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San Lorenzo Ruiz Senior High School

Kaalinsabay Rd. Manggahan, Pasig City

Perceived Influence of Online Games to Grade 11 Students in San Lorenzo Ruiz


Senior High School
Gabriel Angelo Bersamin1, Khalif Abdul Rahman L. Gungon2, Lawrence Andrew B. Martinez3, John
Michael F. Pescoso4, Janssen Robert S. Rosalin5, Asherrei O. Brion6 , Rosemarie Grace L. Dela Peña7,
Irish Nicole F. Martinez8, Shanley Francesca M. Sabangan9
Corresponding Author: Sabangan, Shanley Francesca M. Email: sabanganshanleyfrancesca@gmail.com

Abstract
This qualitative study is conducted to know about the effects of online games to Grade 11 students in San Lorenzo Ruiz
Senior High School. This aims to understand the influence of online games on students during COVID-19 pandemic based
on their perceptions. The researchers conducted a survey by distributing questionnaires to 20 selected participants whereas
10 participants answered via Google forms and 10 participants answered through our printed questionnaires on Face to
Face. Based on the results, it shows that students are mostly influenced or convinced to play more because of friends and to
relieve some stress during their free time. Some had stated that they have experienced symptoms due to excessive playing
of online games. However, even if they play it more often, they will rather spend time with their families. This research
may have limitations: only a few pieces of information are collected since the participants are limited to 20 students within
a specific grade level. The recommendations for this include expanding the scope of research participants, and the
respondents should be the people who can observe those students who play online games such as their parents, siblings,
and/or guardians so that
the accuracy of the results would be more guaranteed. repercussions. Over two billion individuals
play video games worldwide, and by 2023,
Keywords: Online games, Effects, Influence, Grade 11 students that figure is expected to reach three billion.
(Adair C., 2022).
INTRODUCTION
This tells us the rapid growth of numbers of people
As technology continuously advances, online playing online games. As more and more people
games that are played through the availability of an playing online games increases, there is a
internet connection, also become common among probability that people getting addicted to it will
students. The effects of playing online games in increase. We want to know the exact effects of
our community is, at the same time, both bad and playing online games to different individuals. The
good. Though, most of the netizens say it only has purpose of our study is to understand more about
bad effects. We still can't deny the fact that online the impact of excessive exposure to online games
games change the lives of many. Because of this, on Grade 11 students in San Lorenzo Ruiz Senior
we conducted a study to understand more, how High School, including how they got addicted to
these types of online entertainment where everyone online games due to their situations at home in this
can interact, can affect one’s life. This research time of pandemic and how did playing too much
shows how we investigate the influences caused by online games affected their focus in life. Through
playing online games among the Grade 11 students this research, we can raise people's awareness on
in San Lorenzo Ruiz Senior High School. the effects of playing online games and what it does
physically and mentally to someone. By the end of
Despite their apparent benefits for character this research, knowing how deep the influences of
development, online games can nonetheless lead to online games may help the players to remind and
addiction and numerous other negative effects. The prevent themselves from the harmful effects that
usage of gadgets for online gaming by today's this kind of technological advancement can bring.
generations, to name just a few, could have an
impact on their social, academic, and personal Online games are designed to be addictive
hygiene well-being ("Computer: helpful or mess", especially when they are played for a long period of
n.d.). Online games became increasingly used for time. Consequently, this research aims to study and
entertainment. Though it has some benefits, we have a greater understanding of online gaming,
cannot avoid the negative effects of it, especially to wherein the possibility of addiction can manifest
those who are already addicted to playing it. In and usually affects student-players. It includes the
today's environment, teens spend a lot of time factors that make online games engaging enough
playing online games, which has several negative for them, as well as the perceived influences of it
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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

that can be harmfully associated with their well-being and addiction to video games and worse memory, worse
their ability to comply with necessary tasks. attention, and worse cognitive and academic
abilities.

Cause and Effect of Gaming Addiction The Impact of Online Gaming Addiction
on Mental Health
This research conducted by Roi Belmonte, et al. (2019),
has determined and analyzed the cause and effects of Nur Kamal and Saodah Wok (2020) studied the
gaming addiction in such a way that it can help students impact of online gaming addiction on mental health,
avoid being addicted to it through assessing the visible wherein they cited that Hazar and Hazar (2018)
and significant changes in their academic performance indicated that attractions to video games among
and lifestyle. The collected data showed that most of the young people could lead them to many problems
respondents tend to play games for hours. There are involving social, emotional, and physical health.
62.5% of the respondents who admit or think that they are These have the potential to trigger an individual’s
addicted to playing games for reasons like it is fun and mental and physical damage, anger, violence, and
exciting, the game itself it is addicting, the urge to social isolation. The study on the impact of online
progress in the game, the skills they gain from it, playing gaming addiction on mental health determined the
with their online friends, and other personal reasons. As exposure, levels, and the connection between
stated by the respondents themselves, gaming has done addictive online gaming and mental health,
numerous positive effects to them, with stress reliever particularly when it comes to depression, anxiety,
being the most common, followed by improving strategic and loneliness. Based on the data, there are cases
thinking, being knowledgeable in technology, gaining where the gamer would get angry if there is an
analytical thinking, gaining more skills that are applied in interruption while they were playing, however, the
real life, and gaining more friends. However, gaming still result indicates a low level of depression among the
affects them negatively in terms of lack of sleep, respondents. This is mainly because most students
spending more money, unable to comply with school prefer to play online games for fun and only during
requirements, physical pain and illness like headache and their leisure time. Low level of anxiety was also
eye strain, lack of time with family and friends, and visible due to online games, specifically when they
skipping meals. Therefore, there are various factors that always felt that other people were better at playing
can be considered as a cause of gaming addiction and as online games, or when they went through changes
the researchers concluded, in mood that they could not explain while playing
“Gaming addiction has a direct effect on the gamers’ online games, etc. The results also showed the level
lifestyle, health, and academic performance”. of loneliness among gamers, in which according to
the respondents, they played online games because
Video Gaming Addiction and Its Association of reasons such as they felt bored with almost
with Memory, Attention, and Learning Skills everything else in life, they felt lonely, or they felt
unhappy doing many things alone, etc. Therefore,
This study investigated by Youseff Farchakh, et al. online gaming addiction can be linked to multiple
(2020), aims to show the association between gaming mental health related conditions such as depression,
addiction and cognitive abilities, mainly to inform for the anxiety, and loneliness. The less addicted students
prevention and to manage any possible harm. Despite the are to online games, the less they would suffer from
benefits that video games have, such as socialization and these; similarly, the more addicted they are to
entertainment, empirical and clinical studies have online games, the more they would suffer from
frequently demonstrated that the excessive use of video mental health conditions (Kamal, N.S.Z., 2020).
games may lead to adverse consequences in
miscellaneous areas of psychological development and The Effect of Online Games To The
can result in an addiction among a small portion of Academic Performance Of The Students
gamers. It showed that higher addiction to gaming can be
associated with an individual’s memory, attention and To find out if online games have an effect on the
processing speed, and skills that involve problem solving academic performance of the students, the research
and written expression skills. This particular result conducted by Irene Pajarillo-Aquino (2019)
regarding memory may relate to the fact that spending too determined the difference in academic performance
much time playing the same type of games could be of both players and non-players of online games.
harming their abilities to retain and boost memories. In Online games are mostly played by males rather
conclusion, the results suggest a correlation between than females. And as shown in the data, "majority
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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

of the respondents are already at the legal age and that SCOPE AND LIMITATIONS
they are already aware of the repercussions of being
addicted to online gaming". This implies that their The study was conducted to determine the influence
academic performance is not hindered despite being of online games as perceived by the grade 11
engaged in online games. A perception about the effects students of San Lorenzo Ruiz Senior High School
of online games on academic performance is already within the first and second quarters of the school
common, in which according to the data, the respondents year 2022-2023. This study was limited to 20
agree that they perceived online games as something participants of Grade 11 Students at San Lorenzo
linked to bad influence that can affect academic Ruiz Senior High School.
performance. However, it is concluded that there is no
significant difference between the academic The results are solely based on the perceptions
performances of online gamers that has occurred for it is given by the participants as they responded to the
already evident by their academic grades that they still questionnaire.
manage to excel in class. DEFINITION OF TERMS
Negative Effects Of Online Games On Academic Online games. Online games are games we play on
Performance the internet or games that requires internet to be
played.
Another paper by Kurt Garcia, et al. (2018), studied the
negative effects of online games on students’ academic Perceived Influence. Being aware of the influence
performance in terms of assignments, quizzes, class of something.
recitation, paper works, and examinations, as well as Detrimental Effect. Something that has a harmful
determining the level of effects and relating it with their or damaging effect on it.
culture on playing online games. Among the student-
respondents, the study found that the majority of the Internet Connection. It is a connection where
respondents played online games, wherein gamers had an devices such as computers, laptops, cellphones, etc.
average academic performance while the nonplayers can access to be connected to the internet where
showed a high academic performance. Most of the people usually communicate all around the earth.
players consist of male who preferred multiplayer online
Negative Repercussion. An action's often negative,
games, spending an average of 2.14 hours a day and 4.45
indirect effect or consequence.
days a week to play. The results also indicated that their
primary motivation in playing was for entertainment. METHODOLOGY
Still, the negative effects of playing online games on their
academic performance were found to be at a moderate The researchers used ‘Case Study’ as the research
level. Based on the findings, it is revealed that there are design. Data are collected from a total of 20
significant factors that correlate with the level of negative students from San Lorenzo Ruiz Senior High
effects on students' academic performance: the time they School who agreed to participate in this study.
spent daily and weekly, and their motivation in playing Purposive sampling method is used with a criteria
online games. to select the appropriate participants of the study.
Questionnaires are used to collect data that
RESEARCH QUESTIONS consisted of 8 questions and were distributed
through Google Forms and Face to Face through
The perceived influence of online games to Grade 11 Printed Questionnaires. The researchers chose
Senior High School must be studied continuously given ‘Case Study’ to be the research design for this
that the current students in San Lorenzo Ruiz Senior High study. Case study is used to investigate or examine
School have become addicted to online gaming. This a subject, person, or a group of people to better
project therefore seeks to answer the following questions: understand the reasons or the possible causes of a
1. To what extent do the students engage behavior. This also analyzes the patterns and to
themselves in online gaming? learn more about the subject or the specified group
2. What are the perceived influence of online (Cherry K., 2022). This design is used since this
gaming to the student-participants? research aims to investigate how the influence of
games can affect a student, as well as knowing the
patterns of the possible time they spent playing
games and if there are symptoms they experienced
due to playing too much online games.
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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

INTERNAL ▪ I used to play online games 18 19


Since purposive sampling are used as the sampling INFLUENCE because it gives me the
method, the researchers preset the following criteria prior pleasure of ignoring all the
problems and stress that
to sampling; a gamer that still plays online actually occurred to me all
games throughout their time, a Grade 11 from any strand the time.
▪ Nag simula ako mag laro
and from the same school since this research is supposed
ng online games dahil
to be conducted in San Lorenzo Ruiz Senior High School. minsan na boboring ako
Messenger was utilized to select target participants by kaya na pag isipan ko mag
sending a message in some of the Grade 11 group chats laro ng mga online games.
that asks who plays online games throughout their time ▪ I started playing online games
and were asked to click the raise hand option if they do. to have fun
whenever I have free time
As the researchers found the participants, data gathering ▪ What initially caused me to
was conducted. 20 participants are divided into 2 groups, start playing online games
10 participants who will answer the questionnaires is because of my curiosity
through Google Forms and 10 participants who will ▪ Thrill of cooperating and
competing with others.
answer through the printed questionnaires. The
researchers are divided into two groups where one group TIME AND ▪ I rather play around 17 18
afternoon or nighttime
will manage the google forms while the other will do the REASON
since I'm only available to
distribution of printed questionnaires. All the participants have my own me-time
have read the consent letter and answered our when my family's already
questionnaires. After collecting their responses, the asleep or when I'm already
researchers used the method called “Thematic Analysis”. finished with my school
works and household
Thematic Analysis is a method used to analyze the
chores.
gathered data to group it into patterns and themes to
▪ It also provides me with a
identify the meaning (Jenna, 2021). The researchers peaceful environment
analyzed each answer, connected patterns in their because 80% of my
responses, and put it in a group together. Finally, surroundings are silent and
explanations and conclusions are made based on their peaceful in that certain
answers. time.
▪ Parati akong naglalaro sa
RESULTS AND DISCUSSION gabi kasi mas maganda
mag-laro sa gabi
The presentation of the findings followed the sequence ▪ I usually play Minecraft
about the following research questions: after class or whenever I
have a lot of free time in
1. To what extent do the students engage my hands
themselves in online gaming? ▪ 2hrs pinakamatagal
TIME 20 21
2. What are the perceived influences of online na paglalaro
gaming to the student-participants? SPENT
▪ 2 hours on a regular day.
PLAYING ▪ I think 5 hours
▪I spend playing
online games in a
day is 4-5 hours. ▪ I play
THEME SELECTED RESPONSES n %
around 2-3 hours
EXTERNAL ▪ I started playing online 28 29 TIME ▪ I always do my school 14 14
INFLUENCE games because I wanted
works and submit my
to hang out with my MANAGE- requirements on time and
friends MENT always help with
household chores
who can't physically hang out ▪I complete my
with me. school requirements
▪ I was persuaded by my on time. After that, I will play
close cousins to play online nonstop if I want. I even
games. babysit my nieces
▪ I play Valorant most of the and do
time. some
▪ Ang kadalasan housework
kung nilalaro ay ang ▪ I do manage to pass my
Call of Duty. requirements on time and 4
▪ The online games I play help around the house
most often are Crossfire, when needed
League of Legends, Mobile ▪ I do have time to do both but I
legends and Wild Rift. always spend more
San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

Table 1 Extent of Student’s Online Gaming Engagement


THEME 3: TIME AND REASON. Eighteen
time doing school works percent (18%) of the participants would rather play
because my siblings can do more at night. Some of the reasons they stated were
the house hold chores but because it is quiet and has fast internet connection
not my activities.
during those times, wherein one of the participants
▪ Nagagampanan ko pa
said, “I usually play online games at night. Because
lahat ng gawaing naka
atas sakin bilang student the WIFI connection is more stable at that time.” It
and anak. is also the time where they have already finished all
their work and have free time saying, “I usually
play Minecraft after class or whenever I have a lot
THEME 1: EXTERNAL INFLUENCE. Thirty of free time in my hands.” Some of the respondents
percent (30%) of the respondents pointed out that would play online games in the afternoon or on
they are influenced by their friends and family to weekends, as one of the participants said,
start playing online games. As stated in one of the “Weekends, para
responses, “I was persuaded by my close cousins to makabawas ng stress.”
play online games,” means that they saw online
games, especially multiplayer games, as a way to THEME 4: TIME SPENT PLAYING.
play together with their friends and family so they Eighteen
let themselves be influenced by these external (18) participants said that they would play for
factors. In line with this, respondents in a 2019 around 1-5 hours, one (1) participant stated that
study by Roi Belmonte, et al. on the Cause and they would spend 5-10 hours playing, and one (1)
Effect of Gaming Addiction Among Senior High participant said that they now spend time playing in
School Students Of Universidad de Manila, less than an hour. Despite how long they spent
admitted that their addiction to online games are playing online games, all of the respondents were
also influenced by their desire to play with their still able to pass school requirements on time and
online friends. Additionally, multiplayer games help in household chores. However, a related
such as Valorant, Call of Duty, Mobile Legends, literature in 2018, “Negative Effects of Online
Genshin Impact, League of Legends, and Roblox are Games on Academic Performance” by Kurt Garcia,
more played than single player games like Obey et al., included time spent daily and weekly for
Me! and Tears of Themis. Similar results are found playing online games as one of the significant
in research in 2018 by Kurt factors that correlate with the level of negative
effects on students' academic performance.
Garcia, et al., “Negative Effects of Online Games
on Academic Performance” where it is shown that THEME 5: TIME MANAGEMENT. Fourteen
online gamers are commonly males who prefer percent (14%) of the respondents were able to
multiplayer games. manage their time because they prioritize
schoolwork and house chores over playing games.
THEME 2: INTERNAL INFLUENCE. The
According to these respondents, they prefer playing
participants mostly started playing out of their
when their work is done and for them online
stress, boredom, curiosity, and the thrill that comes
gaming is only a way for them to relax, pass the
with online gaming. As seen by one of the
time, and to have fun. These reasons are also stated
responses saying, “I used to play online games
in a related study by Nur Kamal and Saodah Wok in
because it gives me the pleasure of ignoring all the
2020, “Impact of Online Gaming Addiction on
problems and stress that actually occurred to me
Mental Health Among Iium Students,” in which
all the time.” It is implied that online games are
based on the findings, students mostly prefer to
utilized to the extent of satisfying their internal
playing online games for fun and to have something
interests, diverting their attention away from other
to do during their leisure time.
personal things that bother them, or keeping them
distracted for a while. Related findings are shown in Table 2
research conducted by Nur Kamal and Saodah Wok
Perceived Influence of Online Gaming to the
in 2020 that studied the “Impact of Online Gaming
Student-Participants
Addiction on Mental Health Among Iium Students,”
wherein reasons like boredom, loneliness, or feeling THEME SELECTED RESPONSES n %
unhappy when doing things alone has caused them HEALTH ▪ Physically, mentally 9 14
to play online games. and emotionally
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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

unhealthy. effects were recorded in the findings of the research


▪ Backpain from slouching and conducted by Roi Belmonte, et al. in 2019, “A
wristpain. Qualitative Study on the Cause and Effect of
▪ Usually my eyes, neck or my Gaming Addiction Among Senior High School
shoulders hurt. Students Of Universidad de Manila” wherein
▪ Sometimes my head hurts.
gaming causes the students’ physical pain and
▪ Minsan nakakaranas ako ng
illness like headache and eye strain. It shows that
pang hihilo
their health condition is easily affected with serious
TIME ▪ How to control myself and 20 30 problems that come with playing online games,
manage my time wisely
MANAGE- “Usually my eyes, neck, or my shoulders hurt.”
▪ May limit kase ako sa sarili
MENT pag maglalaro. THEME 2: TIME MANAGEMENT. There are
▪ I sometimes totally ignore more participants who tend to forget what they were
to do things because I'm supposed to do than those participants who are
too busy playing mobile
games.
responsible enough to do other activities aside from
▪ Maybe when its almost the online gaming. This implies that online gaming
deadline of the certain affects one’s time management, but it does not
activity. apply to everyone as some participants are still able
▪ Dahil may araw akong to manage their time completely well saying, "Alam
ayaw ko gawin pero hindi ko naman sa sarili ko na nakapagpapasa ako ng
naman palagi. mga gawain,” referring to their school
EMOTIO- ▪ What I feel is mutual. 16 24 requirements. Still, the latter agrees with the
NAL ▪ Sometimes, I get so much research findings in “The Effect of Online Games to
excitement that I just want the Academic Performance of the Students in the
EFFECTS to finish that task quickly
so I can play online games.
College of
▪ Become tired or even feel Teacher Education” studied by Irene
unmotivated or lazy to do PajarilloAquino in 2019, which shows that the
other things. academic performance of the respondents is not
▪ Parasakin pag nakakatapos affected despite playing online games.
ako ng mga gawaing
bahay ginagawa ko ay THEME 3: EMOTIONAL EFFECTS. Most of
pahinga matulog kesa mag the participants lack motivation to do new things so
laro they are constantly playing online games, which can
▪ Medyo stress but I always eventually lead to addiction. It has multiple
finish muna mga
emotional effects that influence an individual in a
kaylangan tapusin bago
gawin lahat ng gusto lalo
good way such as motivation, happiness,
na pag online games. satisfaction, and ease. But despite these positive
emotional effects, they are still outnumbered by the
SOCIAL ▪ I prefer going out with 21 32 negative emotional effects in terms of laziness since
friends because I enjoy it
EFFECTS they are tired from constantly playing online games
the most.
▪ because mas all day. Not that they only suffer from stress due to
masaya magbonding the fact that they are on their phones all the time;
with family. they also felt exhausted while some had fear and
▪ I prefer spending more time guilt imprinted in their minds. One of the existing
with my friends and family
research related to this,“A Qualitative Study on the
▪ I’d like to spend my time with
them now.
Cause and Effect of Gaming Addiction Among
▪ Mas pipiliin kong Senior High School Students Of Universidad de
makasama ang familya ko Manila,” states results that show positive effects of
or mga kaibigan ko sa online games such as having these games as a stress
labas dahil mas masaya reliever. Another study, “The Impact of Online
silang kasama. Gaming Addiction on Mental Health Among Iium
THEME 1: HEALTH. Fourteen percent (14%) of Students,” shows the results of negative effects of
the participants admitted that they experienced online games where a low level of depression and
health-related problems: strains, headache, anxiety are found in the respondents.
dizziness, fever, and loss of focus. The same health

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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

THEME 4: SOCIAL EFFECTS. Thirty-two games because of the influences of their family,
percent (32%) of the participants have said that they friends, curiosity, stress, and boredom. Because of
would rather spend time with their family than this, students engage themselves in online gaming
playing online games. Some reasons mentioned are to the extent that they play online games for hours
because they want to have quality time with their and forget their needed school work and household
loved ones, and it brings them joy. Also, some had chores to do. But, even though most of the
said that they prefer to do physical activity rather respondents were not able to do or manage their
than these online games saying, "I get to do more activities and household chores on time, a lot of
productive and fun experiences". However, there respondents are still able to balance their time
are some participants that prefer online games playing and doing the task they needed to do
because of their online friends and they have no because of successive time management.
family to spend the rest of their time with.
Nevertheless, the latter concurs with the findings on Additionally, from the second research question,
“A Qualitative Study on the Cause and Effect of "What are the perceived influences of online
Gaming Addiction Among Senior High School gaming to the student-participants?", respondents
Students Of Universidad de Manila” (Roi et al, are also affected by health, time management,
2019), which shows similar results such as gaining emotional and social effects. When it comes to
or making friends socially. health, some of the participants acknowledge that
they have dealt with health-related issues such as
aches, headaches, nausea, fever, and loss of focus.
For time management, different responses or
answers of respondents are said they were having a
CONCLUSION hard time controlling or managing their time. Lastly
According to the study's findings, "Perceived for emotional and social effects, the majority of the
Influence of Online Games to Grade 11 Students in participants lacked enthusiasm for trying new
San Lorenzo Ruiz Senior High School," it can be things, and for social effects, the majority of
concluded that playing different varieties of online participants have stated that playing online games is
game genres or playing online games has numerous not something they would want to do over spending
distinct perceived influences when it comes to a time with their families. To conclude, online games
student’s academic performance, health condition, have positive and negative effects on the health of
social life, emotional state, and ability to complete the students. The positive effects of online games to
their daily tasks including household duties. The the students is that it helps them to have excitement,
data implies that online games affect Grade 11 concentration, enhances memory, relieves their
students in San Lorenzo Senior High School in both stress, and it is a good way to combat loneliness. On
negative and positive ways. the other hand, the negative effects of online games
to the health of the students is that it causes them to
From the first research question, "To what extent do have blurry visions, sleep deprivation, lack of
the students engage themselves in online gaming?" exercise because of playing online games for hours,
respondents are affected by external and internal and other physical health problems. Lastly for
influence, time and reason, time spent playing, and emotional and social effects, most of the students
time management. When it comes to external and lack enthusiasm for trying new things because they
internal influence, some of the respondents made are being imprisoned by online games causing them
the claim that their friends and family are the main not to try other things other than playing online
reason why they started playing online games, games and sitting all day looking at the screen of
while some of the respondents began playing their computer, laptop, or cellphone.
because they were stressed out, bored, curious, or
they wanted the thrill of playing online games. For RECOMMENDATIONS
time and reason, and time spent playing, some of The study reveals that there are both positive and
the responses were they play at night because negative consequences of online gaming on
during that time they were able to have a stable or students. An interesting finding of the study is that
fast WIFI connection and most of the respondents those who spend too much time playing online
said that they usually spend above an hour playing games were still able to complete their schoolwork
online games. As for time management, various but were having compromised health. Based on this,
respondents are still able to maintain or control their the researchers recommended that the student's
time. In conclusion, respondents played online parents should be able to monitor and supervise
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San Lorenzo Ruiz Senior High School
Kaalinsabay Rd. Manggahan, Pasig City

their child. Also, future study should examine Farchakh, Y., Haddad, C., Sacre, H., Obeid, S.,
strategies for developing a positive gaming habit. Salameh, P. & Hallit, S., (2020). Video
gaming addiction and its association with
The research data face limited information as memory, attention and learning skills in
questionnaires were not fully able to extract the Lebanese children.
data. Biomedcentral.com.
While analyzing the data, the researchers https://capmh.biomedcentral.com/articles/1
encountered significant challenges because 0.1186/s13034-020-00353-3
participants frequently choose not to answer
questions, provide unconvincing information, or Kamal, N.S.Z. & Wok, S. (2020) The Impact of
answer questions carelessly. Therefore, it is Online Gaming Addiction on Mental
recommended that observational research Health Among Iium Students.
methodologies should be used in future studies; the ResearchGate.net
responses should come from the people (parents, https://www.researchgate.net/publication/3
guardians, or siblings) who can observe the online 47652081_THE_IMPACT_OF_ONLINE_
gamers. GAMING_ADDICTION_ON_MENTAL_
HEALTH_AMONG_IIUM_STUDENTS
This study aims to benefit both the students and
parents with regards to perceived influence of Aquino, I.P., (2019) The Effect of Online Games to
online gaming. The findings can help them be the Academic Performance of the Students
aware of the risks associated with online gaming, in the College of Teacher Education. From
especially to create a better environment where Google Drive.
playing online games would be managed more https://drive.google.com/file/d/1rOsFMh72
effectively to avoid harmful influences. As it is UnQilCaQlTK-
indicated, the parents and students should be 2aXK8sfUl2p7/view?usp=drivesdk
mindful enough to be able to differentiate any
Garcia, K., Jarabe, N. & Paragas, J., (2018)
potential consequences on them.
Negative
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