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WHAT KILLS ME IS WHAT AWAKES ME: LIVED EXPERIENCES OF

TEENAGERS WHO INDULGE ON ONLINE GAMES

A Research Proposal Presented to the


Panabo City Senior High School
Division of Panabo City

____________________

In Partial Fulfillment of the Requirements


in Practical Research 1
Second Semester

LORD BLASPHEMYR L. SALDAÑA


CHRISTINE RACHEL M. YAMADA
ROCHIMAY YURI R. OKUNO
CLARENCE V. MAHIPOS
CRISTINA O. ASEDILLO
JOY O. GIL

March 2023
CHAPTER I

INTRODUCTION

The world is continuously innovating - people are now influenced by

technological advances to live a digital lifestyle where they can socialize and

have fun. Today’s generation, we have encountered the emergence of online

games that hooked up the attention of young people, particularly teenagers.

Since they incorporated online games as part of their regular routines – online

games have brought a huge impact on their lives. Online games are a product

of technology where you can develop your critical thinking while having fun at

the same time. In addition, online games also provide improvement of

personal growth because it creates many thoughts. Hence, one of the

questionable things that we can ask about teenagers is that what will be the

reasons behind of being hooked up by online games to their everyday lives.

Nowadays, teenagers have their own choice of knowing what they need and

want to happen with their lives. Therefore, they will be the one who can

recognize their own comfort and happiness.

According to the study of Spilkovà, et.al (2017) entitled, “Predictors of

excessive use of social media and excessive online gaming in Czech

teenagers” that incidence of health risk behavior among teenagers is

incredibly high in the Czech Republic. There are a lot of obsessive Internet

users in the Czech Republic, according to recent statistics from the 2015

results of the European School Survey Project on Alcohol and Other Drugs

(ESPAD) (ESPAD, 2015). Scholars and mental health professionals are

paying attention to this new phenomenon, and there is growing be concerned


about youth Internet use in general as well as its specific manifestations like

unsafe online gaming and problematic social networking.

Also, from the study of Guevara (2023) entitled, "Gaming in the

Philippines: From Pastime to Mainstream Entertainment" that the rise of

excessive online gaming is emerging in the Philippines, with 29.9 million

gamers recorded in the country. In the Philippines, the gaming industry has

grown significantly in recent years with the increasing popularity of online and

mobile gaming and a rapid expansion of the esports scene. As of this writing,

there are over 43 million active Filipino players, a 12.9% yearly increase since

2017.

In local, according to the study of Dumrique et.al (2018) entitled

“Online Gaming: Impact on the Academic Performance and Social Behavior

of the Students in Polytechnic University of the Philippines Laboratory High

School”, he stated that, by generating useful work in classrooms, offices, and

even homes, the internet as a source of information contributes significantly to

one's mental and life experiences. These days, a person's most effective

strategic tool for equipping himself to take control and deal with the rapidly

developing technology is this. Given that everyone in today's culture leads an

updated, information-rich lifestyle, the internet has evolved into a necessity for

all people, regardless of gender or age. The impact of this helpful device on

adolescents, however, is undoubtedly debatable. Regarding what Rock said,

all of these devices are excellent at diverting attention. Online gaming was

developed in response to this development to provide enjoyment for

individuals.
Studying and reasoning are essential skills for personal and societal

growth - it enables us to understand the world around us, make informed

decisions, and solve complex problems. In the case of the lived experiences

of teenagers who indulge in online games, studying and reasoning will help us

understand the struggles of teenagers who indulged themselves in online

games. This study will inform the development of interventions and policies

aimed at promoting healthy gaming habits and reducing negative outcomes.

Lastly, studying about this issue is important because it can help us support

the healthy development of the next generation and ensure a brighter future

for all.

From the readings that the researchers have gathered and read, we,

the researchers did not encounter anything about the lived experiences, the

challenges, and the coping mechanisms of teenagers who indulge on online

games, particularly at Panabo City Senior High School. Throughout this study,

we, as the researchers believed to seek understanding on the indulgence of

teenagers on online games.

Purpose of the Study

The purpose of this phenomenological study is to understand the lived

experiences of teenagers who indulge on online games at Panabo City.

Theoretical Framework

The theory of Online Gaming Interactivity Theory by Markus Friedl

(2002) begins by defining interactivity on three separate levels: player to

player, player to game, and player to computer. It is developed to address the

numerous design and interactivity difficulties involved in online games. This


theory states that interaction with online gaming has possess various factors

which leads us to different effects.

The relation of this theory in our study is about the emergence of online

gaming in our life – it affects us in many ways. This theory gives a prior

knowledge in understanding the involvement of people to digital and how it

enters the world of each other. Indulging ourselves to something will gives us

comfort and happiness but beyond that, it will also damage our inner-self.

After all the draining and stressful day, an online gamer will choose to

have interaction with the online games because it is what is his/her own

choice of comfort zone. At some point, the development of their thoughts and

visions could be carried by online games. Although most of online gamers are

aware of the risks of indulging themselves, but still, they would choose to feel

comforted and unwind.

Importance of the Study

This phenomenological study will be beneficial to the following:

Department of Education. This institution may be able to create a

policy in the moderation of the use of online games of the students.

School. The school will help in the implementation of the approved

policy regarding the moderation of the students in playing online games.

Students. These people may be educated about the effects of online

games and how to apply moderation on their actions than to choose to

victimize themselves.

Future Researchers. This study will serve as the source of problem

findings and results from this year to the time of future researchers.
DEFINITION OF TERMS:

The following terms will be conceptually defined in the study:

Teenagers. These refers to the young people who are the late

adolescents, which are aged 16-18 years old.

Online Games. These refers to the games that is being played through

digital and with the use of internet connection. Examples of these are Dota 2,

Mobile Legends, League of Legends, Valorant, etc.

Research Questions:

1. What are the lived experiences of teenagers who indulge on online games?

a. What are your experiences as teenager who indulge on online

games?

b. What are the challenges you have encountered on playing online

games as teenager?

c. What are your coping mechanisms to the challenges you have

encountered?

Scope and Limitations:

This study will seek to understand the lived experiences of the

teenagers who indulge on online games. There will be five (5) teen online

gamers who will serve as participants in this study. Further, the study will

cover from April to June 2023. Moreover, the study will only revolve around

the experiences, struggles, and coping strategies of those teenagers who


indulge on online games at Panabo City. Hence, the result of this study will

not generalize to all teenagers who indulge on online games.

CHAPTER II

METHODOLOGY

Research Design

The researchers are going to utilize qualitative research specifically the

phenomenological method. According to Creswell (2007), a

phenomenological study examines the meaning for multiple persons of their

shared experiences with an idea or a phenomena. Additionally, it is a

qualitative research approach that seeks to understand and describe the

universal essence of a phenomenon. Since the study was based on the

personal experiences of the teenagers who indulge on playing online games,

a phenomenological research fits the study. Furthermore, using the

phenomenological method, the researchers will be able to seek understanding

focusing on the lives of teenagers who have the experiences of indulging on

online games.

Research Participants

The target participants of this study are the students of Panabo City

Senior High School who indulge on online games. The researcher will choose

using purposive sampling. Creswell (2014) recommends being deliberate in


finding participants who might give insight into your study subject. Purposeful

sampling is picking people because you feel they can contribute to your study.

Moreover, the researchers will choose to have 5 participants to share their

experiences for this study. Polkinghorne (1989) suggests a sample size of 5-

25 participants.

Role of the Researchers

Data Sources

In the root of the data that will be gathered, the major source of

information will be the responses provided of our participants from the In-

Depth interview which will be done by us, the researchers. According to

Creswell (2014), qualitative researchers acquire data themselves by analyzing

documents, watching behavior, or interviewing individuals. They may employ

a technique or an equipment to collect data, but it is the researchers that

really collect the information.

Data Collection Procedures

In this study, we will take the following steps in collecting the data and

information needed before we conduct our study.

First, the researchers will attach a letter to the principal office of

Panabo City Senior High School requesting permission.


Second, the participants will be given an information consent

explaining of what our study is about and why they are the qualified

participants.

Third, the interview time and location will be decided on the

convenience of the participants once all of them have signed and agreed to

the informed consent. Also, we will inform them that their participation is

voluntary.

Fourth, participants will be interviewed using a field guide, with the

deepest reactions and validating responses being recorded by an effective

audio and video recorder and thorough field notes, respectively. Moreover, we

will ensure our participants about the confidentiality of the information they will

share to us. Additionally, they will have the freedom to decide to stop the

interview.

Fifth, following the interview, participants will receive gifts of

appreciation not only in a form of verbal acknowledgement of their

contributions.

Lastly, we, the researchers, will transcribe the audio-recorded

interviews of the participants.

Data Analysis

The data will be gathered through the participant’s interview responses

in this study. In gathering the data, it will processed with the use of the six

procedures for analyzing qualitative data proposed by Creswell (2013). Data

will be organized and prepared. The result of the interviews will be

transcribed. Before come up with the central idea, we will thoroughly analyze
and review every piece of information in our data. After we develop the main

concept, we will categorize all the ideas we will gather. Then the participants,

the setting, or the categories or themes for the study will be

subsequently explained. In this study, we will make reference to Colaizzi's

thematic analysis. After that, narratives will be used to present the results.

Trustworthiness of the Study

The research conducted by Shenton (2004) backed up the four criteria

in considering trustworthiness in conducting research proposed by Guba

(1985). The four criteria of Trustworthiness are credibility, transferability,

dependability, and confirmability.

Credibility is one of the most important factors that positivist

researchers consider, which helps to guarantee that the study measures or

evaluates the desired outcome (Shenton, 2004). Through the use of some of

Shenton's (2004) suggested guidelines, specifically adopting appropriate and

well-known research methodologies, strategies to help ensure participant's

honesty, iterative questioning in data collection dialogues, and member

checking.

In achieving credibility in our study, we, the researchers, will ensure

that the research design we employ is appropriate for the study we will

undertake in order to maintain the credibility of our study. Additionally, using

phenomenological methodology will enable us to share

the participants' experiences.

Transferability is external validity, according to Merriam,

"transferability is concerned with how much the findings of one study can be
applied to other situations." In positivist work, proving that the findings can be

applied to a larger population is sometimes an issue. It is impossible to show

that the results and conclusions of a qualitative research are relevant to other

contexts and populations since the findings are specific to a small number of

distinct locations and persons. Many naturalistic researchers, according to

Erlandson et al., feel that even conventional generalizability is impossible in

practice since every observation is determined by the particular situations in

which it occurs.

To uphold transferability in our study, we, the researchers, will ensure

that the data we will gather will be transferred and secured in other context

with confidentiality. Also, we will be hiding the identity of our participants.

Furthermore, the researchers will also ensure that the findings of our study

will be beneficial to future researchers and can be applicable in other context.

Dependability is if the study were repeated, in the same setting, with

the same procedures, and with the same participants, identical findings would

be achieved. The study's procedures should be described in detail so that a

future researcher might duplicate the work, although not necessarily to get the

same results, in order to address the dependability problem more directly. As

a result, the study design may be considered a "prototype model". The reader

is also able to evaluate how closely ethical research procedures have been

followed thanks to such in-depth coverage.

To execute dependability in our study, we, the researchers, will ensure

that our study will be consistent and accurate in gathering the data to the

study that we are conducting. Moreover, the process that the researchers will
take can be applicable to be repeated by future researchers in the same

context not to have the same results but to have the same work.

Confirmability is requirement for objectivity in science, using tools that

are independent of human ability and perception (Patton, 2005). He is aware

of the challenges in maintaining true impartiality, however, because even

exams and questionnaires are created by people, making the biases of the

researcher inescapable. The qualitative researcher's equivalent of objectivity

is the idea of confirmability.

To address confirmability, we, the researchers, will ensure this in order

to prevent fraud and manipulation. We will provide each one with a copy of

the transcripts so that the information they provided during the interview can

be verified and confirmed in the recording that interview will make with our

participants. We will also retain any other relevant documents of what will be

done during the study's conduct so that other members can verify that the

interpretations and findings can be linked to reliable sources.

Ethical Considerations of the Study

The Belmont Report is a comprehensive guide that outlines ethical

principles of research involving human subjects. It has three main principles:

respect for persons, beneficence, and justice.

When it comes to research on teenagers who indulge in online games,

the principle of respect for persons requires that participants give informed

consent to participate in the study. Since teenagers may be vulnerable to

coercion or manipulation by adults, special care must be taken to ensure that


their participation is voluntary and that they understand the nature of the

research.

The principle of beneficence requires that the research be conducted in

a way that minimizes risks to participants and maximizes potential benefits. In

this case, potential risks could include the psychological effects of excessive

gaming or the risk of addiction. Potential benefits could include a better

understanding of the factors that contribute to excessive gaming and the

development of interventions to help teenagers who struggle with gaming

addiction.

Lastly, the principle of justice requires that the benefits and burdens of

the research be distributed fairly. This means that the benefits of the research

should not be limited to a privileged few, and that the burdens should not be

borne disproportionately by vulnerable populations.

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