Professional Documents
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GRADE 10 STUDENTS
A Research Proposal
Presented to
Charlie Rama
Tacloban City
Bagro, Teresabill
Candalo, Reynan
Pilapil, Pedrosa
2023
CHAPTER 1
INTRODUCTION
Online gaming or also known as electronic games is played over a computer
network, particularly over the Internet. This began when a physicist William
Higinbotham created a very simple tennis game called Tennis for Two. Through time
and space, online games emerged and were taken by storm in the entertainment
world. Gaming is an extremely popular leisure time activity with more than two billion
As we can see online gaming has already had a wide influence around the
world, but this does not take away the good and the bad effects it brings. A 2013
meta-analysis, found that playing shooter video games improved players capacity to
think about objects in three dimensions just as well as academic courses designed to
enhance these skills. “This (video games) has critical implications for education and
career development, as previous research has established the power of spatial skill
persistent or recurrent gaming behavior, in which people lose control of their gaming
behavior, giving priority to gaming over other interests and activities, and continue
and negative aspects- risk of addiction, and it is essential we embrace this complexity.
Important research has already been conducted for decades on the negative effects
certainly not suggesting that this should be ignored. However, to understand the
determine the lived experience of students on online gaming and the impact of this to
their lives. The researcher argues the need to determine the lived experience of
students, because having the knowledge of different experiences and impact of online
gaming would help the researcher to give insightful research to one self as well as to
the audience. In this case, we first determine the lived experiences of grade 10
online lottery tickets, keno, and casino games such as poker, roulette, and slots.
These examples are not well-known in the Grade 10 community since a lot of Grade
guidance, video gaming benefits by helping children develop their creativity, nurture
relationships with friends and improve strategic thinking. It can also help young
players build perseverance to achieve goals, build resilience and improve their
communications skills, especially in online multiplayer video games. Games that are
immersive and require strategy and problem-solving skills to win require players to
remember and take in a lot of information. Regularly playing these types of games
can help improve young players’ short and long-term memory. They may also process
them to stay focused on certain tasks, building their perseverance to achieve a goal.
With these being said, online gaming also has its disadvantages since video games
are addictive if you keep playing them without any break. If you do not have self-
control over video games, you might get addicted to the game. Once you get addicted
This study argues that Gamers have a myriad of choices on the Internet in
terms of virtual worlds to explore through play and social realms to navigate through
interaction with other online gamers. Online gaming is defined as playing any
computer game online or with the use of the internet. Students' learning takes place
unexpectedly, but the inappropriate usage of playing online games also leads in some
problems such as being distracted in school. Further, it is where the attention of the
child was divided that even their health and social life is unknowingly affected
investigated by researchers Dumrique & Castillo in the year 2017. Online gaming
started to become popular not long after the internet was introduced to the public.
This soon turned into a problem when people started playing it excessively, which
could turn a simple pastime into an addiction. Every student during a pandemic would
be highly drawn into online activities. And every story has an experience. For
instance, the cases of addiction pertaining to the field of gaming have increased for
the year 2020 based by Dr. Scott Teitelbaum, a professor in psychiatry and
the UF Health Florida Recovery Center for the year 2020. Several experts would also
support this argument as they are now identifying ways to diagnose oneself and how
to get help, even at home. Although online entertainment/games were created for the
purpose of entertainment, a little too much of it may cause massive side effects not
Leisure time
Enterntainment
Experiences Development of
skills
Grade 10 Distraction in
Students of school
LNHS Divided attention
Online Addiction
Health problem
Gaming
Figure 1 illustrates the conceptual flow of the study pertaining to online
gaming. We have the experiences of the grade 10 students of LNHS towards online
gaming as the dependent variable and are affected by the independent variable which
is the online gaming. The experiences met by the LNHS grade 10 students are also
online gaming may or may not have negative an /or positive impacts on LNHS grade
10 students’ lives.
The purpose of the study aims to correlate the Impact of Online Gaming in lives
among grade 10 Students of. Basis for a proposed action plan to improve the
d) What is the relationship between the effects of online gaming and a student's
e) What are the perceived efforts to reduce the impact of online gaming on the
compromise whether the effects of playing online games and determining whether
games hinder their accomplishment of their activities and other events in their daily
living. With this, the researchers have objectified that the study shall be conducted at
the minimum respondent’s age. This will be conducted through a survey with
questions related to the qualitative research which will provide results to answer the
main problem of the study. This research covers only students and faculties of grade
everyday life of a person and whether we should tolerate or forbid these kinds of
behavior among students and even the faculty staff members LNHS. The result of this
administrators, and other researchers, and individuals who are interested in this
discussion because this study can give important information to be used as a basis for
prevent them from developing any sort of gaming addiction and other negativity
produced by gaming. This study would help in minimizing the number of students
affected by a gaming addiction. The information provided in this study could help
practices associated with gaming. On one hand, the study will greatly benefit students
as it will give them information about issues surrounding people who are suffering with
gaming addiction and how this can negatively affect them in their studies, and
especially in their personal life. With that information, it’ll help students reflect the
heavy consequences that come with having a gaming addiction. On the other hand,
this study will also be of great benefit to parents as it will enable them to realize their
great responsibility in properly educating and openly talking to their children about the
issues surrounding the gaming industry, and to help their children divert from
indulging in games that may lead them to developing gaming addiction and other
issues.
This study will be able to aid teachers in taking the necessary measures to
inform and advise students, especially students who seem to spend a lot of time
gaming, to play games in moderation in order to make sure that they don’t let gaming
become a hindrance and problem in their studies and personal lives. The information
in the study can enable them to notice and observe the major factors that contribute to
information on the negative impacts a gaming addiction can bring to a person, in this
case, to students. And how they can use the information as a basis for the
implementation of certain rules and regulations within the school to help students
understand that being addicted to online games have heavy and serious
consequences.
This study will help out communities to be more aware of the effects of being
addicted to online gaming. As it can provide information that will help communities
can bring to an individual, and how their actions could positively or negatively affect
someone who is struggling with any form of gaming complication. This study will help
out fellow and future researchers in finding information about the negative impacts of
a gaming addiction. Information that may help guide researchers in finding ways to
further spread awareness on this topic, or even possibly find more effective ways that
can help solve or prevent this issue from becoming any bigger. In conclusion, not
Definition of Terms
Conceptual meaning
thing, or activity.
Awareness – Awareness is the state of having consciousness and being
electronic games or video games on game consoles just like the Xbox and
Leisure – Leisure is a time spent away from any household chore, work and
Operational meaning
Social Life – Social life is a portion of one’s time spent doing fun activities with
CHAPTER 2
This chapter presents the related literature and studies conducted that are
related to the present study. The literature and studies are related in the terms of
Many have expressed concern that video games are currently in a cycle of
“moral panic” common to all new media, and the potential for exaggeration of a real
participants from the United States, the United Kingdom, Canada, and Germany
disorder. These items represent the nine symptoms proposed by DSM-5 to diagnose
symptoms of this disorder: preoccupation (spent too much time thinking about
games), withdrawal (felt moody or anxious when unable to play), tolerance (increased
playtime to keep excitement high), inability to reduce playing (felt that I should play
less but could not), give up other activities (reduced or lost interest in other activities),
continue despite problems (kept playing even though it caused problems), deceive
(keep others from knowing how much I play), escape mood (played to escape
uncomfortable feelings), and risk (risked friends or opportunities due to games). Using
if they endorsed five or more of the symptoms. (Patrick M., Christopher F., 2017)
aspects of the individual life: personal, family, social, occupational and other relevant
the common brain activities between substance use disorders and behavioral
addictions (i.e., gaming disorders). Addiction specialists observed that addict subjects
tend to confuse pleasure with happiness when linking emotional states to their
addictive activities. (Valentina B., 2020) Research into online gaming addiction is a
relatively new area of psychological study. Furthermore, there are studies that have
become a serious problem in Korea and has led to legislation prohibiting juveniles
from playing games after midnight. One key factor in gaming addiction is the so-called
narrative, or story, gamers create for themselves while playing. (Pyoung K, Seo K,
Miseon S, Chang-Hwan I, Young-min S, 2013) During the past two decades, Internet
addiction (IA) has been the most commonly used term in research into online
is defined as an individual’s inability to control his or her Internet use, which might
gaming correlated significantly with conduct and emotional problems. (Jan F, 2016)
Moreover, Thomas and Martin (2010) added that the basis of any addiction is the
negative consequences that come with using a substance or doing an activity. With
pathological gaming, the criteria for it includes resorting to crimes to fund one’s own
Impact on Health
addiction and healthy controls are not well unknown; neither was its association with
scans from late adolescence with online gaming addiction (n = 18) and age-,
education- and gender-matched controls (n = 18) were acquired. The cortical thickness
individuals with online gaming addiction. The color-word Stroop task was employed to
data revealed increased cortical thickness in the left precentral cortex, precuneus,
middle frontal cortex, inferior temporal and middle temporal cortices in late
adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the
left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus,
entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis
demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and
lingual gyrus correlated with duration of online gaming addiction and the cortical
thickness of the OFC correlated with the impaired task performance during the color-
word Stroop task in adolescents with online gaming addiction. The findings in the
current study suggested that the cortical thickness abnormalities of these regions may
be related to an increased rate of conduct and emotional problems but related specific
primarily to male adolescents. (Jan F, 2016) Even though gaming has been around
for almost 50 years, studies about its harms are still in the early stages. Different
groups have come to different conclusions about whether problem playing should be
called an addiction said by Melinda Ratini (2021) on Mental Health issues. Arntz
(2006) and Griffiths (2010) said that emotional stability is dependent on a secure
way to solve emotional problems, and to get away from reality. This may create a self-
repeating cycle, as the problem is not solved and only delayed, which creates more
conflict for the individual and cause them to play more. Hsu and Lu (2004; 2007) also
concerned the cognitive and perceptual factors affecting attitude and behavior with
online games, such us low agreeableness, high loneliness and shyness and low self-
esteem (Bianchi & Phillips,2005) Academic Impact Boys are more of a player
compared to girls who often play games that require three or more players like
League of Legends, Clash of Clans, Crossfire and many more to mention. It is also
stated that those who play online games are around 14-15 years’ old who are
believed to be in the Grade 8 level. These students who often play games have an
average weekly allowance of 101 pesos to 500 pesos. Playing online games do not
affect their grades badly for they know how to limit themselves. (D O Dumrique, J G
Castillo, 2018) Respondents have moderate level online game addiction risk and their
academic attitudes were fairly affected by online computer games. Further, there was
attitudes toward study habits, achieving goals, academic responsibility, but has
recommends that the school administrators may facilitate engaging and interactive
activities that will divert students’ attention and will foster mass participation. (V.
Garnada, 2020) According to Asdaque (2010) the use of the Internet is one of the
major factors affecting the academic performance and social life of university
students. The number of hours spent on the Internet will affect the CGPA of students
This study uses data from two case studies to highlight the role of context in
distinguishing excessive gaming from addictive gaming. Both of the gamers in this
study claimed to be playing for up to 14 h a day yet and although they were
behaviorally identical in terms of their game playing, they were very different in terms
of psychological motivation and the meaning and experience of gaming within their
lives. It is argued that one of the players appears to be genuinely addicted to online
gaming but that the other player is not based on context and consequences. The two
cases outlined highlight the importance of context in the life of a gamer and
demonstrates that excessive gaming does not necessarily mean that a person is
extent to which excessive gaming impacts negatively on other areas of the gamers’
lives rather than the amount of time spent playing. It is also concluded that an activity
cannot be described as an addiction if there are few (or no) negative consequences in
the player’s life even if the gamer is playing 14 h a day (Mark G, 2009).
Given that the majority of participants in the Przybylski et al. study had
approximately 65% reported that they had no symptoms associated with Internet
gaming disorder. These results seem to indicate that Internet gaming disorder has an
extremely low period prevalence rate (less than 1%) and is less likely to be expressed
study suggests that video game addiction might be a real thing, but it is not the
epidemic that some have made it out to be. Nor is it comparable to addiction to
blame video games for producing problems in people’s lives, this study suggests that
having Internet gaming disorder, at least using the DSM’s current symptomatology, is
not related to having psychological, social, or physical health issues. For almost all
kids and young adults, video games will be a normal part of their development. The
overwhelming majority of people appear to be able to play video games while still
balancing a productive work schedule and active social life (Patrick M, Christopher F,
2017).
There were no negative health correlates of gaming in boys and lower odds of
smoking regularly; however, girls who reported gaming were less likely to report
depression and more likely to report getting into serious fights and carrying a weapon
growing tension that could only be relieved by playing. Boys were more likely to report
these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included
regular cigarette smoking, drug use, depression, and serious fights. Results suggest
that gaming is largely normative in boys and not associated with many health factors.
and fewer internalizing symptoms. (Rani D, Dana C, Marc P, 2010) Participants were
randomly divided into two groups, an experimental group of 27 students and a control
topics and various social issues unrelated to gaming). The experiment consisted of a
total of 21 sessions lasting 2 h per day over a period of 2 months. The results of a
their writing and speaking ability far more than those in the control group. In addition,
a pilot ERP study suggested that the educational course in the experiment may reflect
how gaming activity is processed in the brain, especially in the front-central areas,
and thereby influence the course of addiction. (Pyoung K, Seo K, Miseon S, Chang-
Hwan I, Young-min S, 2013) Although IA still is the term applied in the study of
technologic addiction problems, it remains unclear, and like its predecessor, the IGD
construct currently is being debated. The lessons learned from this analysis are as
follows: (i) as research lines have diversified and specialized, the focus of IA research
has begun to shift from a more generalized construct in several domains (i.e.,
the specific cyber addiction spectrum, with an emphasis on online gaming, cybersex,
and social networking. (iii) IGD had a slight impact on the IA scientific literature
published by experts in psychology during the period under research, and most of the
papers found were comments related to the APA proposal in DSM-5; however, this
likely will change drastically in the rest of 2015. Research in IA seems to be in its
adolescence after two decades of research, with controversies, new approaches, and
several advancements, making this a rich field from a scientific perspective and a
necessary field from a clinical and quality-of-life standpoint. (M Griffiths, 2015) Results
demonstrated that the rate of online gaming addiction was about 12.1% in our small
sample investigation.
individuals spent 10.2±2.6 hours per day and 6.3±0.5 days per week on online
gaming. Adolescents with online gaming addiction spent more hours per day and
more days per week on the Internet than the controls. (Kai Y, Ping C, 2013) Misuse or
increased rate of conduct and emotional problems but related specific psychiatric
diagnoses could not be identified. Computer game misuse is related primarily to male
Castillo, 2018) Griffiths, et al. (2004) found online games are essentially played for
online games.
Many countries around the globe have studied about online gaming effects such
Results have shown that online gaming is a resort for loneliness and depression.
The studies have been focused on children, adolescents which are mainly high
school to college students, and even general genders male and female.
Other results have shown that online gaming doesn’t always lead to addiction but
Online gaming takes effect on health for physical, emotional and mental.
What has not been studied yet are:
Research Gaps
Most research studies have focused on the beginning and results of the usage
of gadgets but haven’t discussed experience during online gaming (i.e. the
Adolescent years play a big role in our character development, only is it a good
RESEARCH METHODOLOGY
surveying to gather the data. We utilized questionnaires as our instruments since they
made it simpler to collect data for our research and analyze the data we already have.
We delivered the surveys we used to our participants and told them to take and
answer those questions at home. After that, we compile and analyze the
According to some of our participants, they typically enter the gaming world because
they just want to have fun, and the impacts of playing online games are similar too.
To avoid study biases, we stick to being fair and honest to both our participants and
PHILOSOPHICAL ASSUMPTION
This study was done to learn more about the online gaming experiences of l
students in grade 10. In conducting this study, we hope to learn more about the
them from getting enough sleep at night, whether it interferes with their studies to the
point that they spend the rest of the day playing games instead of doing their
homework, and whether they still take care of themselves by eating at the appropriate
times, taking showers, or even making their beds and cleaning their homes. We also
expect that the data we collected and analyzed will provide us with the appropriate
INTERPRETATIVE FRAMEWORK
understanding the social, cultural, and psychological factors that influence how
players interact and engage with the game. It also considers the technical aspects of
the game, such as its design, mechanics, and user interface. One key element of an
interpretive framework for online gaming is the concept of immersion, or the degree to
which players feel fully absorbed and engaged in the game's virtual world. Factors
such as the game's graphics, sound effects, and storyline can all contribute to a
the concept of agency, or the degree to which players feel in control of their actions
and able to make meaningful choices within the game. Factors such as the game's
difficulty level, the availability of different play styles, and the ability to customize
characters and equipment can all influence a player's sense of agency. Additionally,
the interpretive framework must consider the social aspect of the game, how players
interact with each other, and how the game's community and culture shape the
player's experience. The communities in online games can be a strong driver for
gaming experience involves understanding the various factors that influence how
players engage with and interact within the game, including immersion, agency, and
social aspects. It requires considering the technical design and mechanics, as well as
RESEARCH DESIGN
The researcher attempted to get the answers to the aforementioned problem and to
justify and satisfy the objectives of the study. Likewise, it also attempted to know the
structured way of collecting and analyzing data obtained from different sources.
tools to derive results. It is conclusive in its purpose as it tries to quantify the problem
and understand how prevalent it is by looking for projectable results to our research
problem.
relationships and examine cause and effect Interactions among variables. Surveys
survey design was used. A survey obtains information from a sample of people by
means of self-report, that is, the people respond to a series of questions posed by the
researcher (Polit & Hunger 1983-549) this study the information was elected through
researcher.
Participants and Sampling
Online gaming became popular among those young people and even adults
also engaged in it. People can easily access this online world because of the modern
gadgets that the new generation has invented. Nowadays, young people play online
games using their mobile gadgets more than playing vigorous physical or outdoor
activities.
We researchers want to find out what are the experiences in playing online
games of our respondents. The participants we choose are the grade 10 students of
Leyte National High School. We choose them because they are the students who are
more knowledgeable enough about online games and they are more prone to
addiction using this. We choose to have them as participants in our research so that it
will be easier for us researchers to communicate with them and since they are mature
Ethical Consideration
The conducting of research requires not only expertise and diligence, but also
honesty and integrity. This is done to recognize and protect the rights of human
Subjects’ consent was obtained before they completed the questionnaire Burts
and Grove (1993-776) define that informed consent as the prospective subject’s
without penalty.
Subjects were informed about the purpose of the study, the procedures that
would be used to collect the data, and assured that there were no potential risks or
costs involved. Anonymity and confidentiality were maintained throughout the study.
Bums and Grove (1993-762) define anonymity as when subjects cannot be linked,
even by the researcher, with his or her individual responses in this study anonymity
was ensured by not disclosing the subject’s name on the questionnaire and research
When subjects are promised confidentiality, it means that the information they
provide will not be publicly reported in a way which identifies them (Poll & Hungler
1995:139). In this study, confidentiality was maintained by keeping the collected data
confidential and not revealing the subject identity when reporting or publishing the
study (Bums & Grave 1993:99). No identifying information was entered onto the
treated as autonomous agents by informing them about the study and allowing them
to voluntarily choose to participate or not. Lastly, information was provided about the
We infer from the interviews that another possible reason could be their living
environment. Among the grade 10l students, online game addiction is a natural effect
of them since living in a foreign country, far away from the environment and people
that they are familiar with. Especially, at the beginning of their study, instead they turn
to play online games to find people like them to be friends or to spend their spare time
with. As a result, most of their friends are rooted on the online community, which
contributes to other game addicts. This situation induces them to create a sort of
hostile to the environment surrounding them and they prefer to be addicted in the
Data Collection
out online by the authors and by reviewing the available literature, the authors discuss
the main issues concerning data collected from online gaming players. The paper
examines a number of 17 people asked for their own experience in online gaming,
collection (i.e., questionnaire), and ethical issues. It is concluded that online gaming
has far more disadvantages regarding the experiences of each grade 10 student than
computers have been transferred to mobile devices like iPad and smartphone, which
is especially the case for game applications. Mobile video games refer to games
played by either single or multi players via online mobile devices. These games are
particularly popular when they can be downloaded for free (e.g., “freemium games,”
which are free. In comparison with most segments of society, adolescents are more
developmental characteristics, the easy access to the Internet with a portable device,
and the positive expectation of online gaming. It has been demonstrated that video
game addicts suffered poorer mental health and cognitive functioning, and increased
social isolation. Data revealed that 80.9% of participants (17 gamers) fulfilled
diagnostic criteria of their experiences concerning their gaming behavior, while there
is only weak evidence for the assumption that aggressive behavior is interrelated with
Conclusion:
The study shall focus on the lived experiences of the grade 10 students. It will
focus on whether gaming is tolerable for the students. The data gathered shall
determine either if it has a positive or negative impact on a student's life and the
results will assess the factors causing the outcome of this study.
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