Professional Documents
Culture Documents
implies that they might alternate between heavy and negative effects in their daily life (Montehermoso et
light use. Even with these cycles, addictions usually al., 2020).
get worse over time. These may result in severe
repercussions like bankruptcy as well as long-term Despite the fact that playing online games or mobile
health issues (Legg & Tyler, 2018). games has become popular, little is understood about
the variables that lead to online gaming dependency.
A person’s socialization or social aspect is made up of The notion of planned behavior, social engagement,
the many connections they make with people, and human computer interaction have all been found to
including their family, friends, neighbors, strangers, have an impact on students' continued intention to play
and other members of their community. It can be online games, which can lead to gaming dependency,
gauged by the quantity and caliber of their regular according to limited studies. The study of Alzahrani et
social engagements, both offline and online al. (2016) explores the impact of the theory of planned
(Psychology Today Staff, 2023). behavior, social connection, and human computer
interface on students' addiction to playing video games
Mobile game dependency, also known as smartphone by reformulating the Facebook addiction scale to an
game dependency, is a behavioral obsession defined online game dependency scale. This study focused on
by compulsive and excessive use of mobile games, 201 students from two separate institutions that play
which can result in negative effects such as social, "Clash of Clan," one of the most well-liked online
vocational, and academic impairment (World Health games. To assess the data, structural equation
Organization, 2018). modeling (SEM) was employed. The results show that
students' purpose to continue playing games has the
Heng-Li Yang and colleagues’ study “Mobile Gaming
greatest impact on game dependency, while social
and Dependency” looked into the topic of mobile
contact has the greatest influence on students' attitudes
game dependency (2019). The researchers conducted a
toward online games. The findings were then
systematic evaluation of 46 papers on the association
discussed, and pertinent recommendations for
between mobile gaming and dependency published
academic institutions, students, and additional research
between 2007 and 2017. They discovered that mobile
were made.
dependency is linked to a variety of negative effects,
including poor academic performance, poor social
Online game addiction is recognized as a mental health
skills, increased anxiety and despair, and poor physical
disorder by the World Health Organization. With 29.9
health. In addition, the scientists found various
million gamers registered in the Philippines, excessive
characteristics that contribute to mobile gaming
internet gaming is on the increase. The prevalence of
dependency, such as game design features (e.g.,
depression is rising across the nation as well. The
rewards, social interaction), individual characteristics
current correlational analysis assessed the relationship
(e.g., age, gender), and environmental factors (e.g.,
between depression and online game addiction in
availability of smartphones).
Filipino teenagers (Labana et al., 2020).
Addiction to mobile games is on the rise in the
The study of Garnada (2020) also sought to ascertain
Philippines, especially among young people.
the impact of online game dependency on students'
According to the Philippine National Police Anti-
views on their academic performance in Salug Valley's
Cybercrime Group’s 2019 survey, mobile game
tertiary institutions in Zamboanga del Sur, the
dependency was named as one of the country’s top
Philippines. It determined the degree of online game
cybercrime problems, with an estimated 200 cases
dependency, how online games affected students'
reported in the first half of the year alone (Gonzales,
academic attitudes, and the importance of the
2019).
association between students' addiction to online
Another research done by the Department of computer games and their academic views. 365 pupils
Education in 2018 discovered that 14% of public- in all were used as research respondents. It used
school students were attracted to mobile games, with descriptive surveys and analysis, and it utilized
the most of them spending a minimum of 5 hours per Conrad's questionnaire on mobile game addiction and
day playing (GMA News Online, 2018). the impact of online games on the researcher's
questionnaire on academic attitudes. Frequency
Furthermore, according to a 2020 study published in counts, percentages, ranks, weighted average means,
the Journal of Addictive Disorders, 36.7% of 300 and the Pearson correlation coefficient were used to
Filipino mobile gamers assessed exhibited addiction determine the responses. The study found that the
symptoms such as cravings, tolerance, withdrawal, and respondents' risk of developing an online gaming
dependency is moderate and that online games had a games is smartphone game can give an escape from
moderately negative impact on their academic reality as well as a way to reduce stress. Individuals
attitudes. Also, there was no connection between who are going through unpleasant conditions, such as
online game dependency and students' attitudes toward work-related stress, relationship issues, or financial
academic responsibility, goal-setting, or study habits, difficulties, may turn to mobile games to help them
although there was a connection between their escape and deal (Griffiths et al., 2016).
engagement in extracurricular activities. According to
the report, school officials should help organize Furthermore, this mobile game can also create a sense
entertaining and interactive activities that will divert of belonging and social connection. Many mobile
students' attention and encourage widespread games enable players to communicate with other
participation. players via chat or multiplayer modes, allowing them
to meet new people and form relationships (Liu & Li,
Students’ academic performance is determined by their 2018).
behavioral patterns and other student-related factors
such as involving in a variety of personal activities Also, the reason why people are addicted to this is
outside of the school which specifically includes their because mobile games can also create a sense of
engagement in mobile gaming activities. Due to the accomplishment and fulfillment. Many mobile games
closure of educational institutions because of the feature leaderboards or rankings that allow players to
pandemic, students’ mobile gaming habits were compete and try to be the best (Kwon et al., 2017).
amplified. This explains the enormous expansion of
Research on mobile game dependency has been
the gaming industry throughout the implementation of
conducted extensively over the years. Multiple studies
distance online learning. Thus, this research paper
have demonstrated that dependency to mobile games
investigates how mobile games influence students’
can have detrimental impacts on the social well-being
academic performance particularly during the
of individuals, including those in high school.
prevalence of online learning. In this study of Milante
According to Adair (2022), due to the lack of face-to-
et al (2020), academic performance does not only
face interaction, the addictive nature of gaming, and
pertain to the grades that a student acquires, but the
the withdrawal from other social activities, excessive
overall performance he/she exhibits in school,
gaming can have a negative impact on social skills.
Additionally, an exploratory single-case study design
Similarly, Kim et al. (2018) found that dependency to
was used where the main participant was chosen
mobile games can be linked to lower social
through purposeful sampling. The research utilized a
competence, social self-efficacy, and empathy among
semi-structured interview with the main participant
adolescents.
along with other secondary participants including the
student’s parent, teacher, and a friend. Duta were Video game dependency can cause people to lose
presented and analyzed through an inductive approach interest in their social skills. One of the most crucial
to thematic analysis. Research findings show that there things a person can do in life is learn social skills, but
are three causes or reasons why a student is playing when they spend their entire day in front of a screen,
mobile games; such reasons include boredom, desire to they have very little opportunity to practice them. This
relieve and escape from stress, and to satisfy the need may cause social skills to decline, which lowers one’s
for social interaction. quality of life. Compared to those who don’t play
video games excessively, those who struggle with
The study further asserted that playing mobile games video game addiction are more likely to have social
can either reinforce academic behavior or undermine anxiety. This is due to the tight relationship and
students’ academic drive. Given the limited number of frequent interaction between social anxiety and
investigations conducted to examine the influence of gaming disorder. Video game dependency can precede
mobile games to a student’s academic performance the onset of social anxiety, or it might occur the other
during the conduct of online learning, this study way around (Adair, 2022).
certainly provides significant knowledge on the topic.
This will urge academic institutions and other Furthermore, according to research by Winter et al.
education personnel to undertake measures to ensure (2016), those who are lonely, lack social skills, have
that mobile games and other personal activities done low self-esteem in real life, and are less successful in
by students outside of the school do not come at the real life likely to spend more time playing video
expense of their academic performance. games. Conversely, Wiederhold (2021) claims that
mobile games has social benefits. According to his
One of the reasons why people are addicted to these research, playing video games, particularly those that
are social and collaborative, can encourage children to These games are even refined to cover almost all age
engage in more prosocial behaviors (behavior that is groups of the population rather than the young people.
helpful, positive, and intended to foster friendship and Yet in the perception of the public, mobile games have
social acceptance). The shared experiences that social always seemed to be associated with various
games offer can make teenagers, kids or students more derogatory terms such as interfering with learning,
likely to assist one another, both online and in real- addiction, and violence. K12 students usually have less
world settings. Additionally, social video games can self-control capability, and they are undoubtedly the
broaden a player’s exposure to individuals from biggest advocates of mobile games. This paper
various backgrounds and cultures, which is crucial for summarizes the technological development of mobile
fostering empathy and identity formation. This is games from the aspects of hardware and software in
especially important when children, students or chronological order. The psychological and social
teenagers are unable to travel or socialize in school. problems that mobile games have brought to K12
students are analyzed from a neutral perspective.
The major goal of this study was to determine the Mobile games have already evolved into profitable
prevalence of mobile game dependency among high tools for major internet platforms due to the
school students. The researchers also aimed to identify acceptance and development of 4G/5G networks.
the factors that contribute to mobile game addiction Instead of being targeted only at children, these games
among high school students. Furthermore, the main have even been improved to practically cover every
goal of this study was to explore the effects of mobile age group in the population. But, in the public’s
game dependency on high school students. Thus, this opinion, mobile games have long been linked to a
study helped students realize the potential costs of variety of negative concepts, including disrupting
mobile game dependency. How it impacts their learning, addiction, and violence. K12 pupils are
judgments as well as their daily lives, social abilities, without a doubt the largest fans of mobile games and
or socialization. This might help them be better typically have lower levels of self-control. This essay
equipped to deal with the issue. provides a chronological summary of the hardware and
software aspects of the technological advancement of
Research Questions mobile games. A unbiased analysis is done of the
psychological and social issues that mobile games
The main objective of this study was to determine the have caused in K–12 children (Li et al., 2022).
effects of mobile game dependency on the
socialization of high school students of Telesforo and One of the reasons why people are addicted to these
Natividad Alfonso High School. Also, this study games is smartphone game can give an escape from
aimed to determine the prevalence of mobile game reality as well as a way to reduce stress. Individuals
dependency among high school students. Specifically, who are going through unpleasant conditions, such as
this study sought answers to the following questions: work-related stress, relationship issues, or financial
difficulties, may turn to mobile games to help them
1. What is the level of mobile game dependency of the escape and deal (Griffiths et al., 2016).
respondents?
2. How may the socialization of the selected In order to investigate the variations in mobile game
respondents who considered to be mobile game dependency tendencies among universities (i.e., double
dependent be described? first-class universities, regular colleges and
3. Is there a significant relationship between the level universities, and higher vocational colleges), this study
of mobile game dependency and socialization of the used hierarchical linear modeling (HLM). It also
high school students? looked at the factors that influence mobile game
4. What recommendation could be suggested from the obsession tendency at both the individual and
result of the study? university levels. 4,024 college students who
participated in the study completed the UCLA
Literature Review Loneliness Scale, the Chinese Mobile Phone Gaming
Dependency Scale, and the Positive and Negative
Affect Scale. Significantly predicting mobile gaming
Mobile Game Dependency obsession tendencies were loneliness, pleasant
emotions, negative emotions, and double first-class
Due to the popularity and advancement of 4G/5G universities. Double first-class institutions were found
networks, mobile games have already currently to significantly interact across levels with other
become profitable tools for major internet platforms. variables, such as pleasant emotions, negative
emotions, and addiction to mobile games. The outcome of this study can give awareness to the young
uniqueness of this study is that it makes a distinction adults and general public regarding their gaming
between. This study is novel because it distinguishes behaviors. Alternative prevention and intervention can
between the varied effects of the tendency toward be done based on the variables studied in relation to
mobile phone dependency at the individual and game dependency.
collegiate levels (Gan et al., 2022).
Video games undoubtedly have benefits for teenagers
Another study aimed at determining the prevalence, since they provide a way out of reality for those who
underlying causes, and effects of mobile gaming are having mental or physical problems. Video games,
dependency, but this one was in school-age children. however, have a number of negative effects on
120 kids between the ages of 6 and 12 who were using teenagers, who often find themselves losing the ability
the outpatient services at the Kanyakumari of s e l f - c o n t r o l, tim e m a n a g e m e n t , and
Government Medical College Hospital were included concentration—skills necessary for success in their
in this cross-sectional study, which was carried out scholastic careers and in making adjustments to adult
between July 1 and December 31, 2021 by Prasath life. There are many causes for it, but social influences
(2022). Male pupils had more addictive behavior, have a particularly strong impact on teenagers. Family
according to their research. Loneliness, the amount of has a significant impact on a teen’s ability to study and
time spent playing mobile games, and utilizing them as understand the world. The influence of stressful life
their main form of amusement are the main events on video game dependency may be lessened by
contributors to mobile game dependency. Headaches, school climate and school ties. Other factors
eye and ear discomfort, insomnia, anxiety, sadness, contributing to the obsession include peer gaming
and family arguments were all side effects of this behavior and another people’s happiness. This work
addiction. Researchers discovered a link between provides theoretical underpinning for the forthcoming
psychological and physical impairments and video studies in this subject based on the analysis of earlier
game dependency. To pinpoint gaming behaviors that studies from the aforementioned perspectives (Jin et
can lead to addiction and negative health effects, in- al., 2021).
depth research is required. Prevalence, underlying
causes, and effects of mobile gaming dependency The goal of the study of Karaca et al. (2020) was also
among school-going children aged six to twelve in the to examine middle school students' levels of online
Kanyakumari district. game addiction (OGA) and the risk variables related to
OGA. In the province of Istanbul, the descriptive
The study of Mung et al. (2019) aims to investigate the cross-sectional study was carried out at seven middle
relationship of game engagement and game motivation schools. 1174 students who played online video games
on game dependency among young adult Multiplayer were included in the study, and data were gathered
Online Battle Arena (MOBA) players in Malaysia. using a questionnaire, the Computer Game Addiction
Self-administered survey was distributed online Scale for Children (CGASC), and the Social Anxiety
through social media and online forums. A total of 319 Scale for Children (SASC). It was discovered that
participants consisting of young adult MOBA players older age, a higher level of social anxiety (SA), having
in Malaysia from 18 to 35 years old participated in this a mother who is employed, having parents who
study. The survey includes demographic data, Game completed high school or a higher level of education,
Engagement Questionnaire (GEQ), Gaming and the amount of time spent on computers are risk
Motivation Scale (GAMS) and Internet Gaming factors for OGA. It was also discovered that 5.7% of
Disorder Scale – Short-Form (IGDS9-SF). Results the sample group were addictive users and that 44%
from correlation showed that game engagement and all were problematic users.
six subscales of game motivation: intrinsic motivation,
integrated regulation, identified regulation, introjected A research model of Tabiola et al. (2019) is created to
regulation, external regulation and amotivation were look at the predisposing factors for mobile game
significantly correlated to game dependency. Result dependency based on prior studies and two key
from the multiple regression showed that game characteristics of mobile games, such as hedonic and
engagement, integrated regulation, introjected sociality. Teenagers are intended to be drawn in for
regulation and amotivation significantly predicted hours on end by video games or mobile apps. By
game dependency. The outcome of the factors, such as playing video games, most teenagers experience a
game engagement, integrated regulation, introjected sense of empowerment and success. They are stuck in
regulation and amotivation, in predicting game the difficult transition between childhood and
dependency can be explored in future researches. The adulthood because they lack financial independence in
the real world. This study tries to understand the 7.3% problem players, and 3.9% engaged players.
reasons behind student dependency to mobile games Male gender and young age were positively correlated
and how it may impact academic performance. with being an addicted, problematic, and active gamer.
Knowing the potential causes and avoiding or reducing Also, birthplace (Africa, Asia, South, and Middle
the usage of mobile games may be made easier with America) was positively correlated with problem and
the aid of parents, instructors, and students. Qualitative addicted gaming. Dependency to video games was
research was the method employed in this found to be favorably correlated with neuroticism and
investigation. Collecting non-numerical data through negatively correlated with conscientiousness. Problem-
observation is a scientific method. Descriptive design, and engaged gaming were positively correlated with
a sort of qualitative study employed, tries to poor psychosomatic health.
characterize the existing status of the variable or
phenomena. The survey questionnaire was the tool A growing body of research is being done on gaming
used by the researchers to collect the data required for dependency. The past ten years have seen a notable
the study. Variable 1: Frequent causes of headaches rise in the quantity of empirical studies looking at
from playing mobile games include strong different facets of problematic video game play and
concentration or eye strain. Excessive use of a gaming dependency. This essay begins with a quick
computer mouse or game controller results in carpal overview of the history of video game dependency
tunnel syndrome. But the fact that video games are research. The past three decades have changed (i.e.,
made to be addictive is one of the key reasons why the 1980s, 1990s and 2000s). Then, it looks into the
they can be so difficult to stop playing. Like anybody situation more closely. By examining (i) the
else seeking to turn a profit, video game developers are prevalence of problematic video game use and video
constantly looking for strategies to increase player game dependency, harmful effects of excessive video
engagement. game use, variables linked to problematic video game
use, and Video game dependency, problematic video
The study of Reyes (2021) also aimed to investigate game use, and (iv) treatment for these issues. The
the prevalence and correlates of mobile game document last section examines industry trends and
dependency among Filipino adolescents. A total of 500 offers a somewhat theoretical analysis of what the
high school students from Metro Manila participated future of video games might hold. It might be
in the study. They completed a self-administered addiction (Griffiths et al., 2017).
questionnaire that assessed their mobile game
dependency, gaming motives, psychological distress, The study of Vicpher Garnada (2020) sought to
and academic performance. Results showed that 31.6% ascertain the impact of online game dependency on
of the participants were classified as addicted to students’ views on their academic performance in
mobile games. Mobile game dependency was Salug Valley’s tertiary institutions in Zamboanga del
significantly associated with higher levels of gaming Sur, the Philippines. It determined the degree of game
motives, psychological distress, and lower academic dependency, how online computer games affected
performance. Among the gaming motives, the need for students’ academic attitudes, and the importance of the
escape and socialization were found to be the strongest association between students’ addiction to online
predictors of mobile game dependency. These findings computer games and their academic views. 365 pupils
suggest the need for interventions that target the in all were used as research respondents. It used
underlying motivations for playing mobile games and descriptive surveys and analysis, and it utilized
provide support for adolescents who may be Conrad’s questionnaire on game dependency and the
experiencing psychological distress due to excessive impact of online games on the researcher’s
gaming. questionnaire on academic attitudes. Frequency
counts, percentages, ranks, weighted average means,
A growing number of empirical research look at the and the Pearson correlation coefficient were used to
small fraction of people who seem to experience determine the responses. The study found that the
problems as a result of excessive gaming. Video respondents’ risk of developing an online gaming
gaming has become a common leisure activity around dependency is moderate and that online computer
the world. The study of Wittek et al. (2015) examined games had a moderately negative impact on their
the prevalence rates and risk factors for video game academic attitudes. Additionally, there was no
dependency in a sample of players who were randomly connection between online game addiction and
chosen from the Norwegian National Population students’ attitudes to Chun ward academic
Registry (N = 3389). According to the findings, there responsibility, goal-setting, or study habits, although
were 87.4% regular players, 1.4% addicted players, there was a connection between their engagement in
causes of kids' poor academic performance. The better reading scores on weekdays compared to those
current study's goal is to ascertain whether either can who did not. Addiction tendency to internet and
have a detrimental impact on students' academic electronic-gaming is found to be adversely associated
performance. To ascertain a potential relationship with academic achievement. Further, results indicated
between cyberbullying and student academic the need for parental monitoring and/or self-regulation
performance and mobile gaming dependency, this to limit the timing and duration of internet
study used a quantitative methodology. Eighty-five use/electronic-gaming to overcome the detrimental
(85) individuals from National University - Philippines effects of internet use and electronic game-play on
completed the Game Addiction Questionnaire and the academic achievement.
Cyberbullying Questionnaire using Google Forms. The
two surveys' respondents were gathered via The study of Reyes (2019) also looks into how mobile
convenience sampling. Cyberbullying and mobile game dependency affects high school students’
gaming dependency (constructs) were not taken into academic performance. The findings demonstrate how
consideration as contributing variables to the students' mobile game dependency significantly lowers
academic success (Fabito et al., 2018). academic performance, including grades and test
scores. Both media and scientific studies have looked
Games online is one of the technologies that caught into the potential risks of digital games for the
attention over the last decade. Despite the positive emergence of game addiction among their users.
effects, parents frowned because of the potential on the Research has so far identified several potential risk
overuse of this technology which leads to addiction by variables, including social situations, personality traits,
students. The dark side of playing online games and playing incentives. The current study provides
becomes an issue of debate in society. Thus, the study preliminary insights into the perceptions of risk factors
of Verecio (2018) is also conducted to determine the held by 32 (non-addicted) gamers and 9 (counselors)
associations of playing online games towards counselors. The study found that players, in particular,
academic performance. The descriptive survey method recognized social setting as the most significant role in
which involved a questionnaire, interviews, and the onset of problematic playing behavior, whereas
observations were employed. One hundred thirty-nine counselors placed a greater emphasis on progressing
(139) students currently enrolled during the first already established psychological disorders through
semester of the school year 2017-2018 served as one-on-one interviews with members of both groups.
respondents. The findings showed that the majority of
the students expressed that playing online games has Online gaming dependency is defined as a person’s
adverse effects in their academic performance such as continued and frequent usage of the internet to play
“I cannot focus on my studies” having (49.61%; games, which significantly impairs or distresses their
n=69). lives. According to media sources, the present
epidemic has made online gaming dependency more
The study of Islam (2022) examined the association of severe due to children and young adults having
internet use, and electronic game-play with academic increased access to online devices. However, the topic
performance respectively on weekdays and weekends of online gaming dependency is still a recent one, with
in Australian children. It also assessed whether numerous researches looking at different aspects of it
addiction tendency to internet and game-play is (Rios et al. 2022).
associated with academic performance. Overall, 1704
children of 11–17-year-olds from young minds matter The modern youth are more active due to their more
(YMM), a cross-sectional nationwide survey, were sophisticated cellphones with top-notch gaming
analyzed. The generalized linear regression models features. The literature that is currently available,
adjusted for survey weights were applied to investigate however, indicates that adolescents experience a
the association between internet use, and electronic- variety of psychological issues, such as low self-
gaming with academic performance (measured by control brought on by a dependency to mobile games,
NAPLAN–National standard score). About 70% of the mental illness, despair, loneliness, and insomnia.
sample spent > 2 h/day using the internet and nearly Therefore, the purpose of this study is to determine the
30% played electronic-games for > 2 h/day. Internet incidence of and driving forces behind mobile game
users during weekdays (> 4 h/day) were less likely to dependency among Bangladeshi university students.
get higher scores in reading and numeracy, and To gather the necessary data, a cross-sectional survey
internet use on weekends (> 2–4 h/day) was positively of 1125 students from three universities in Bangladesh
associated with academic performance. In contrast, was conducted. To achieve this study’s goal,
16% of electronic gamers were more likely to get descriptive statistics, the 2 tests, and an ordinal
Socialization
The interaction of people is the foundation of society.
regression model were used. The results demonstrate
It is also the era of technology and computers. Digital
that when it comes to mobile game dependency, male
games fill the void left by physical games as they
students are more prone than female students to exhibit
become less valuable in the modern world. Bangladesh
addicted behaviors. According to the findings, the
was affected by modernity many years ago because it
primary factors contributing to mobile game
is a developing nation. As community-based labor is
dependency are boredom, the length of time spent
also prevalent here and digital games are well-known,
using cellphones and playing mobile games, and
Bangladesh was chosen as the subject of this study
sources of entertainment. Additionally, more than half
since it met all the criteria. Even if the researchers
of those polled (54.3%) had a serious game addiction
encountered certain difficulties, it is not a major deal
after being persuaded to play by their friends and
to execute this job because digital games are currently
YouTube gamers. Furthermore, students are
so well-known in their nation. The majority of the
experiencing a variety of physical issues, including
younger generation is addicted to this type of online
headaches, eye discomfort, hazy vision, and ear
game and plays it for hours on end. Family and
discomfort (Sayeed et al., 2021).
societal ties are therefore becoming less valuable.
Kiss and. Griffiths (2021) suggests that excessive Social interaction is important to us, but when young
online gaming may lead to symptoms commonly people spend a lot of time in virtual worlds, they are
experienced by substance addicts. Since games are unable to communicate correctly with others in
particularly appealing to children and adolescents, society, including their own families. Due to digital
these groups may be more at risk than other groups gaming, they are unable to see earlier cultural activity
of developing gaming dependency. Given these in society. They faced numerous challenges in
potential concerns, a literature review was undertaken achieving the goal of the study. Despite the difficulty,
in order (i) to present the classification basis of online they collect information from 150 online gamers.
gaming dependency using official mental disorder Researchers collect information using a Google form.
frameworks, (ii) to identify empirical studies that The opinions of the gamers' families, as well as others
assess online gaming dependency in children and in their immediate surroundings, are Important to our
adolescents, and (iii) to present and evaluate the research. Therefore, the researcher gathered the
findings against the background of related and testimony from their family members and friends’
established mental disorder criteria. Empirical other members of society. By this poll, their study
evidence comprising 30 studies indicates that for shows that many gamers are now so addicted and that
some adolescents, gaming addiction exists and that as their minds and brains are so strongly wired that they
the addiction develops, online gaming addicts spend occasionally avoid talking to their family members and
increasing amounts of time preparing for, organizing, skipping out on social events, even as numerous
and actually gaming. Further evidence suggests that crimes are occurring (Rahman, 2022).
problematic online gaming can be conceptualized as a
The study of Fuertes and King (2021) was also focus
behavioral addiction rather than a disorder of impulse
on the mobile game dependency affecting students’
control.
socialization. They intend to investigate how mobile
Similarly, Schmitz et al. (2012) found that mobile game dependency affects high school students’ social
games have benefits. Their study says that an behaviors in the Philippines. 200 high school students
increasing number of educational experts have begun in all took part in the study. Data were gathered using
to recognize the extensive potential of mobile learning a self-made survey questionnaire and the Mobile
games as a teaching and learning aid. In order to Gaming Addiction Scale (M-GAS). The findings
comprehend game mechanics with reference to demonstrated that high school kids are frequently
learning outcomes, their study reviews recent research addicted to mobile games, with more than half of the
in the area. Their essay has two goals in mind. First, participants expressing moderate to high degrees of
they present a methodology for analysis that is based dependency. The most addicting aspects of mobile
on earlier research on mobile game design patterns and games were found to be cooperative play and rivalry
learning results. The framework concentrates on two with other players. The study also showed that high
elements: learning motivation. Second, they outline a school students’ interpersonal connections, academic
series of patterns that they found in the literature and performance, and physical health are negatively
that have a favorable impact on these two factors. impacted by dependency to mobile games. The study
(Schmitz et al., 2012). also found that high school students’ relationships with
others, academic performance, and physical health all
suffer as a result of their dependency to mobile games
(Fuertes & King, 2021). (M=33.32, SD=12.8) completing all online surveys.
According to the results of a hierarchical multiple
In today’s environment, when progress is happening linear regression analysis, social anxiety accounted for
more quickly, technology enables us to advance and the majority of the variation in the model, which
innovate. With technology, we innovate from explained 9.9% of the variance in gaming addiction,
traditional to digital existence. The progress of along with a high BIS and depression.
technology has resulted in a number of technological
advancements, including mobile gaming. Technology Kanat’s study (2019) show that the definitions of
has made gaming, a leisure activity, accessible through addiction now include addiction to digital games. The
the advent of apps for mobile devices. Although cognitive, psychological, and social lives of the
technology is useful, it also has a drawback: addiction. individual are significantly impacted by game
Data from 513 college students from various Filipino addiction or dependency. It is clear that such
colleges were used for the study. Their study shows addictions, which are gaining ground across the globe
that there is any correlation between a student’s time quickly, are also common among Turkish children and
spent playing mobile games and their social contacts teenagers. Turkey has a sizable young population;
(Costales et al., 2022). thus, it is important to look at the issues associated
with digital games and find the best solution. The
Many online game players spend inordinate amounts purpose of this study is to examine how university
of time in their favorite virtual worlds. A large students perceive their levels of communication,
percentage of these players are teenagers who show addiction to online games, and loneliness in relation to
behaviors normally associated with physical addiction. various demographic factors. 646 students enrolled in
Parents, educators, and social scientists are therefore the 2018–2019 academic year at nönü University made
saying that online games are sources of social up the study’s sample. Data were gathered via a survey
problems. The authors surveyed 174 Taiwanese that included a personal information form, the UCLA
college-age online players to collect data on the Loneliness Scale, the Digital Game Addiction Scale,
potential effects of online games on the quality of and the Communication Skills Scale. The independent
interpersonal relationships and levels of social anxiety. t-test, one-way analysis of variance test (ANOVA),
According to the results, the quality of interpersonal and Pearson’s Product-Moment Correlation Analysis
relationships decreased and the amount of social were used to assess the study’s data. The findings
anxiety increased as the amount of time spent playing show that the participants’ digital gaming addictions
online games increased. Online gamers frequently vary by gender, grade, parental education level, daily
squander a lot of time in their preferred virtual worlds. playing duration, and sibling count. However, the
Teenagers make up a sizable portion of these players, addiction to online gaming is unaffected by financial
and they frequently exhibit behaviors that are level. While communication skills are influenced by
indicative of physical addiction. As a result, internet gender, grade level, mother’s education, length of
games are said to be a cause of social issues by play, and the number of siblings, they are unaffected
parents, teachers, and social scientists. In order to by the father’s education or wealth. The perception of
gather information about the effects of online gaming loneliness among students is significantly correlated
on the caliber of interpersonal relationships and with gender, the educational level of the parents, and
degrees of social anxiety, the authors polled 174 the amount of time spent playing. One of the study’s
Taiwanese college-aged online gamers. The results key findings is that there is a substantial association
showed that as the amount of time spent playing online between addiction to video games and communication
games rose, the quality of interpersonal interactions abilities but not a statistically significant relationship
dropped and the level of social anxiety increased (Lo between addiction to video games and loneliness.
et al., 2005).
Recent research has shown that at least a small
The study of Vanzoelen and Caltabiano (2016) looked proportion of players struggle to regulate their online
into whether persons with social anxiety disorder video game usage. Spending too much time playing
(SAD) or depressive symptoms or a temperamental online video games can have a negative impact on
tendency toward having a high behavioral inhibition social interactions in “real life,” at work, and in school.
system (BIS) would be more likely to become addicted Online games, particularly multiplayer role-playing
to online gaming. A total of 186 individuals (147 games, appear to be more frequently linked to video
university students and 39 Second Life (SL) users) game dependency. The topic of the video game
participated in the two-month data collection process, industry’s social responsibility is investigated by
with 66 men (M=34.6, SD=14.15) and 120 women drawing comparisons to other sectors, such gambling,
that are subject to stringent regulation. At the moment, “Grade Point Average (GPA)”—predict the prevalence
online video game publishers don’t offer either of video game dependency among elementary school
customer support or referral services in relation to students. It also examines whether there is a significant
video game dependency. In our view, a dual strategy is difference in the prevalence of video game
required. First and foremost, consumers need to be dependency among students based on gender or the
aware of any potential addiction hazards associated educational attainment of their parents. The study
with playing online video games. Second, legitimate group, which consists of 396 kids in grades 4 and 6, is
referral services should be implemented by game a descriptive survey model. The Scale of Game
publishers. At this juncture, the video game industry Addiction for Children (SGAC), The Family
may benefit most from offering customer support and Relationship Scale for Children (FRSC), and the
referral services as it may very well avoid government Personal Information Form were developed by the
interference that would limit sales. Hence, acting on researchers to collect data for this study (PIF).
the subject of social responsibility will be Stepwise regression, one-way variance analysis, and
advantageous for both the game industry and the an independent sample t-test were used in SPSS to
client, who will be informed and correctly referred evaluate the study’s data. The study’s results show that
(Antonius et al., 2010). while the variables “Discouraging Family Relations,”
“Time Spent on the Computer or Gadgets,” and
The Problem Video Game Playing (PVP) survey, “GPA” meaningfully predict the rates of video game
which was created in Spain, was used in the current addiction in 4th and 5 th grade pupils, the variable
study to compare a sample of teenagers from the “Supportive Family Relations” did not. Also, it was
United States with a sample from Spain. The study discovered that male students had higher rates of video
also looked at reported distress in social life, work game addiction than female students. According to the
activities, and school among high school students, findings of a one-way variance analysis, the
college students, and adults, as well as excessive video educational level of parents has no appreciable impact
game playing. An instrument created by the authors on the prevalence of video game addiction among
and the PVP was used to survey samples from a big adolescents.
Eastern university, two suburban high schools, and an
online survey. The PVP is supported by the results, Mobile game dependeny has caught the attention of
and the Spanish and American samples are similar, academics as a new sort of addictive behavior that
however there are no associations between the PVP differs from typical internet game dependency on
and ratings of distress in areas of daily functioning desktop computers due to its potential detrimental
(Hart et al., 2009). impact on mental health issues. However, due to a lack
of a specific instrument for detecting this new type of
Both media and academic study have addressed the behavioral addiction, only a small number of studies
possible risks of digital games for the emergence of have specifically studied the association between
game addiction among their users. In terms of social mobile gaming dependency and mental health
contexts, personality qualities, and playing outcomes. In this study, social anxiety, sadness, and
motivations, research has so far identified a number of loneliness among adolescents were evaluated in
possible risk factors. The current study offers the first relation to the use of mobile games. We discovered
insights into how (non-addicted) players (N = 28) and that social anxiety, despair, and loneliness were all
counselors (N = 7) perceive danger variables. By positively correlated with mobile game dependency.
conducting one-on-one interviews with members of When gender differences in the pathways from mobile
both groups, they discovered that players, in particular, game dependency to these mental health outcomes
identified social context as the most significant factor were further analyzed, the findings showed that male
in the emergence of problematic playing behavior, teenagers typically report higher levels of social
whereas counselors placed a greater emphasis on anxiety when they use mobile games in an abusive
advancing already present psychological issues. They manner. Limitations and consequences for mental
contend that the creation of preventative and health practice were also covered (Wang et al., 2019).
intervention programs must be informed by the
experiences of both groups (Kneer et al., 2014). The study’s goal of Serhat et al (2022) is also to look
into how much social anxiety and digital gaming
The study of Zorbaz (2015) examines whether or not addiction young people who play sports for fun
the following four factors— “Discouraging Family experience. 226 teenagers who do sports for fun (69
Relations,” “Supportive Family Relations,” “Total girls and 157 boys) took part in the study. The short
Time Spent on the Computer and Gadgets,” and form of the digital game addiction scale (DGAS-7)
developed by Lemmens and friends (2009) and The methodology section explains why secondary
adapted into Turkish by Irmak and Erdoan (2015) as research and secondary data were necessary to support
well as La Greca and others, (1988) developed by the primary research. This section details actual studies
Demir and others, (2000) Social Anxiety Scale for on how playing video games partially activates
Children, which was adapted into Turkish, were used pleasure circuits, which results in impulsive conduct
in the research along with the personal information that prevents kids from having active social lives.
form that the researcher had created. The statistical
tool SPSS 22 was utilized to analyze the research. However, Uz and Cagiltay (2015) say that Multi-User
Regression analysis and MANOVA analysis were both Online Games like mobile games offer the chance to
used in the study. The research’s degree of build a social environment for friendships and
significance was determined to be p.01. The strengthen the relationships. They have evolved
investigation revealed that guys’ average digital increasingly from co-located experiences into multi-
gaming addiction scores were substantially higher than played, socially oriented platforms (Herodotou, 2009).
those of girls. The regression analysis revealed that the Yet, a number of researchers backed the hypothesis
variables of gender and owning a computer at home, that players who seek meaningful connections in a
together with digital gaming addiction, statistically virtual world may struggle to do so in the real world
significantly predicted social anxiety. (as cited in Redmond, 2010).
The study of Yilmaz et al. (2018) also shows that The present study of Jung (2020) examined the
students who play a lot of video games affect their educational roles of games that were not designed for
classmates and teachers at school. Focus groups and pedagogical purposes. With respect to the roles of
in-person interviews have been conducted for this gamers’ communication—communication networks,
reason utilizing semi-structured interview forms network diversity, and heterogenous discussion—three
created by the study team. The data were gathered specific sub-objectives of the present work include: (1)
from 21 participants, including three students who to examine the extent to which games can be social
played video games a lot, 16 of their peers, and 2 learning environments, (2) to examine how gamers’
teachers. The results show that serious gamers exhibit communication contributes to perceived learning, and
negative behaviors, such as communication and (3) to evaluate the relationship between game genre’s
behavioral issues, in a school setting. Findings also unique characteristics and learning effects. This work
indicate that pupils who play a lot of video games statistically tested a series of research hypotheses
prefer to play at home rather than participate in using empirical data obtained from a national survey
classroom activities. Heavy gamers typically prefer to of Korean gamers (N = 1392). The results from
hang out with other heavy gamers or male peers since hierarchical multiple regression analysis indicate that
they can discuss shared interests with them (video
game genres and gamers’ communicative networks
games, their gaming skills, soccer, outdoor games,
were significant predictors of perceived game learning.
etc.) that they can’t do with female peers. Teachers
Importantly, game genres that are considered by
claim that students who play a lot of video games
policymakers to be violent and addictive were found to
perform poorly in school. The English teacher,
contribute to learning. Additionally, gamers’
however, emphasized the advantages of video games
communication variables that are not closely related to
for students’ vocabulary development.
education and politics significantly predicted their
Another study that examines how gaming affects learning. Based on the results, this study suggests that
young people’s brains, concentrating on its detrimental game cosplaying or gamers’ social networks should be
impacts, including social isolation and sadness is the considered important for socio-cultural learning.
study of Nguyen and Landau (2019). The main goal of Moreover, the current study provides empirical
their study is to show that excessive gaming is strongly evidence that exposure to diverse perspectives during
correlated with negative effects like social isolation game playing contributes significantly to not only
and depression by reviewing numerous academic tolerance and deliberative democracy but also the
articles that unmistakably show that excessive gaming socio-political learning of gamers. In this regard, the
has negative effects like these. Over the years, present study expands the literature on pedagogy
psychologists, parents, and the general public have (learning effects), political communication (benefits of
played a key role in advancing literature on gaming heterogeneous/deliberative discussions), and game
and brain development. Children who play video studies (game dependency/gaming disorder). Thus,
games grow up to be socially isolated. This opens the this study provides new insights for current research
door for despair and other self-destructive behaviors. on the educational roles of games.
In conclusion, mobile game dependency is a growing then be described. In line with Sousa et al. (2007), in
societal problem due to the frenzied development of order to describe and understand what was, descriptive
mobile games and the roaring expansion of the market research goes beyond merely gathering and tabulating
size (Rubia et al., 2019). The study by Fuertes and data. Through descriptive research, topics such as
King (2021) also showed that high school students’ social, demographic, or environmental issues can be
interpersonal connections, academic performance, and studied. Also, it can be utilized to describe the level of
physical health are negatively impacted by dependency mobile game dependency among high school students.
to mobile games. The study also found that high A descriptive research tries to clarify the
school students’ relationships with others, academic characteristics and qualities of a phenomenon.
performance, and physical health all suffered as a
result of their dependency to mobile games. Antonius Respondents, Sampling, and Research Site
et al. (2010) also say that spending too much time
playing online video games can have a negative impact For the academic year 2022–2023, junior and senior
on social interactions in “real life,” at work, and in high school students at Telesforo and Natividad
school. It is also stated that players struggle to regulate Alfonso High School (TNAHS) made up the
their online video game usage because one of the respondents. In order to maintain confidentiality, the
reasons why people are addicted to these games is names of the respondents were suppressed in favor of
smartphone game can give an escape from reality as codes that were organized in a particular order.
well as a way to reduce stress. Individuals who are
going through unpleasant conditions, such as work- Telesforo and Natividad Alfonso High School is
related stress, relationship issues, or financial located in Sta. Maria, Sta. Ana, Pampanga, with a total
difficulties, may turn to mobile games to help them population of 1050 students, composed of 6-year
escape and deal (Griffiths et al., 2016). To conclude, levels from junior high school to senior high school.
most of the studies show that mobile game dependency Each grade level was composed of 5 sections, and
has negative impacts on a person's life, especially the every section has 30 to 40 students. However, the
socialization of a person. However, there are few researchers only chose 100 students that potentially fit
studies that support the idea that playing mobile games the study’s objectives, such as those with extensive
has benefits, like the studies by Uz and Cagiltay experience or an interest in the study. Thus, purposive
(2015) and Schmitz et al. (2012). But it is not stated sampling was applied.
that dependency to mobile games has benefits.
Instrument
To sum up, most of the studies say that the prevalence
of mobile game dependency among adolescents, The primary instruments that has been used for the
children, or students was found to be high. It also gathering of data are the printed questionnaires that
shows that excessive playing of mobile games has were provided by the researchers. The printed
negative consequences. However, there are few studies questionnaires was composed of 3 parts: the first part
that say that mobile game dependency has positive was the profile of the respondents with regards to their
consequences. Furthermore, the majority of the studies name (optional), grade and section; the second part
show that there is a significant relationship between was the survey proper. The researcher used a self-
the level of mobile game d epend en cy and made questionnaire to measure the level of perceptions
socialization. of mobile game dependency among the respondents.
This part was evaluated by the respondents using a 5-
point Likert scale: 5 = strongly agree, 4 = agree, 3 =
Methodology
neutral, 2 = disagree, and 1 = strongly disagree. Also,
the researcher provided a self-made questionnaire to
Type of Research determine the socialization of mobile game
dependency based on students’ perceptions, which was
Without further follow-up from the participants, a also answerable on a 5-point Likert scale: 5 = strongly
cross-sectional study describes a group of people at agree, 4 = agree, 3 = neutral, 2 = disagree, and 1 =
one specific period (Campbell, Machin, & Walters, strongly disagree.
2007). Moreover, this method allows for the
assessment of the effects of this mobile game Data Collection Procedure
dependency on socialization of high school students.
The data will then be examined for correlation using The researcher printed enough copies of the validated
statistical software (JAMOVI), and the results will questionnaire to accommodate all respondents once it
Ethical Consideration
A similar result had been established in the study of dependency, but this one was in school-age children.
Fuertes and King (2021), in which they investigated 120 kids between the ages of 6 and 12 who were using
how mobile game dependency affects high school the outpatient services at the Kanyakumari
students’ social behaviors in the Philippines. 200 high Government Medical College Hospital were included
school students in all took part in the study. The data in this cross-sectional study, which was carried out
were gathered using a self-made survey questionnaire between July 1 and December 31, 2021 by Prasath
and the Mobile Gaming Addiction Scale (M-GAS). (2022). Male pupils had more addictive behavior,
The findings demonstrated that high school kids are according to their research. Loneliness, the amount of
frequently addicted to mobile games, with more than time spent playing mobile games, and utilizing them as
half of the participants expressing moderate to high their main form of amusement are the main
degrees of dependency. The most addictive aspects of contributors to mobile game dependency. Headaches,
mobile games were found to be cooperative play and eye and ear discomfort, insomnia, anxiety, sadness,
rivalry with other players. The study also showed that and family arguments were all side effects of this
high school students’ interpersonal connections, dependency. Researchers discovered a link between
academic performance, and physical health are psychological and physical impairments and video
negatively impacted by dependency to mobile games. game dependency. To pinpoint gaming behaviors that
The study also found that high school students’ can lead to addiction and negative health effects, in-
relationships with others, academic performance, and depth research is required. Prevalence, underlying
physical health all suffer as a result of their causes, and effects of mobile game dependency among
dependency to mobile games. school-going children aged six to twelve in the
Kanyakumari district.
The goal of the study of Karaca et al. (2020) was also
to examine middle school students' levels of online Table 2. Level of Perceptions of Respondents towards
game addiction (OGA) and the risk variables related to the Social Effects of Mobile Game Dependency
OGA. In the province of Istanbul, the descriptive
cross-sectional study was carried out at seven middle
schools. 1174 students who played online video games
were included in the study, and data were gathered
using a questionnaire, the Computer Game Addiction
Scale for Children (CGASC), and the Social Anxiety
Scale for Children (SASC). It was discovered that
older age, a higher level of social anxiety (SA), having
a mother who is employed, having parents who
completed high school or a higher level of education,
and the amount of time spent on computers are risk
factors for OGA. It was also discovered that 5.7% of
the sample group were addictive users and that 44%
were problematic users.
Table 2 shows the level of perception of the social society, including their own families. Due to digital
effects of mobile game dependency among the gaming, they are unable to see earlier cultural activity
respondents. The computed grand mean was 3.4043 in society. They faced numerous challenges in
with a standard deviation of 0.5987 and interpreted as achieving the goal of the study. Despite the difficulty,
agree. This implies that most of the students agree with they collect information from 150 online gamers.
the social effects of mobile game dependency. Researchers collect information using a Google form.
The opinions of the gamers' families, as well as others
A similar study had been established in the study of in their immediate surroundings, are Important to our
Kanat (2019), which examined how university research. Therefore, the researcher gathered the
students perceive their levels of communication, testimony from their family members and friends’
dependency to online games, and loneliness in relation other members of society. By this poll, their study
to various demographic factors. 646 students enrolled shows that many gamers are now so addicted and that
in the 2018–2019 academic year at nönü University their minds and brains are so strongly wired that they
made up the study’s sample. Data were gathered via a occasionally avoid talking to their family members and
survey that included a personal information form, the skipping out on social events, even as numerous
UCLA Loneliness Scale, the Digital Game Addiction crimes are occurring (Rahman, 2022).
Scale, and the Communication Skills Scale. The
independent t-test, one-way analysis of variance test Table 3. Significant relationship between the level of
(ANOVA), and Pearson’s Product-Moment mobile game dependency and the socialization of the
Correlation Analysis were used to assess the study’s students.
data. The findings show that the participants’ digital
gaming addictions vary by gender, grade, parental
education level, daily playing duration, and sibling
count. However, the dependency to online gaming is
unaffected by financial level. While communication
skills are influenced by gender, grade level, mother’s
education, length of play, and the number of siblings, Table 3 shows the significant relationship between the
they are unaffected by the father’s education or wealth.
level of mobile game dependency and the socialization
The perception of loneliness among students is
of the students. Based on the findings using Pearson-r,
significantly correlated with gender, the educational
level of the parents, and the amount of time spent Socialization got an r-value of 0.710 which was a
playing. One of the study’s key findings is that there is positive correlation and a p-value of 0.005 and implies
a substantial association between dependency to video that there is a significant relationship between the
games and communication abilities but not a level of mobile game dependency and the socialization
statistically significant relationship between of the students.
dependency to video games and loneliness.
Video game dependency can cause people to lose
The interaction of people is the foundation of society. interest in their social skills. One of the most crucial
It is also the era of technology and computers. Digital things a person can do in life is learn social skills, but
games fill the void left by physical games as they when they spend their entire day in front of a screen,
become less valuable in the modern world. Bangladesh they have very little opportunity to practice them. This
was affected by modernity many years ago because it may cause social skills to decline, which lowers one’s
is a developing nation. As community-based labor is quality of life. Compared to those who don’t play
also prevalent here and digital games are well-known, video games excessively, those who struggle with
Bangladesh was chosen as the subject of this study video game dependency are more likely to have social
since it met all the criteria. Even if the researchers anxiety. This is due to the tight relationship and
encountered certain difficulties, it is not a major deal frequent interaction between social anxiety and
to execute this job because digital games are currently gaming disorder. Video game dependency can precede
so well-known in their nation. The majority of the the onset of social anxiety, or it might occur the other
younger generation is addicted to this type of online way around (Adair, 2022).
game and plays it for hours on end. Family and
societal ties are therefore becoming less valuable. In today’s environment, when progress is happening
Social interaction is important to us, but when young more quickly, technology enables us to advance and
people spend a lot of time in virtual worlds, they are
unable to communicate correctly with others in
innovate. With technology, we innovate from indicate that pupils who play a lot of video games
traditional to digital existence. The progress of prefer to play at home rather than participate in
technology has resulted in a number of technological classroom activities. Heavy gamers typically prefer to
advancements, including mobile gaming. Technology hang out with other heavy gamers or male peers since
has made gaming, a leisure activity, accessible through they can discuss shared interests with them (video
the advent of apps for mobile devices. Although games, their gaming skills, soccer, outdoor games,
technology is useful, it also has a drawback: addiction. etc.) that they can’t do with female peers.
Data from 513 college students from various Filipino
colleges were used for the study. Their study shows The study of Nguyen and Landau (2019) also
that there is any correlation between a student’s time examines how gaming affects young people’s brains,
spent playing mobile games and their social contacts concentrating on its detrimental impacts, including
(Costales et al., 2022). social isolation and sadness. The main goal of their
study is to show that excessive gaming is strongly
Many online game players spend inordinate amounts correlated with negative effects like social isolation
of time in their favorite virtual worlds. A large and depression by reviewing numerous academic
percentage of these players are teenagers who show articles that unmistakably show that excessive gaming
behaviors normally associated with physical addiction. has negative effects like these. Over the years,
Parents, educators, and social scientists are therefore psychologists, parents, and the general public have
saying that online games are sources of social played a key role in advancing literature on gaming
problems. The authors surveyed 174 Taiwanese and brain development. Children who play video
college-age online players to collect data on the games grow up to be socially isolated. This opens the
potential effects of online games on the quality of door for despair and other self-destructive behaviors.
interpersonal relationships and levels of social anxiety. The methodology section explains why secondary
research and secondary data were necessary to support
the primary research. This section details actual studies
According to the results, the quality of interpersonal on how playing video games partially activates
relationships decreased and the amount of social pleasure circuits, which results in impulsive conduct
anxiety increased as the amount of time spent playing that prevents kids from having active social lives.
online games increased. Online gamers frequently
squander a lot of time in their preferred virtual worlds.
Teenagers make up a sizable portion of these players, Conclusion
and they frequently exhibit behaviors that are
indicative of physical addiction. As a result, internet 1. This study concluded that most of the respondents
games are said to be a cause of social issues by agreed with the social effects of mobile game
parents, teachers, and social scientists. In order to dependency, and it shows that the level of mobile
gather information about the effects of online gaming game dependency among the respondents was found to
on the caliber of interpersonal relationships and be quite high.
degrees of social anxiety, the authors polled 174 2. Furthermore, it was found that there is a significant
Taiwanese college-aged online gamers. The results relationship between mobile game dependency and the
showed that as the amount of time spent playing online socialization of the students.
games rose, the quality of interpersonal interactions
dropped and the level of social anxiety increased (Lo Based on the summary of findings and conclusion, the
et al., 2005). following recommendations are hereby suggested:
The study of Yilmaz et al. (2018) also shows that 1. It was shown that most of the respondents agreed
students who play a lot of video games affect their with mobile game dependency. Therefore, this study
classmates and teachers at school. Focus groups and would like to recommend that, in order to have a
in-person interviews have been conducted for this deeper understanding of this agreement, it is necessary
reason utilizing semi-structured interview forms to interview the respondents in order to identify
created by the study team. The data were gathered various factors and causes that may be sufficient to
from 21 participants, including three students who support the necessity of this endeavor. Furthermore, it
played video games a lot, 16 of their peers, and 2 was found that the level of mobile game dependency
teachers. The results show that serious gamers exhibit among TNAHS students was quite high. Thus, this
negative behaviors, such as communication and study would like to advise students about the potential
behavioral issues, in a school setting. Findings also costs of their obsession with video games and to limit
Kim et al., 2018. Social Activities, Self-Efficacy, Game Attitudes, u ni v e rsi t i Tunku Abdul Rah man. Ret riev ed from
and Game Addiction. Research Gate. Retrieved February 26, 2023, http://eprints.utar.edu.my/3218/1/fyp_PY_2019_CHM_-_1503769.p
from df
https://www.researchgate.net/publication/47741556_Social_Activiti
es_Self-Efficacy_Game_Attitudes_and_Game_Addiction Newzoo (2017). The Association Between Video Gaming and
Psychological Functioning. Frontiers. Retrieved March 24, 2023,
King, R., Fuertes, J. (2021). Mobile Games Addiction Scale(M- from
GAS). Journal: Asia Pacific Journal of Multidisciplinary Research https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01731/full
Volume: 9 Issue: 4 Year: 2021 Pages: 58-66
Park, Ha Eun and Tan, Barney, "The Mechanisms of Mobile
Kiss, D. Griffiths, M. (2021) Online gaming addiction in children Gaming Addiction" (2020). ICIS 2020 Proceedings. 3.
and adolescent. Pontifical and Royal University of Santo Tomas, https://aisel.aisnet.org/icis2020/general_topics/general_topics/3
The Catholic University of the Philippines pdf
Prasath ASV, Perumal BM, Samuel SG (2022). Prevalence,
Kneer,J.,Rieger,D.,Ivory,J.,Ferguson,C. (2014). Awareness of Risk underlying factors and consequences of mobile game addiction in
Factors for Digital Game Addiction: Interviewing Players and school going children of six to twelve years in Kanyakumari district.
Counselors. International Journal of Mental Health and Addiction. Int J Contemp Pediatr.:347- 351. http://www.ijpediatrics.com
Vol no. 12, pp.585-599, DOI: 10.1007/s11469-014-9489-y
Rahman, M. (2022). Impacts of digital game addiction on social
Kwon, M., Kim, D. J., Cho, H., & Yang, S. (2017). The smartphone i n t e ra c t i o n in B a n g l a d e s h . R e s e a rc h Ga t e . DOI:
addiction scale: Development and validation of a short version for 1 0 .13 14 0/ R G.2 .2 . 196 58 .0 35 27
a d ol e s ce nt s . PLoS ONE, 12 (12 ), e0188009. DOI:
10.1371/journal.pone.0188009 Reyes, A. (2019). Mobile Game Addiction and Its Effect on High
School Students’ Academic Achievement. Journal of Educational
Labana, R., Hadjisaid, J., Imperial, A., Jumawid, K., Lupague, M., Psychology and Counseling Vol. 26. No. 2. Pages 34-44.
Malicdem, D. (2020). Online Game Addiction and the Level of
Depression Among Adolescents in Manila, Philippines. Cent Asian J Reyes, A. (2021) Prevalence and Correlates of Mobile Game
Glob Health. 2020; 9(1): e369, DOI: 10.5195/cajgh.2020.369 Addiction among Filipino Adolescents, Philippine Journal of
Psychology, vol. 54, no. 2, pp. 27-36.
Landau, S., & Nguyen, T. (2019). Effects of Gaming on Children’s
Brains: Depression and Social Isolation. Advances in Social Reyes J.D. Mathematics Anxiety and Self-Efficacy: A
S c i e n c e s R e s e a rc h J o u rn a l , 6(9) 2 9 1 - 302, DOI: Phenomenological Dimension. Journal of Humanities and Education
h t tp s :/ /d oi . o rg /1 0. 14 73 8/ a s s rj .6 9 .48 56 Development (JHED), 2019. Vol. 1, no. 1, pp. 22–34. URL:
https://mail.theshillonga.com/index.php/jhed/article/view/9/4
Legg and Tyler (2018). What is Addiction? Healthline. Retrieved
March 24, 2023, from https://www.healthline.com/health/addiction Reyes, J. D. C. (2019). Team-Pair-Solo: An Experimental Approach
in Teaching Random Variables and Discrete Probability
Psychology Today Staff (2023). Social Life. Psychology Today. Distributions. Journal of Humanities and Education Development
R e t r i e v e d March 2 4 , 2 0 2 3 , from (JHED), 1 ( 1 ) , 3 5 - 4 5 . R e t r i e v e d from
https://www.psychologytoday.com/us/basics/social-life http://www.theshillonga.com/index.php/jhed/article/view/8
Liu, D., & Li, X. (2018). Exploring the relationships between mobile Reyes, J. D., (2019). Increasing Self-efficacy and Alleviating
game addiction and psychological factors among college students in Anxiety using Touch Math and Instructional Games: An
China. Cyberpsychology, Behavior, and Social Networking, 21(9), Intervention for Low Performing Seventh Graders. Journal of
540-547. DOI: 10.1089/cyber.2017.0708 Humanities and Education Development (JHED). ISSN: 2581-8651.
V o l - 1, I s s u e - 2, Mar – Apr 2019. R e t ri e v e d from
Li Y, Xu Z, Hao Y, Xiao P and Liu J (2022) Psychosocial Impacts https://theshillonga.com/index.php/jhed/article/view/13
of Mobile Game on K12 Students and Trend Exploration for Future
Educational Mobile Games. Front. Educ. 7:843090. DOI: Reyes, J. D., (2020). Effectiveness of Concrete-Representational-
10.3389/feduc.2022.843090 Abstract sequence of instruction in probability on select-groups of
eight graders. International Journal of Multidisciplinary Research
Lo, S., Wang, C., Fang, W. (2005). Physical Interpersonal and Growth Evaluation. Volume 2; Issue 1; January-February; 2021;
Relationships and Social Anxiety among Online Game Players. Page No. 438-443.
Cyber Psychology & Behavior. Vol.8, No. 1, DOI:
10.1089/cpb.2005.8.15. Reyes, J. D., Insorio, A. O., Ingreso, M. V., Holario, F. F., &
Gutierres, C. R., (2019). Conception and Application of
Milante, C. Dueñas, R. Palermo, G. Ornopia, G. (2020) Mobile Contextualization in Mathematics Education. International Journal
Gaming: It’s Influence to a Senior High School Student’s Academic of Educational Studies in Mathematics, 2019, 6(1), 1-18. Retrieved
Performance in Online Learning. IJRP 2022, 103(1), 728-745; DOI: from https://dergipark.org.tr/en/download/article-file/664590
.10.47119/IJRP1001031620223445
Rios, V., Trott S. and Shukla P. (2022) Systematic literature review
Montehermoso, K. V., Baquiran, D. M. A., & De Castro, J. F. online gaming addiction among children and young adults: A
(2020). Mobile gaming addiction in a Filipino context: A cross- framework and research agenda. Retrieved March 24, 2023, from
sectional study. Journal of Addictive Diseases, 38(1), 28-36. DOI: https://pubmed.ncbi.nlm.nih.gov/35104738/
10.1080/10550887.2019.1633975
Sayeed M. Rasel, M. Habibullah, A. Hossain, M. (2021) Prevalence
MIng, C. Yi, G. Yen, L. (2019). The impact of game engagement and underlying factors of mobile game addiction among university
and game motivation on game addiction among the young adult students in Bangladesh. Cambridge University Press. Volume 8,
multiplayer online battle arena players in Malaysia. The Bachelor of pg.35.
Social Science (HONS) psychology faculty of arts and social science https://www.cambridge.org/core/journals/global-mental-health/articl
Schmitz, B., Klemke, R. and Specht, M. (2012) ‘Effects of mobile World Health Organization (2018). Addictive behaviours: Gaming
gaming patterns on learning outcomes: a literature review’, Int. J. disorder. World Health Organization. Retrieved February 25, 2023,
Technology Enhanced Learning. Retrieved March 24, 2023 ,from from
https://www.researchgate.net/publication/235265707_Effects_of_m https://www.who.int/news-room/questions-and-answers/item/addicti
obile_gaming_patterns_on_learning_outcomes_A_literature_review ve-behaviours-gaming-disorder
Serhat, T., Öcal, T. and Cengiz, Ö. (2022). Effect of Digital Game Yang, H.-L., Sun, Y.-H. C., Lin, M.-P., & Huang, Y.-C. (2019).
Addiction and Social Anxiety Levels on Recreational Active Mobile Gaming and Addiction: A Review of the Literature.
Adolescents. Education Quarterly Reviews. 5. 40-47. International Journal of Mental Health and Addiction, 17(4), 840–
10.31014/aior.1993.05.01.416. 867. https://doi.org/10.1007/s11469-018-0019-4
Sun, Y.,Yang, Z., Shi-Qi, J., and Zheng, D. (2015). Understanding Yilmaz, E., Yel, S., Griffiths, M. (2018). The Impact of Heavy
the Antecedents of Mobile Game Addiction: The Roles of Perceived (Excessive) Video Gaming Students On Peers and Teachers in the
Visibility, Perceived Enjoyment and Flow. PACIS 2015 School Environment: A Qualitative Study. ADDICTA: THE
Proceedings. 141. https://aisel.aisnet.org/pacis2015/141 TURKISH JOURNAL ON ADDICTIONS. Vol. 5 (2), pp. 147-161.
http://addicta.com.tr/en/
Tabiola, A., Sierra, M., Nabung, C., Miña, L., Rubia, M. & Catibag,
R. (2019). Causes of Addiction to Mobile Games and its Effect to Zorbaz, S., Ulas, O. and Kizildag, S. (2015). Relation between
the Academic Performance of Grade 12 ABM Students of Bestlink video game addiction and interfamily relationships on primary
College of the Philippines SY 2018-2019. Ascendens Asia school students. Hacettepe Üniversitesi. Retrieved from
Singapore–Bestlink College of the Philippines Journal of https://doi.org/10.12738/estp.2015.2.2090
Multidisciplinary Research 1 (1).
https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/
2518 Affiliations and Corresponding Information
Wittek, C., Finseras, T., Pallesen, S., Mentzoni, R., Hanss, D.,
Griffiths, M., Molde, H. (2016). Int J Ment Health