Professional Documents
Culture Documents
Practical Research 1
by
Arambulo, Aliah L.
Torres, Cholo P.
March 2023
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Online Gaming is defined as any video game that offers online interactions with other players. In
the Philippines, esports, or competitive video games, is one of the new crops of sports in this decade. A
recent statistics showed that 95.8% of internet users between the ages of 16 to 64 played video games.
These numbers make the Philippines the number one country in the world when it comes to the sheer
number of gamers (Bashir, 2023). With this, the rise of excessive online gaming is emerging in the
Philippines, with 29.9 million gamers recorded in the country (Hadijisaid, et al., 2020). Games, with their
engaging and exciting nature, make people want to play them for prolonged periods of time, especially if
they want to release some stress and negative emotions. As a result, this unharmful behavior gradually
turns into an addiction when not properly disciplined that may cause adverse health effects eventually.
mental health condition. This addictive behavior may also influence a student's physical wellness and
attitude. Students may forget to bathe or brush their teeth because of their addiction to online games.
Additionally, there is a tendency that they forget to eat, drink, and keep themselves healthy when they are
playing games for several hours straight. Based on Adair's (2020) study, these could lead to poor eating
and sleeping habits, dehydration, poor concentration, and mental health issues. Not getting enough sleep
every day will cause individuals to not stay focused in other aspects of their life like school, work, or even
their everyday life which can inevitably lead to affect their behavior and performance in those sides of
life.
Online gaming has proven to pull out the competitiveness of its players. The most popular genres
of online gaming in the Philippines are role-playing and real-time strategy games (Statista, 2020). These
kinds of games involve multiplayer and cooperative actions between each other. With this, it is inevitable
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that there will be some social exchanges that will happen within the players through voice chatting or
simply typing. Interactions like these could cause friction that will then lead to aggression especially if a
person says something that could anger the other. This case is called trash-talking which is prominent in
the gaming industry. Players do this to cause psychological imbalance to their opponents which then
motivates the said player to do well in the game (Yip, 2017). This kind of aggressive behavior can be
brought out to the real world not only in games but if they are used regularly . Using such degrading
words and threats in games should not be cultivated as a habit. Thus, this study will investigate the
physical and behavioral effects of online gaming to Filipino high school students and determine practical
This study aims to identify and raise awareness of the possible impacts of online gaming on the physical
wellness and aggression of Filipino high school students. Distinctively, the study intends to answer the
1. What are the physical and psychological consequences of online gaming for high school
students?
2. How can online gaming influence high school students’ physical health and daily behavior?
3. What solutions can be recommended to lessen the negative effects of online gaming to high
school students?
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Proposed Methodology:
Research Design
This qualitative research will make use of a phenomenological research approach to gather
relevant data and information as it sought to identify the possible impacts that students may adopt on
playing online games. Phenomenological research, also known as the study of phenomena, is intended to
be used to gain a better understanding of people’s beliefs, behaviors, attitudes, and experiences (Proofed,
2022). Furthermore, the phenomenological approach enables the gathering of comprehensive information
that forms the basis for an introspective analysis, that eventually reveals the essence of the individual’s
experience (Bliss,2016). This study necessitates a better understanding of how people's experiences
influence their perceptions, behaviors, and attitudes toward society. Given that our study is centered on
studying the influence of online games on students' physical and psychological well-being, it is
appropriate that we use an approach that is leaning towards their own experience. Pure phenomenological
research aims to narrate rather than explain, and to begin without any assumptions or preconceived
notions.
Bibliography:
Adair, C. (2022, September 18). Video Game Addiction – Treatment, Symptoms, and Causes. Game
Quitters. https://gamequitters.com/video-game-addiction/
Bashir, D. (2023, February 7). Report: Over 95% of Internet Users in the Philippines Are Gamers. IGN
the-philippines-are-gamers
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Bliss, L. A. (2016). Phenomenological Research. International Journal of Adult Vocational Education
Labana, R. V., Hadjisaid, J. L., Imperial, A. R., Jumawid, K. E., Lupague, M. J. M., & Malicdem, D. J. L.
(2020b). Online Game Addiction and the Level of Depression Among Adolescents in Manila,
https://getproofed.com.au/writing-tips/what-is-phenomenological-research/#:~:text=Qualitative
%20research%20involves%20gathering%20and,behaviors%2C%20attitudes%2C%20and
%20experiences.
Statista. (2022, January 18). Popular genres for online gaming Philippines 2020, by age group.
https://www.statista.com/statistics/1117978/philippines-popular-genres-for-online-gaming-by-
age/
World Health Organization (2020, October 22). Addictive behaviours: Gaming disorder.
https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-
disorder
Yip, J. A., Schweitzer, M. E., & Nurmohamed, S. (2018). Trash-talking: Competitive incivility motivates
rivalry, performance, and unethical behavior. Organizational Behavior and Human Decision