Professional Documents
Culture Documents
A Research Presented to
The Senior High School Department
Tagum National Trade School
Apokon, Tagum City
March 2023
Chapter 1
INTRODUCTION
Many young adults share the problem of spending too much time
computer game addiction and their physical and mental health in the
During the pandemic, many young people are actively playing online games.
At both time points, gaming behavior and physical activity status were
consequences for our lives, including how we spend our time and deal with
evidence, have turned to video games to pass the time during the pandemic.
More than 3 billion people play video games worldwide, with 214
million in the United States playing for at least 20 hours per week (Graff
2022). In fact, statistics show that during the COVID-19 pandemic, Korean
youths spend significantly more time in online gaming (Kim, lee & Nam 2021).
Online gaming is popular among Indian youth, but it also has negative
online gaming apps has skyrocketed since the COVID-19 pandemic, resulting
online game addiction. The high level of online game addiction, which is
positively correlated with the rate of depression among adolescents in
sector and the dearth of effective mental health interventions in the nation
may be to blame for the high degree of online game addiction that is positively
effects of online gaming addiction, and how it impacted the life of many young
the lives of senior high school students and how it affects their academic
to remain as one of the most common problem here in Tagum National Trade
School.
standpoint. Another study done by Naaj and Nachouki (2021), They looked
into the changes of behavior caused by online game addiction and attempted
performances, hence we aim to finish this study to fill in the research gap.
During the Pandemic we all have experienced using our phones and
social media to pass the time, and undoubtedly due to the overwhelming
Trade School. And as students of this school, we aim to determine the root
cause of this problem, and we are determined to dig deep into finding the
Research Objective
1. describe the extent to which students engage in online gaming in terms of:
1.3 Isolation;
in terms of:
Hypothesis
variables in the study. The review also allowed the researcher to determine
the extent to which previous studies had investigated this topic, which served
Online Gaming
Players' use of online games to cope with stress and anxiety may be a
key etiological factor in online game addiction. The current study looks into
whether people who are anxious and use online games to cope are more
meditation revealed that anxiety associated with mental illness may increase
form of entertainment for many people. They captivate in ways that television
and literature do not, and they frequently occupy the portion of your brain that
ends up mindlessly scrolling on social media. Because we've all been bored
at home, video games have stepped in to fill the void (Krishna, 2021).
Mental Health
According to Jeong and Kim (2011), young people nowadays prefer the
virtual world to the real world to satisfy their gaming needs. As a result, online
gaming addiction is a mental disorder that has been identified and described
among young people, because they can lead to addiction. (Charlton &
link between depression and violent video game content is possible. This
implies that adults and children are more likely to witness or be victims of
violence in real life. In addition, they have poor mental health outcomes, such
outlook on life (Akn & Yalnz, 2015). Such issues can cause distress in an
Toxicity
subtle, or insidious. For example, insults and hate speech can be overt but
also covert, with the receiver feeling harmed but unable to pinpoint the
source; disruptive intentions (i.e., griefing) can be visible but also concealed
talk can transition seamlessly from playful ribbing to hurtful ridicule and
mockery, with no clear distinction as to when the transit occurs. (Beres, et. al.
trolling (Adinolf & Turkay, 2018; Tu rkay et al., 2020). Players who are
al., 2017; Shores et al., 2014). Turkay, et al., 2020). Perhaps because players
lose their composure when their teammates fail to meet their expectations
(Kou, 2020), or because they try to motivate their teammates to play better by
Isolation
During this trying time, these online games keep people connected. It
demonstrates that our desire for social interaction extends even to virtual
interactions. These games fill the void that we continue to feel and allow us to
form and strengthen bonds and friendships even when we are socially
isolated. The pandemic's lockdowns have highlighted the connection that the
appreciate what online games can do in bringing people together while they
According to Mullan et. al. (2010), the most common physical and
Multiplayer Online Games (MMOGs) on those who play them, taking into
games is potentially safe for meeting needs (e.g., social affiliation and a sense
of competence) that cannot be met under pandemic-induced self-isolation. As
a result, it appears that there was a significant increase in online gaming and
other online activities such as e-sports watching and live streaming during the
esports viewing and video game streaming). (Javed, 2020; Perez, 2020).
Academic Performance
simply having fun. They do not simply play, both out of some sort of
seriousness and out of a simple desire to feel relief, especially for stressed-
out students who have finished their schoolwork’s and studies. In the
role in college, junior high and senior high students' academic lives. With the
arrival of COVID-19, the rise in online gaming and the absence of face-to-face
students.
In light of this study, we can assess the level of impact of online games
2023). Students often feel stressed during the school day as a result of the
amount of work they have to do, and by playing online games helps to relieve
and an obsession with gaming. Students' online video games, on the other
Several studies point out this last point. that online video games have a
Students often feel stressed during the school day as a result of the
amount of work they have to do, and by playing online games helps to relieve
and an obsession with gaming. Students' online video games, on the other
Several studies point out this last point. that online video games have a
Time Management
students' interest in online games, according to Naaj and Mirna (2021). A lack
time manage, may find that playing too much affects their academic
time. Students use online games to relieve stress, but excessive use can
such as school failure, family and relationship issues. (Ng and Hastings
2005).
grades if they know how to limit themselves. They understand that they must
control themselves in order to function well in class, which is why they only
play games during vacations and weekends when they have more time than
when they have classes. (Dumrique and Castillo 2017). Chiu et al. (2004)
Lack of Focus
of a lack of control (Dr. Rizki 2020). Always sleeping during class hours can
gamers may delay logging off or may wake up during the night to continue
playing Delayed bedtimes and late waking times can also exacerbate rhythm
between students who played online games. It discovered that gaming has no
playing online games struggle to achieve high grades. Adolescents should not
Theoretical Framework
(“Emerging Measures and Models”) of the fifth edition of the Diagnostic and
recurrent use of the Internet to engage in games, often with other players,
the nine criteria proposed for the clinical diagnosis of IGD, and to formally
define IGD as a mental disorder in future editions of the DSM. Of the nine
criteria, seven criteria are identical to those of gambling disorder and five
diagnosed as a disordered gamer, five (or more) out of these criteria need to
be endorsed over a period of 12 months (APA, 2013). The nine IGD criteria
directly map onto the six criteria of Griffiths’ components model of addiction,
activities to change their mood state; tolerance refers to the need to increase
efficacy (Jeong & Kim, 2011), anxiety, low self-esteem, and impulsivity traits
shyness and physical problems (Peng & Liu, 2010) were also seen as
predictive characteristics of gaming addiction. Gaming addiction was
other disorders such as depression, anxiety and social phobia (Gentile et al.,
2011).
ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-efficacy
and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In certain
cases, digital game playing was allow to act as a coping strategy for
Beranuy, 2009).
online gaming, this study aimed to identify the problematic gaming behavior
among Finnish adolescents and young adults, and evaluate its connection to
life), social (preferences for online social interaction) and physical health
Conceptual Framework
playing online games and their academic performance. These variables will
between the level of playing online games and their academic performance.
sex
year level
Figure 1: The conceptual paradigm of the students’ level of playing online
The study specifies on the level of playing online games and the
students’ academic performance on how they will assist and understand all
the situations that can affect their values, attitudes, and beliefs as they reveal
National Trade School, only 157 students will be the participants of this study.
The researchers will only focus at TNTS as a ground for conducting the
months.
The finding of the study will make the students realize that Impact of
Performance Amidst Pandemic. Through this, they will take control by over
identify the bad aspects of the situation while also focusing on the aim and
their pupils about the good and negative effects of online games on their
internet games. This study will determine whether or not playing online games
This study teaches us as parents that we need to know what the most
common issues are with teenagers and whether or not our child is addicted or
has a status related to playing online games. We also need to teach our
children how to avoid playing online games and how to avoid becoming
addicted to playing online games, as well as how many online games can
harm them.
When this study is published or successful, the school will fix or help
many students on how to get over playing online games, not only on how but
also on why they really need to stop or stay on playing online games because
it has an effect on their study habits. Some students play online games and,
let's say, become hooked to them; the school may be able to help them stop
Definition of Terms
To further understand the term that was mentioned above, the
Academic Performance – how students deal with their studies and how
they cope with or accomplish different tasks given to them by their teachers.
Chapter 2
METHODOLOGY
This chapter explains what kind of research design will be used, how
many respondents will participate, what kind of instrument will be used, how
the researchers will collect all the data, and how the researchers will analyze
data.
Research Design
the status of the phenomena and to describe "what exists" with respect to
quantitative research designs with the general overview giving some valuable
2008).
only the variable and other existing phenomena. Moreover, it describes how
The target respondents of this study are the Senior High School
Research Instrument
researchers to easily get the percentage of SHS students with regards their
agreeable.
performance is agreeable.
performance is neither
agreeable.
Data Collection
will ask and submit a letter of permission to conduct the study at Tagum
the purpose of this study and questions indicated in the questionnaire are
The questionnaire will be validated by panel of experts and need to have pilot
testing for reliability test. Since it is asked and validated, the researcher will
Data Analysis
In analyzing the data, the researchers will use:
according to sex.
REFERENCE
Barr & Stewart (2021). Playing Video Games During the COVID-19
Pandemic and Effects on Players’ Well-Being.
https://journals.sagepub.com/doi/full/10.
Kim, lee & Nam (2021). Latent Profile of Internet and Internet Game
Usage Among South Korean Adolescents During the COVID-19
Pandemic.
https://pubmed.ncbi.nlm.nih.gov/34630178/
Labana at. el. (2020). Online Game Addiction and the Level of
Depression Among Adolescents in Manila, Philippines.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9295867/
Elsayed (2021). Covid-19 pandemic and its impact on increasing the
risks of children's addiction to electronic games from a social
work perspective.
https://pubmed.ncbi.nlm.nih.gov/34869925/
Beres, et. al. (2021). Don’t You Know That You’re Toxic: Normalization
of Toxicity in Online Gaming.
https://harvest.usask.ca/bitstream/handle/10388/13676
/Don_t_you_know_that_you_re_toxic.pdf?sequence
=1&isAllowed=y
Mullan et. al. (2010). Consequences of Play: A Systematic Review of
the Effects of Online Gaming.
https://eric.ed.gov/?id=EJ954539