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ONLINE GAMING EXPERIENCES AMONG 

GRADE 10 STUDENTS

A Research Proposal

Presented to

Charlie Rama

of Leyte National High School- Senior High School

Tacloban City

In Partial Fulfillment of the Requirements for

the Subject Practical Research 2

  

Antoni, Vaneth Mae

Bagro, Teresabill

Becher, Clent Ian

Candalo, Reynan

Corro, Franz Mathew

Pilapil, Pedrosa

Rama, Kyle Ange

2023
CHAPTER 1 

INTRODUCTION

BACKGROUND OF THE STUDY

         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

users worldwide (New Zoo, 2017).

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

for achievement in science, technology, engineering and mathematics'' said Isabela

Granic,Phd, of Radbound University Nijmegenbin the Netherlands. On the other hand,

WHO (World Health Organization) identified a “gaming disorder,” a pattern of

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

gaming despite negative consequences, such as impairments in their family

relationships, social lives, work duties or other areas.


It’s likely that video games have both positive – attention, visual and motor skill

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

of gaming, including addiction, depression and aggression, and researchers are

certainly not suggesting that this should be ignored. However, to understand the

impact of videogames on children’s and adolescents’ development, a more balanced

perspective is needed. Hence, it is precisely in this context, the researchers aim to

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

students on online gaming.

Some examples of online gaming would be sports wagering, fantasy sports,

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

10 students only focus on Call of Duty Mobile and Mobile Legends.

Although games are a form of entertainment, with parents’ support and

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

information quicker. Furthermore, video games capture players’ imagination, helping

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

to online gaming, you start to forget your responsibilities.

 Theoretical and Conceptual Framework

   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

neuroscience at the University of Florida’s College of Medicine and medical director of

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

only mentally but physically.

Leisure time
Enterntainment
Experiences Development of
skills

Grade 10 Distraction in
Students of school
LNHS Divided attention
Online Addiction
Health problem
Gaming

Figure 1: Conceptual Framework of the Study

         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

dependent on online gaming. There would be no experience without action taken


towards online gaming. The output of experiences (dependent variable) denotes that

online gaming may or may not have negative an /or positive impacts on LNHS grade

10 students’ lives.

Statement of the Problem

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

academic performance of the students and raise awareness to respondents showing

signs of difficulty to receive and/or ask for help.

Specifically, this study sought to answer the following:

What are the lived experiences of the students in online gaming?

a) What are the respondents' perceptions of the effects of online gaming?

b) Are there differences of the effects across different demographics (gender,

age, etc.)? How significant are these differences?

c) How is the respondent's school academic output defined in terms of first

semester average grade?

d) What is the relationship between the effects of online gaming and a student's

academic success in school?

e) What are the perceived efforts to reduce the impact of online gaming on the

respondents' academic performance?


f) Do the respondents manage time well? If yes, how are the respondents’

managing time with online and real-life situations?

Scope and Delimitation 

   This study is to be conducted to determine the lived experiences and

issues of the students of grade 10 students pertaining to online gaming. This is to

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

grade 10 students in Tacloban City. A total of 50 participants with 15 years of age as

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

10 students that are considered gamers. 

Significance of the study

 In the significance of the study, it is imperative to be conducted in the sense

that this is to serve as an awareness on the impacts of a gaming addiction on the

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

study is beneficial to students, to the parents, the teachers, to communities, school

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

suggestions on effective ways to moderate gaming among students in order to

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

emphasize the necessity of an in-depth understanding of the meaning, context, and

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

a person developing difficulties with a gaming addiction.


This can also greatly benefit the school administrators, as it will provide them

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

have a better understanding towards the consequences an addiction to online gaming

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

only will this be a discovery but also an eye-opener to everybody.

Definition of Terms

Conceptual meaning

 Addiction – the fact or condition of being addicted to a particular substance,

thing, or activity.
 Awareness – Awareness is the state of having consciousness and being

informed. It is the ability to perceive and be cognizant of events.

 Entertainment – Amusement or diversion provided especially by performers

 Experience – the knowledge or skill acquired by experience over a period of

time, especially that gained in a particular profession by someone at work.

 Gamers – A gamer is anyone who spends a significant amount of time playing

interactive games, such as video games, tabletop role-playing games, and

skill-based card games.

 Gaming – Gaming refers to the play of specialized applications such as

electronic games or video games on game consoles just like the Xbox and

PlayStation, as well as on personal computers.

 Internet – a global computer network providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized communication protocols.

 Impact – the effect or influence of one person, thing, or action, on another.

 Leisure – Leisure is a time spent away from any household chore, work and

school responsibilities. It is an opportunity for ease and a free time that’s

necessary for yourself.

Operational meaning

 Google Forms – Google Forms is an online software that allows us to create

polls, surveys, quizzes and other data collection purposes.


 Salvation – Salvation is the process of being spared or saved from harm or

some dire situations in life.

 Social Life – Social life is a portion of one’s time spent doing fun activities with

others to better social life.

CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

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

content and context.

Common Effect: Addiction

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

but uncommon problem should be carefully guarded against. Almost 19,000

participants from the United States, the United Kingdom, Canada, and Germany

completed a checklist of symptoms that can be used to diagnose Internet gaming

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

DSM-5 recommendations, participants were diagnosed with Internet gaming disorder

if they endorsed five or more of the symptoms. (Patrick M., Christopher F., 2017)

Internet gaming disorder is characterized by a severely reduced control over gaming,

resulting in an increasing gaming time and leading to negative consequences in many

aspects of the individual life: personal, family, social, occupational and other relevant

areas of functioning (World Health Organization). Converging findings that highlight

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

claimed that online gaming addiction may be addictive because of self-report

accounts of very excessive use of up to 80 h a week. (Mark G, 2009) Addiction to

Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has

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

activities and their influence on the development of behavioral addictions.  IA usually

is defined as an individual’s inability to control his or her Internet use, which might

lead to the development (and maintenance) of addictive symptomatology, functional


impairment, and, in some users, comorbidity. (M Griffiths, 2015) Computer game

misuse and addiction of adolescents in a clinically referred study sample. Excessive

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

activity or pay off debts one has accumulated.

Impact on Health

Cortical Thickness Abnormalities in Late Adolescence with online gaming

addiction and healthy controls are not well unknown; neither was its association with

the impaired cognitive control ability. High-resolution magnetic resonance imaging

scans from late adolescence with online gaming addiction (n = 18) and age-,

education- and gender-matched controls (n = 18) were acquired. The cortical thickness

measurement method was employed to investigate alterations of cortical thickness in

individuals with online gaming addiction. The color-word Stroop task was employed to

investigate the functional implications of the cortical thickness abnormalities. Imaging

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 implicated in the underlying pathophysiology of online gaming addiction. (Kai Y,

Ping C, 2013) Misuse or addiction of computer games in psychiatric patients seems to

be related to an increased rate of conduct and emotional problems but related specific

psychiatric diagnoses could not be identified. Computer game misuse is related

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

attachment to a person or thing. Computer players may use computer games as a

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 game users. The psychology of players is more inclined to be addicted to

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

no significant relationship between online game addiction and students’ academic

attitudes toward study habits, achieving goals, academic responsibility, but has

significant relationship in their participation in extra-academic activities. The study

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

unless the Internet is used for study purposes.

Results and Data

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

addicted. It is argued that online gaming addiction should be characterized by the

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

recently played an Internet-based video game, it was somewhat surprising that

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

by gamers than a gambling disorder is to be expressed by a gambler. This important

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

alcohol, methamphetamines, or even gambling. Although many people incorrectly

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

to school. Among gamers, 4.9% reported problematic gaming, defined as reporting

trying to cut back, experiencing an irresistible urge to play, and experiencing a

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.

In girls, however, gaming seems to be associated with more externalizing behaviors

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

group of 32 students (the control group participated in a general course addressing

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

follow-up examination revealed that participants in the experimental group improved

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.,

epidemiologic, clinical, and neuropsychological) to specific online addictive behaviors.

(ii) From a psychological perspective, there seems to be a clear heterogeneity within

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.

According to their self-report of Internet use, the online gaming addiction

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

addiction of computer games in psychiatric patients seems to be related to an

increased rate of conduct and emotional problems but related specific psychiatric

diagnoses could not be identified. Computer game misuse is related primarily to male

adolescents. Computer game addiction is related to diverse conduct and emotional

problems.No specific psychiatric disorder is related to computer game addiction. (Jan


F, 2016) It is inevitable not to play even for half an hour especially when they are

accustomed to it. Therefore, it is just a matter of discipline. (D O Dumrique, J G

Castillo, 2018) Griffiths, et al. (2004) found online games are essentially played for

leisure and pleasure.

What has been studied are:

 Understanding the environment of the participant/respondent resulting in using

online games.

 Addiction is a very common issue among online gamers.

 Many countries around the globe have studied about online gaming effects such

as Korea, China, United States of America, United Kingdom, Canada, Germany,

and even Philippines.

 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

as a form of enthusiasm and hobby.

 Online gaming takes effect on health for physical, emotional and mental.
What has not been studied yet are:

 The cyberbullying experiences of online gamers.

 Parents/adults contribution to online gaming.

 The scientific effect of gaming on the environment.

 No studies have been conducted in small cities and villages.

 The contribution of internet and mobile data to online gaming.

 The lived experiences of students involved in online gaming.

 Personality changes in players.

 Amount of money produced and consumed by online gaming.

Research Gaps

 Lack of research in Tacloban City.

 Insufficient positive reasons as to why online gaming is tolerated.

 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

rush or current experience in games)

 Playing below the poverty line has not been addressed.

 Adolescent years play a big role in our character development, only is it a good

thing for our generation to be involved in online gaming?

 Comparison of generations with and without online gaming.


CHAPTER 3

METHODS OR RESEARCH PROCEDURE

RESEARCH METHODOLOGY

We researchers employed quantitative research as our method. We employed

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

questionnaires we supplied to our participants. We assessed the responses given by

survey respondents. We assess our study objectives as we analyze the data.

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

researchers while analyzing their responses.

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

experiences of the participants, including whether playing online games prevents

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

solutions to our research's problems.

INTERPRETATIVE FRAMEWORK

An interpretive framework for online gaming experience typically involves

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

player's sense of immersion. Another important aspect of an interpretive framework is

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

player's engagement and motivation. In summary, an interpretive framework for online

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

the social and cultural context in which the game is played.

RESEARCH DESIGN

This study was made by the means of quantitative methods of researchers.

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

different impact to their lifestyle.

According to Sis International Research (n.d.) quantitative research is a

structured way of collecting and analyzing data obtained from different sources.

Quantitative research involves the use of computational, statistical, and mathematical

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.

A quantitative approach was followed Bums and Grove (1992:777) define

quantitative research as a formal, objective, systematic process to describe and test

relationships and examine cause and effect Interactions among variables. Surveys

may be used for descriptive, explanatory and exploratory research. A descriptive

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

self-administered questionnaire distributed personally to the subjects by the

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

and can relate themselves to our research.

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. To render the study ethical, the rights of self-determination, anonymity,

confidentiality and informed consent were observed. 

Subjects’ consent was obtained before they completed the questionnaire Burts

and Grove (1993-776) define that informed consent as the prospective subject’s

agreement to participate voluntarily in a study, which is reached after assimilation of


essential information about the study. The subjects were informed of their rights to

voluntary consent or decline to participate, and to withdraw participation at any time

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

reports and detaching the written consent to the questionnaire.

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

questionnaires and questionnaires were only a self-realization and data were

collected (Peit & Hunger 1995 139).

The ethical principle of self-determination was maintained. Subjects were

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

researcher in the event of further questions or complaints.


Role of research

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

online games since they would have no one in reality

Data Collection

This paper outlines the advantages and disadvantages of online gaming

towards grade 10 students. Drawing from experience of a number of studies carried

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,

including recruiting and utilizing participants, validity, suitable methods of data

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

the advantages they consider.


Data Analysis

With the fast development of mobile technology, many functions of desktop

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

vulnerable to Internet-related addiction because of their psychological and

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

emotional difficulties, such as enhanced depression and anxiety, as well as more

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

excessive online gaming


CHAPTER 4

RESULTS AND DISCUSSION

 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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