researchers to assess the behavior of a person. It is
also to manifest the attempts of a person to regain balance to assist biological processes and
recovery. It is noted that this is their compensatory mechanism on why they engaged to online
gaming. They viewed and imagined things from reality to virtually with the help of online
gaming. According to Gentil et al. (2014) online games can be addictive and that some online
games have been associated with aggressive behaviour although online gaming may enhance
learning, drive away boredom, and/or to persuade players to adopt certain actions and opinions.
The game play improve various thinking skills but that it can also boost cognitive speed for those
who play action games and can also improve cognitive accuracy for players who play strategy
games.
Playing online games is also a product of some reasons like low self-esteem or emotional
problems, poor social relationship and a need for recognition and power. For low-esteem or
emotional problems, the gamer would usually find an escapefrom his problems and would
divulge him in the virtual world. For the poor social relationship, gamers are given the
opportunity to express their own self without worrying since video games respect anonymity by
the creation of an avatar and the option they give to disclose a little information about the gamer.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Playing develops the social competence of a person because they all have that urge that makes
them want to be victorious in the game and despise them being the losers of the game (Granic,
Aware but unaware is the theme with the sub-theme of Family Neglect, School Neglect
and Self Neglect. This theme and sub-theme relates to the Self Care Deficit by Dorothea Orem.
According to her, this model is to enhance the ability for self-care and also extends to the
situation. She also identified self-care requisites are groups of needs or requirements of classified
as 1.) Universal self-care requisites physiologic need 2.) Developmental self-care requisites 3.)
Health deviation requisites. On her model, self-care deficit emphasizes the subjectivity of mature
and mature in person‟s health and health related action limitations. The statements described how
the informants were aware with what they do and what is happening to them but were unaware of
the consequences that has brought to them by their actions. According to Wolman (2012) online
games and internet overuse create problems on online gamers but they are not aware of it. Also,
Wood, Gupta, Devevensky& Griffiths (2014) research has tended to concentrate on negative
aspects, such as excessive play and addiction. Instead of spending their hours on studying and
doing their homework, children spend their time on playing online games.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Chapter V
Summary
This study entitled “The Lived Experience of Online Gamers” aimed at explaining and
understanding the experiences of the informants playing online games. It is willful to answer the
research question “What is the lived experience of college students in online gaming?” The nine
informants were chosen using the snowball sampling. The research was conducted at PHINMA
University of Pangasinan at Arellano Street, Dagupan City from February 2019. Data from the
informants were gathered using a voice recorder into a transcription and then analysed using
Open Coding. The following themes were formed from this study: (1) The Game Genesis, (2)
Findings
The findings of the study explored the life experiences of the informants as online
gamers. With the gathered data, themes emerged and implications were made within each theme.
1. The Game Genesis. According to the informants the reason why they engaged to online
gaming was that they were influenced by their friends. They adapted behaviors to
informant wanted to fill a hole in his heart and the necessity to feel this is to engage in
2. The Gaming Fantasy. The informants stated that they see things differently in online
gaming, even though others see it as a distraction. Their way of viewing reality has been
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THE LIVED EXPERIENCE OF ONLINE GAMERS
connected virtually in what they see in the online world. Online gaming has been there
3. Aware but unaware. The informants voiced out feelings regarding their perceptions on
how online games affected themselves, their studies and their families. They missed
occasions with their family, quality time to form bonds, and gatherings with families.
They also missed their obligations towards their studies and maintaining their health and
personal hygiene.
Implications
of playing online games. This implies that social group influences one‟s behaviour about
gaming.
The theme “gaming fantasy” revealed that the informants underwent a transformation to a
virtual world. Hence, this affects their reality of time and situation. The informants loss time
because of prolonged playing of online games, so were limited actions and they could not do any
activities because of too much exposure in playing online games based on our study. Thus this
implies that these young adults may forget their school and home tasks.
Although, the study finds that online gamers‟ responses vary from another. The findings
of this study showed that friends are one of the major influencer to play. Moreover, their gaming
habits affect their schooling and their behaviour towards their family.
Notably, the findings showed that online gaming is their compensatory mechanism
towards stress and an escape to reality which helps them ease whatever they are feeling towards
the real world. Hence, this implies that their coping mechanisms toward stress is not healthy and
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Recommendation
1. Counselinng Therapy must be conducted for those online gamers whether they are new or
2. Families should be aware to the reasons why their children spend most of their time
playing online games rather than interacting with them for emotional health nowadays is
3. School should have strict imposition of the distance of the computer shop to the school. 4.
We recommend to the future researchers to have study regarding student‟s who were able to
References
A. Books
ProfessionalNursing (1st ed.)Malabon, Philippines: Giuani Prints House. Polit, D. & Beck C.
(2012). Nursing Research: Generating and Assessing Evidence for Nursing Practice (9th ed.)
https://juliazochodne.wordpress.com/tutorials/open-coding-and-qualitative-analysis/
Wu, W.V., Yen, L.L, & Marek, M. (2011) Online EFL Interaction to Increase Confidence,
www.ifets.info/journals/14_3/10
Yolageldili, G., & Arikan, A. (2011) Effectiveness of Using Games in Teaching Grammar to
http://ilkogretim-online.org.tr
Daria J. Kuss and Mark D. Griffiths (2012) Internet and Gaming Addiction A Systematic
Page | 37
THE LIVED EXPERIENCE OF ONLINE GAMERS
https://www.nebi.nlm.nih.gov/pme/articles/PMC4061797/
Saldaña, Johnnny (2012) The coding manual for qualitative researchers. No. 14. Sage, 2012.
https://juliazochodne.wordpress.com/tutorials/open-coding-and-qualitative-analysis/ Jane
https://www.bbc.com/news/technology-42541404
Wohlman, R. (2012) „Epic Fail‟: How Video Games and Internet Overuse Create Problems
game%20addiction%20presentation%20without%20(2).pdf
Granic, I., Lobel, A., Engels, R. C. M. E. (2013). The Benefits of Playing Video Games;
https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
https://en.wikipilipinas.org/index.php?title=BC_Websight_Internet_Cafe.
Retrieved:September 9, 2013
https://www.academia.edu/8382300/CHAPTER_1_INTRODUCTION_Background_of_t
he_Study
Gabby Dizon (2016) Everything you always wanted to know about games in the
Philippines; sea.imgawards.com
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THE LIVED EXPERIENCE OF ONLINE GAMERS
https://www.onlinegameaddction.wordpress.com
https://datapath.io/resources/blog/the-history-of-online-gaming
American Counseling Association (2018) American Counseling Association Your Passion. Your
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX A
PHINMA-UNIVERSITY OF PANGASINAN
Arellano Street, Dagupan City
College of Nursing
MARIA TERESA R. FAJARDO
Dean, College of Nursing
We, theresearchers from the level III, Block B, Group 4, from the PHINMA-University of
Pangasinan are currently conducting a research entitled, “THELIVEDEXPERIENCE OF
ONLINE GAMERS”, in partial fulfillment of the requirements in Nursing Research I.
In this regard, we would like to request your whole-hearted support cooperation for us to conduct
our research study.
We look forward for your favorable response. Thank you very much.
Respectfully Yours,
Noted by:
Approved by:
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX B
Informed Consent
PHINMA-UNIVERSITY OF PANGASINAN
Arellano Street, Dagupan City
College of Nursing
Dear Sir/Ma’am:
We, the student researchers from the PHINMA-University of Pangasinan, taking up Bachelor of
Science in Nursing are currently undertaking a study entitled “THELIVED EXPERIENCE OF
ONLINE GAMERS”. We aim to explore and discover the lived experience of college students
ages 18 to 25 being gamers in various online games. This qualitative study will utilize Interviews
as the research instrument. The study will aid in medical professionals understanding the lived
experience of college students ages 18 to 25 towards online games.
In this regard, may we respectfully request to ask you different questions that are relevant to your
lived experience. We assure you that confidentiality of your identity and the information you will
give will be protected and all information will be used solely for the intended purpose.
We are hoping for your positive response regarding this matter. Thank you very much.
Respectfully Yours,
Noted by:
Approved by:
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX C
Interview Guide
PHINMA-UNIVERSITY OF PANGASINAN
Arellano Street, Dagupan City
College of Nursing
4. How has your playing online games affected your life? Your family? (Paano naapektuhan
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX D
The Game Genesis Persuader vs Persuadable
Escape Reality
Virtual Reality
Family Neglect
Figure 2.Themes and subthemes created from the statements of the informants‟ experiences as
online gamers.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX E
OPEN CODING
Table 1.
TOPIC DATA SET Quote, Line Initial Analysis IDEA
& Page
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THE LIVED EXPERIENCE OF ONLINE GAMERS
lalo na pag containment.
mahirap yung
level ng mga
laro
nakakatuwa”
Line 14-15,
Page1, P1
Effect Pros “di ko din Despite of his Informant can
masyadong playing, the view that there
ma explain informant felt was a good
kung motivated result when
paano siya when it continuously
nag.. paano comes to his playing.
niya imagination to
naapektuhan the
yung buhay environment.
ko.. pero I
could say na
parang na
enhance niya
yung
imagination ko
when it comes
to.. the
environment
around me”
Line 27-29,
Page 2, P1
“Parang I see
things
differently...
parang
whenever I
see something
I always…
think
differently
about that
Cons object Informant is
parang ganun feeling
kasi nakita ko When he separated to
na sa laro, started his close ones.
parang nakita playing online
ko ulit games the
sa......” Line bonding
31- 32, Page between him
2, P1 and his
family, there
“ay ano.. is gap.
maraming
nagging..
medyo nalayo
ako sa
kanila nung
una pero
nung na
realize ko din na
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THE LIVED EXPERIENCE OF ONLINE GAMERS
nasobrahan ko
na yung
paglalaro
binawas-bawas
an ko na.. yun”
Line 37-38,
Page 2,
P1
“Siguro…
24hrs...
straight
naglalaro.”
Line 53, Page
2, P1
Table 2.
TOPIC DATA SET Quote, Line Initial Analysis IDEA
& Page
Student Profile Age “Ahhh… 20” He started at The
Line 2, Page the age of 18. informant
1, P2 started at a
very young
age in
playing online
games and
Course “Architecture Despite of his find ways to
po” Line 4, course he play.
Page 1, P2 managed to
play online
games.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
kasi may ano
kami nun…
may computer
shop kami
kaya
ganun…”
Line 27-28,
Page 2
Who Influenced Friends “syempre sa He is Friends
mga tropa… influenced by influence the
yung his friends so informant.
mga… BI I can say that
minsan friends are
pero… influential
hindi kasi, when it
minsan kasi… comes to
ahhh… vices.
parang…
hahanap ha…
hahanap ka ng
yung…
parang…
nagwawaste ka
ng oras sa mga
bagay-bagay na
hindi naman
makabuluhan
minsan…
kaya
naisipan ko
rin na… why
na…
maglaro rin
ako
nito.. Para ma
experience ko
rin yung
mga…
ganitong
bagay
ganun…”
Line 34-37,
Page 2,
P2
Experience Satisfaction “siyempre… Playing online With the
yung… yung… games gave experience he
pleasure… him a pleasure has in playing
ehh… and it made online games,
simple… ehh him think that he has found
kapag… online games pleasure and
gumagawa ka are a way to gratification in it.
ay naglalaro feel
ka kasi ng gratification on
ano… online his life.
games…
makaka…
makakabuo ka
ng mga ano…
ng
mga friendship
ganon sa…,
then
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THE LIVED EXPERIENCE OF ONLINE GAMERS
makaka-kilala
ka sa mga ibat
ibang lugar
na…
pwede mong
kaibiganin,
tapos sa online
games kasi
pwede
mong…
magka pera,
yun naman
yung major
prospect ng
mga online
gamer
talaga na
magka pera
doon sa
ano… sa
pinagkaka-
adikan nila,
so yun.”
Line 10,
Page 1, P2
Effect Pros “simple… Playing online Good effect
ehh games is a way of online
kapag… to have a strong games is
gumagawa ka relationship important
ay naglalaro with his when you are
ka kasi ng friends and in able to
ano… online his view it gave manage it
games… him a good carefully, and
makaka… effect towards I can say
makakabuo ka it. that he built
ng mga ano… a strong
ng bond towards
mga friendship his friends.
ganon sa…,
then
makaka-kilala
ka sa mga ibat
ibang lugar
na…
pwede mong
kaibiganin,
tapos sa online
games kasi
pwede
mong…
magka pera,
yun naman
yung major
prospect ng
mga online
gamer
talaga na
magka pera
doon sa
ano… sa
pinagkaka-
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Cons adikan nila, Negativity of I can say that
so yun.” playing online with him
Line 10- games is a risk experiencing
15, Page 1, P2 to him some signs
especially and
“sakin ano, when it comes symptoms
ahhh… to his health. because of
paglalaro mo being
ng mga… addicted to
ayun online online games
games, can put his
minsan health at risk.
na… na nae
enhance
kumbaga
yung ano
yung
pagiisip mo
minsan yun,
nae enhance
kasi
sa… paglalaro
ng mga team
plays sa ano…
sa tulad ng
Dota or LOL,
ahhh… yung…
IQ ba yung
ginagamit mo
na dun, para
kung paano
mo siya
ishutdown
yung mga
kalaban
ganon or
parang
diskarte ng IQ
mo talaga,
then… yun…”
Line 78-82,
Page 3, P2
“yung sakin
ahhh… sa life
ko yung…
nag…
par… nasira
yung mata ay
parang
lumabo
yung mata
ko
lalo tapos
yung sa
lifestyle ko
nun sa… doon
sa bahay,
minsan nga
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THE LIVED EXPERIENCE OF ONLINE GAMERS
nakakalimuta
n ko na
maligo sa
pagdo-dota
ay
pagco-comput
er hindi,
totoo yun pag
adik ka
talaga…
tapos tutok
ka.” Line
45-48, Page
2, P2
“Ehh sa
family…
minsan ano eh,
nangungupit na
ako ng pera
minsan, kasi
pambili ng
ano eh…
yun nga
yun nga
pambili ng
ano… tapos…
tapos maka…
yung..
makikita mo
yung mga…
mga bibilhin
sa online na
para
ma… para ma
ano ma-level
up yung mga
costume ng
ano design
sa mga
characters,
parang
bibilhin mo
yung ano,
bibili ka ng
card… cost
of… 500
ganun…
tska ayun
ireregister mo
na, yung 500
na yun galing
sa
pinaghirapan
ng pe… ay
yung
parents ko na
kinupit ko lang
naman.” Line
57- 63, Page
2-3, P2
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THE LIVED EXPERIENCE OF ONLINE GAMERS
“hindi pa
naman, pero…
sa
attendance
hindi ay yun
doon
ako… doon
ako na
bumabawi sa
ano eh
nababawian
ako sa
attendance
kasi skip
ganon, hindi
na ko…
hindi na kami
pumapasok”
Line 71-73,
Page 3, P2
“Marami
nang
perang
nasayang”
Line 84,
Page 3, P2
Duration Hours of Play “8 hours…” Too much Too much
Line 53, Page exposure in time
2, P2 playing online spending at
games can games can be
“nung time actually be an indication
51ay un considered of
ahhh… addictive. addiction
inuumpisihan which leads
ko sya ng 8, to
magaalmusal prolonged
muna ako playing and
tapos minsan time can be a
4 na ako big
matatapos, impact to be a
yung lunch risk of
ko parang different
nakakalimuta illness that
n ko na” can be
Line 50- 51, acquired in
Page 2, P2 too much
playing.
Table 3.
TOPIC DATA SET QUOTE LINE & PAGE INITIAL IDEA
ANALYSIS
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Course “Architecture po” Without being Despite of
Line 4, Page 1. P3 affected by his his course
course, he still he has
managed to still managed
play online to play.
games.
Year started Age “sssssssssss… since The informant With those 9
first year highschool has been years of
ako.” Line 33, Page 2, playing for 9 playing
P3 years from online games,
now. informant is
“oo… 2010 2011 still
ganon.” Line 35, Page committed in
2, P3 online games.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
56, Page 2, P3 instead to
cope to his
“ah ano...ah ano ADL‟s
pag minsan
lang...pag...napasarap
ang laro pag...
tanghali, tanghali kasi
lunch time. Tapossss
punta kami ng
computer shop,
minsan di na kami
papasok ng hapon
para maglaro” Line
81-83, Page 3, P3
Table 4.
TOPIC DATA SET Quote, Line & Page Initial Analysis IDEA
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THE LIVED EXPERIENCE OF ONLINE GAMERS
naman ako friends/classmate big impact
naglalaro dati s. He can never not just in
nung mga say no whenever his life but
elementary pa they invite him. also in the
lang pero society.
pagdating
ng grade 7
parang yung
mga kaklase ko
parang niyaya
ako dun sa
pagco
computer tapos
yun every...
lunch...
maglalaro kami
ng ano..tapos
papasok na
kami.” Line 21-
23, Page 1, P4
Experience Satisfaction “ahh… Masaya” The informant is We can say
Line 15, Page 1, gratified that the
P4 whenever he informant
plays online feels
“Parang masaya games because contentment
kasi pag… pag on how he regarding
naglalaro ka expressed his playing
parang nawawala feelings. online
yun kung ano games.
man yung
malungkot
na....pag kasama
ko yung
mga ka try out
ko.” Line 17-18,
Page 1, P4
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THE LIVED EXPERIENCE OF ONLINE GAMERS
wala akong with his family manifest a
magawa or has been broken. problem/troub
nai-stress ako” le to the
Line 65-66, Page relationship
3, P4 of the
individual
so we can
say that the
informant
“Negative kasi experienced
minsan nauubos.. a gap in his
nauubos yung oras family
ko sa ibang bagay because of
tulad ng sa pagco playing too
consume ko doon much.
sa mga friends
and
family” Line
66-68, Page 3,
P4
“Ah parang
yung nga po
dati
naglalaro ako,
umaalis ng bahay
weekends..
umaalis ako..
imbe na..
makatulong ako
sa bahay or may
family bonding
kami yun
umaalis ako ng
bahay
nagco-computer”
Line 71-73, Page
3, P4
Duration Hours of Playing “ah.. dati nung The informant We can say
grade 7 ako ano can manage his that the
lang every.. time when it informant is
pagkatapos ng comes to aware in
lunch break playing online managing his
lang ganon. games. time even if
Pero nung he knows
grade 8 ganon, the
paguwian mga 4 probable
yun hanggang 6” result when
Line 34-35, Page he is
2, P4 already
addicted to
“mga 1-2 hours playing
lang” Line 38, Page online games.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
2, P4
“ngayong
naglalaro pa ako
pero ano
malang
paminsan
minsan nalang
po” Line 44,
Page 2, P4
Table 5.
TOPIC DATA SET Quote, Line Initial Analysis IDEA
& Page
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THE LIVED EXPERIENCE OF ONLINE GAMERS
2009 siguro
yun…” Line
13, Page 1,
P5
“sa health
naman, halos
nagkakasakit
ako lagi due to
kakalaro”
Line 105,
Page 4, P5
“sumasakit
lagi yung ulo
ko,
kung minsan
madali akong
dapuan ng
lagnat” Line
107, Page 4,
P5
“wala ako
halos time…
like nasa baba
sila tatlo
sila dun tas
nasa taas ako
nag
lalaro or
minsan wala
ako sa
bahay
naglalaro,
pero minsan
sumasama na
yung kapatid
ko” Line
113-114,
Page 4, P5
“yung minsan
nag mimiss
yung
activities” Line
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THE LIVED EXPERIENCE OF ONLINE GAMERS
131, Page 5, P5
“oo,
nagaabsent
ako.” Line
133, Page 5,
P5
“7 ako nagising
7 din ako ng
umaga
natutulog”
Line 83,
Page 3, P5
Table 6.
TOPIC DATA SET Quote, Line Initial Analysis IDEA
& Page
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Year “Oo, 12 to 13 addicted to
ganon.” Line online gaming.
17, Page 1, P6
“Grade 6…
2010
ganon…” Line
13, Page 1, P6
Who Influenced Friends “Ahhh… Online games Everyone can
ano… had a big influence the
parang… impact to him people who are
nanggagaling because of the exposed to
sa mga ibang influence of his online games
ano… friends. but a lot of
kaibigan… player said
tapos that friends
naririnig-rinig are more
tapos influential to
nagkakayayaa vices when it
n ganon.” comes to
Line 38- 39, online
Page 2, P6 gaming.
“ummm
actually… yung
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Cons mga pinsan, Playing too Sometimes,
kuya, gamer much online he agreed
din kasi sila games can lead that
kaya… dun to negative negativity effect
ka- parang effects that in playing
yun yung made him feel online games
bonding his can be the
naming.” conscience. cause a gap in
Line 79-80, his relationship
Page 3, P6 with his
family.
“negative,
ummm…
pag… sa ano
mga
chores ganun,
imbis na
gawin mo
yung
pinapagawa
sayo sa bahay
mas
inuuna mo
yun…” Line
75- 76, Page
3, P6
“sa studies…
yun maano
siya sa
studies,
kasi…
parang
kunwari nag
review ka
tapos nag ano
ka nag…
naglaro ka
ganun…
parang… may
mga parts na
sa mga
nereview
mo na ano,
basta, kasi dati
nung
nag-lalaro ako
tapos di ako
nag lalaro
mas ano ako
dito sa di
naglalaro,
parang mas
ano yung
studies ko”
Line 88-91,
Page 4,
P6
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THE LIVED EXPERIENCE OF ONLINE GAMERS
ako kaya playing online games can be
nung games in a a risk factor
highschool prolonged time for
nag… can give harm acquiring
lumipat ako to his health. health
sa LoL, problems
League of when spent
Legends.” too much
Line 29-30, time on
Page 2, playing.
P6
“Doon kapag
kasama ko
yung mga
kaibigan ko
minsan nakaka
ano kami 7
hours ganon.”
Line 32- 33,
Page 2, P6
Table 7.
TOPIC DATA SET QUOTE LINE & INITIAL IDEA
PAGE ANALYSIS
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THE LIVED EXPERIENCE OF ONLINE GAMERS
tapos naadik na
ako” Line 17-18,
Page 1, P7
Experience Satisfaction “ano…parang stress He feels stress We can say the
reliever ganun, free and serves online games
parang pag wala as killing of can help the
kang time informant to
magawa…yung when his get not bored
pampalipas oras.” boredom and to end his
Line 36-37, Page strikes. sad
1, P7 thinking.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
di na ako
gumagawa tapos
yun na
bumabagsak yung
ano tas yun
bumagsak ako yun
na.” Line 46-49,
Page 2, P7
“tapos yung
negative
napapariwara ka sa
pag aaral yun
lang.” Line 62-63,
Page 3, P7
“nawawalan ako
ng oras sa kanila
(family)” Line 65,
Page 3, P7
“kunware may
family bonding
kami, family
bonding, di ako
sasama sa kanila
tapos pag kakain sa
labas di na rin ako
nakakasama
kasi sa pagka adik
na yan.” Line
67-68,
Page 1, P7
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THE LIVED EXPERIENCE OF ONLINE GAMERS
giyang kami mga playing online depends on
nasa ano… mga 12 games. his mood.
ay mga ano ah mga
5 hrs
ganun, tapos kapag
ano hindi kami
giyang mga 2 hrs
lang hindi kami
adik.” Line 18,
Page 1, P7
Table 8.
TOPIC DATA SET Quote, Line & Page Initial Analysis IDEA
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THE LIVED EXPERIENCE OF ONLINE GAMERS
games.
Effect Pros “Ano… ah… He is We can see
tinatanggal niya stress relieved by that there is a
ko, parang stress playing positive
reliever ko ang mag online games impact to the
laro at tsaka yun every time informant
kumikita rin kasi may he‟s which is he
pustahan…kumbaga stressed. was relieved
easy money.” Line due to his
90-91, Page 2, P8 stress by
playing
online
Cons
games.
“Ah ano…kinakain
niya yung buong… Even with We can say
oras ko sa isang araw” pros in that there are
Line 50, playing negative
Page 2, P8 online effects to the
games, there informants
“Ano syempre… will still be playing
madalang… syempre cons which online
yung parang time na the games and
mag dinner na kami, informant‟s he tend to
sabay sabay kami mag ADLs is be
didinner syempre ako affected. unproductive
yung wala kasi nasa when it
ano pa… nag lalaro” comes to
Line 60-61, Page 3, P8 studying and
other
“Yun ano… dumating activities
sa point na… dati kasi that he was
dumating ako sa supposed to
point na… be doing.
tinatamad na
pumasok” Line
64-65, Page 3, P8
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THE LIVED EXPERIENCE OF ONLINE GAMERS
74-75, Page 3, P8
“Ngayon ganon pa
din… nabawasan lang
ng one to.. three
hours.. ay ng two
hours ay ng three
hours” Line 34-35,
Page 2, P8
“Fourteen ganon…”
Line 40, Page 2, P8
Table 9.
TOPIC DATA SET Quote, Line Initial Analysis IDEA
& Page
Student Profile Age “Ahhh… 21 The informant The informant
po” Line 2, started at the was exposed
Page 1, P9 age of 15. to online
gaming at his
very young
age.
Course “IT po.” Line He manages
4, Page 1, P9 to play It is somehow
online expected that
games he plays
because it‟s online
connected games because
with his course. of his course.
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Year Started Age “fifteen.. The informant The informant
twelve started at the was exposed
siguro” Line age of 15. to online
12, Page 1, gaming at his
P9 very young
Year age.
“2009” Line
10, Page 1,
P9
“less
discipline
siguro.. hindi
na
pumapasok..
naglalaro
nalang.. di na
pinapasukan
yung subjects”
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THE LIVED EXPERIENCE OF ONLINE GAMERS
Line 95-96,
Page 4, P9
“di naman..
kunwari
vacant tapos
may next
subject. yung
next subject di
na namin
mapapasokan
kasi.. yung sa
oras ng
gaming.. yung
sa oras ng
laro.. sumobra
na” Line
98-99, Page
4, P9
“two.. to three
times a day”
Line 38, Page
2, P9
“pag
overnight..
madaling
araw na”
Line 125,
Page 5, P9
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX F
and generation. What‟s surprising is that how these online games have made a big impact with
the lives of the people especially the young adults, ages 18 to 25. What we know is that it‟s just
merely a game people love to play, but what we don‟t know is that it isn‟t simply just a game
rather it became a part of other people‟s lives that it‟s hard for them to give it up. I thought
dealing with research is easy when you have a topic that‟s familiar to you and to the society but
upon dealing with all the tasks, submissions and deadlines, it is then I realized that in neither
research there are no easy nor a difficult topic. We all are going to strive for what is needed and
to abide by the instructions given to us. Research is a task where you get to establish
independence not because you can‟t rely on others, your professors and your references but
because it is where you develop who you are. Research enhances yourself, your capabilities and
abilities and how you work and use yourself as a part of your team.
The concept of privilege positions in society was only made aware to me in recent
months as I have the luxury of learning about these subtle forms of oppression of this study. I
was lucky enough, privileged enough, to afford to be ignorant of such phenomena, but for some,
these facts of social life are daily lessons of how they do not fit into a view of reality portrayed
by mainstream culture. I had been focused on seeing overt forms of oppression where one group
actively impacts another; however, I had never realized the part I played, and the advantages I
gained from this system of oppression. It wasn‟t until I learned of my privilege that I began to
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THE LIVED EXPERIENCE OF ONLINE GAMERS
see examples of it everywhere I looked. For my reflection I decided to do a little field work, so
I/we took a walk around University of Pangasinan PHINMA Education to search for examples of
privilege. I found in our topic was the lived experienced of the online gamers. Although I‟m also
an online gamer, I should know was does the other online gamers feels, experiences and
struggles. Online games gives enjoyment, happiness, bonding, and can improve coordination,
enhances memory, improves social skill and improve attention and concentration, But too much
playing can lead to addiction, can cause harmful effect because of the radiation that it have. As
they said being online gamers is like a gamble because it‟s have different possibilities so don‟t
Nowadays, online games are becoming so popular especially among young adults. It is
something that other people consider as inevitable because they feel different every time they
play one and they say they benefit from it because some gamers consider playing as their coping
mechanism or their stress reliever. We thought what they play is just a simple game but as for
them players, it became a part of their lives that made them hard to give it up. Dealing with
research is quite tough especially collaborating online players as your topic is somehow arduous
because all the research that has been made are all internet based because as of the moment we
don‟t have much book based resources to get our information from about our topic. Research is
not an easy thing to do but, we try our best to find out new things and explore them. It is a task
where it helps us to be more creative and establish independency within ourselves and even bring
out our abilities and capabilities when it comes to research. We drudge to the extent of our ability
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THE LIVED EXPERIENCE OF ONLINE GAMERS
what research is and our instructor group us to find and to choose our topic. It is hard to choose
on what topic is applicable to have in our research. Our group choose the topic of lived
experienced of online gamers, we actually interpreting the living of the individual regarding to
their addiction on online gaming. As a student I expect that our research topic have gathered all
As a student we expect that our research is known to be interesting. I didn‟t expect that
our research is easy as that but rather this is the one of subject that may need focus and detailed
information. When we choose our research topic we know that this is the start on what research
is. For me, research is challenging because as a ordinary student we are the one to gather
information and make some opinion on it. Research is not just a paper works, research is the one
of works that can give a lot of information get a new ideas and knowledge that may help you in
doing researches in the future. As we go along in our research, we must have a deepest thoughts
At first, I don‟t know what to do. I feel so nervous because I have no idea regarding with
research but with the help of my group mates, I learned to have self-confidence and idea on what
research is all about. When we chose our topic, I know in myself that I can gather new ideas and
information to share with my group mates. I expect that our research will have a good outcome.
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Reflexivity Notes during Data Collection
While gathering the data, it was really hard actually since we have a different time with
our informants. Setting a specific time for us to meet to be able to gather data was already an
issue towards our study but I didn‟t expect that gathering the informations from them would be
that interesting. You learn things from them through the information you have gathered, it‟s also
quite interesting how fast you can formulate questions that are really not your questions in the
study by just basing it from the statement they stated. Surely how your thoughts can work with
their thoughts and how fast can you assess the statemennts they give.
Today, we are now exposed in modern technology. These days‟ technology eats us, we
cannot live without phones, wifi, and other gadgets. Individuals are updated whats the new trends
today like in online games, online games are available in any group of age theres no age limit and
it is easy to access. Playing online games gives you enjoyment; so much playing online makes
individuals to cut in their classes just to play online games. Playing online games are inevitable
We are now in a world where technology is so modern and advance and soon it will be
more advanced because our generation keeps on researching and enhancing our so called
technology. We, the millennials, are into modern technology especially mobile phones, laptops
and desktop where most of them gadgets are used in communication, school purposes and in
playing online games. As what I‟ve noticed students who use modern technology, they tend to
get addicted or they tend to do unusual things example, they don‟t attend their class, they steal
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THE LIVED EXPERIENCE OF ONLINE GAMERS
money from their parents, and they become too lazy instead of doing things that will benefit
them the most. They say playing online games benefits them because they are relieved from
stress whenever they play yet they don‟t really notice the negative and positive effects of playing
online games.
Today, we are now into a modernized generation, we got modern household appliances,
communication is easy through modern cellphones, etc. As I turn around, everywhere my sight
was focused on computer shops, with minor children of ages 12 and above to 18 really curious
on what applicable games they got! Spending too much time and even cutting classes. As for me
online games are nice as some says for relaxation with companionship as stand players of the
games needs. Now, online games can be a sort in shop business you pay to cellphones you got to
have a load for communication of the game one chooses! Enjoyment is there.
During the interview it‟s really difficult to be a part of a study where you are not exposed
nor experienced to be an online gamer. We observed that some of the informants are open to
discuss about their experiences and they are willing to answer our questios. Many of them as
well noted that spending too much time in playing online games was very hard to handle because
they are affected physically and emotionally. It was nice listening to them also because they
really told us their experiences as an online gamerand it was easier for us to gather data from
them.
Knowing the title of our research, I was so excited to do it. We all know that this is a hot
topic now, especially in our generation. I definitely don‟t know the reasons of those who are
called gamers, who were addicted in games on why they keep on playing computer games. As
we go and work on it, I‟ve noticed that almost all millennials are into it. Knowing their lived
In this generation that we have, even not as an online gamer we tend to spend our time
with our family rather we divert our attention towards these electronic devices that this
moderation has. As we have gathered our data I can say that each one of us have our own reasons
as to why we get separated from our parents. Learning from their information, online gaming
isn‟t as bad as others and we thought it would be. It‟s inspiring to know that even though some
may struggle with their studies while being an online gamer they were capable to multitask two
After the study, I recognized that online gaming had a great influence in today‟s world.
Online gaming act as entertainment, stress reliever, and so on. Online gamers consume lots of
time in playing; they can even tolerate their hunger just to play online games. They also make
absences just to play online games and some online gamers have a low social life because they
were not interested in other activities because online gamers can make themselves happy even
As what we‟ve gathered from our data, online gamers told us their lived experience in
playing online games. Players lack discipline when they play online games because they don‟t
notice the time they are consuming whenever they play, they don‟t go to their class, they don‟t
save their allowance instead they use it for playing, they don‟t do their homework and other
school works and in some cases, they do not eat along with their family which is a reason where
closeness within the family is deteriorating. On the other hand, players also told us that playing
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THE LIVED EXPERIENCE OF ONLINE GAMERS
online games enhances their thinking, relieve them from stress, become more imaginative and
creative and it gives them satisfaction and enjoyment. It is okay to play online games as long as
players know how to manage their time properly and finish their errands on time. We are humans
not a robot of our modern technology, we get tired and we need our own different ways of
relieving our stress it is a matter of discipline to oneself.
After we gathered the necessary data, continuation of our study is the next step. We transcribed
and analyzed based on the data we have gathered and then when the themes were already set we
sort it all and we had made them as the subthemes. One of the things that we learned in doing our
research is not to give up on what we have chosen to do so. As the defense is fast approaching it
made me feel very nervous because our research paper is not that ready. For the last time, I
As we finished the interview with our informants and started to transcribed and analyzed,
I realized it is not easy to be a player of online games. I noticed that informants had a different
problem regardless to their relationship of their families. I was expecting that they would had a
lot of fun playing online games. In this research, I hope that readers would understand the lived
experience of playing online games and how do players of online games felt.
After the study, I realized that online gamig has really a big impact in our society. Online
gaming serves as entertainment, fun, stress relievers and many discoveries have come to the
gamers. I also realize that some people have more time in playing online games because they
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THE LIVED EXPERIENCE OF ONLINE GAMERS
were afraid to communicate with other people personally. But then because of gaming, gamers
became less discipline on themselves. Instead of studying, gamers spent most of their time o
playing. They even skipped their classes. They also skipped meals. It was also the reason why
they‟re not close with their family because they spent most of their time playing than to have
bonding with them. It‟s okay to play and get addicted as long as you can discipline yourself and
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THE LIVED EXPERIENCE OF ONLINE GAMERS
APPENDIX G
Timetable of Activities
ACTIVITY MAIN PERSON RESOURCES TIME FRAME
INVOLVED NEEDED
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ACTIVITY MAIN PERSON RESOURCES TIME FRAME
INVOLVED NEEDED
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