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CHAPTER-1

THE PROBLEM AND ITS SCOPE

Rationale of the study

Now a day, youth are now more engaging with their advance

smartphones. Having high quality graphics and gaming features, however

existing Now a days, the youth are more engaging with their more literature

depicts that Adolescent suffer from several forms of psychological problems

including mental health, depressions, loneliness, insomnia and low self-control

due to mobile addiction many students are now addicted to mobile gaming

specially the new generation youth and the teenagers that is called millennials

these days (GeekZone,et al 2023). Therefore, this study aims to see the lived

experience of online gamer among the senior high students of San Jose National

High School.

Key characteristics of online gaming addiction are individuals obsessively

playing online videogames to the point of neglecting everything else in their lives,

which leads to social and/or psychological disorders in such individuals (Ates et

al., 2018; Batmaz & Çelik, 2021). This is the common game that where the youth

is addicted to especially the game that can be played by smartphones. This type

of addiction is called Online Game Addiction (Clevelandclinic, et al, 2023). In

today’s generation both male and female are addicted to online games. But

males are most likely to play aggressive games compared to girls. Online game
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addiction has become common problem that affects many individuals and

society. Because of improvement of technologies even young children already

know of how online gaming is played. Without knowing whether it is harmful or

not especially to their physical and mental health, for them this kind of game is

just for enjoyment. Not knowing that they already spent how many hours focusing

on their cellphones or computers. And they are no longer interested on their

studies because they focused already on playing mobile games addiction.

According to a research about mobile game addiction by Donati, game genres

play a vital role as a risk factor for game addiction (Donati, et al., 2015). Mobile

game addiction is a part of Internet gaming disorder (Laconi, et al., 2017).

Although many studies have been conducted examining online game addiction

among adolescents (see Rosendo-Rios et al., 2022) for a recent review of

studies), there are few studies examining the relationship between basic

psychological needs and online game addiction (Bekir & Celik, 2019).
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REVIEW OF RELATED LITERATURE

According to a Study people become less interactive with their family,

friends, and society and also get detached from their studies and other physical

activities because of mobile game addiction (Stockdale and Coyne, et al 2018).

More than two-thirds of Americans play video games, also known as gaming.

While gaming can be a fun distraction or hobby (and is even becoming a

competitive sport on many college campuses), there are health risks that come

from too much gaming (Peter Grinspoon, 2020).

Very few studies were conducted about mobile game addiction among

children and adolescents but there is no study conducted before about this type

of addiction among university students in Bangladesh. Though a study

investigated parent–child relationship and parenting as a causal factor for digital

game addiction among children aged 5–18 years old in the north-western part of

Bangladesh, Keya et al. (2020), there is still a lack of information about the

motivations of addiction, addictive behavior and its negative impacts among

university students in Bangladesh. Aiming to address the lack, the objective of

this study is to determine the relationship between mobile game addiction and

academic performances among tertiary students in Bangladesh. This study also

finds the motivating factors for mobile game addiction, addictive behaviors and its

negative consequences among university student perspectives of Bangladesh.


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Online Gaming Addiction and Quality of Life among Early Adolescents in

Thailand

The popularity of gaming has greatly increased, especially among children

and adolescents. As such, spending too much time playing games has become a

serious issue and may have adverse effects on the quality of life of adolescents.

This paper is aimed at identifying the factors and degree of influence that leads

to gaming addiction and its impact on the quality of life of Thai adolescents. Data

were collected from 2,044 adolescents in the form of a questionnaire from five

major regions in Thailand, in both municipal and nonmunicipal areas. Structural

equation modeling and the neural network model were used to analyze the data.

The results indicate some differences between boys and girls as to what factors

lead to gaming addiction. But gaming addiction was found to have a negative

impact on the quality of life for both genders. Discussions comprising both

academic and practical perspectives are also presented (Veera Bhatiasevi et, al

2023).

Mobile Game Addiction and Depression

Internet game addiction is characterized by cognitive and emotional

deficits. Previous studies have reported the co-occurrence of Internet addition

and depression. In addition, a longitudinal study found that Internet game


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addition/depression severity at an earlier time positively predicted the

depression/Internet game addition severity at a later time, which indicated that a

possible bidirectional relationship existed between online gamers' depression

symptoms and addiction. People cope with their emotional distress by playing

online games, but the excessive use of online games for a long time may

separate individuals from real-life relationships, thus causing severer mental

health problems, such as depression. Therefore, in this study, we would expect a

positive relationship between mobile game addition and depression (Jin-

LiangWang, et al, 2019).

Online Game Addiction and Basic Physical needs

Self-determination theory is a well-established motivational theory

comprising six mini-theories (Ryan & Deci, 2017). In contrast to the often-

frustrating real world, videogames are designed to satisfy all three psychological

needs (i.e., autonomy, competence, and relatedness) (Rigby & Ryan, 2011).

Satisfaction of the needs for competence, autonomy, and relatedness can

explain large amounts of the variance in game enjoyment (Rigby & Ryan, 2011;

Tamborini et al., 2011). Online gaming can fulfill the (i) need for relatedness by

directing players to social relationships with real or fictional characters, (ii) need

for autonomy by giving them management and control within the game, and (iii)

need for competence by making them feel successful in playing challenging

videogames (Allen & Anderson, 2018).


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Individuals addicted to videogames need novelty seeking, socialization,

competition, and/or entertainment (Hussain et al., 2012; Larrieu et al., 2022).

Studies have shown that gaming addiction is related to basic needs (Billieux et

al., 2015) and psychological needs such as success, independence, fun, and

respect (Herodotou et al., 2012). The increasing demand for playing videogames

shows that adolescents try to satisfy some of their psychological needs via the

Internet (Shen et al., 2013; Turan, 2021). One longitudinal study found that

problematic online gaming and satisfaction of basic psychological needs were

positively associated (Yu et al., 2015). It has also been reported that adolescents

whose basic psychological needs were not met and whose perceived social

support was low had high levels of gaming addiction (Yıldırım & Zeren, 2021). In

this context, some studies claim that online games are tools for satisfying basic

psychological needs (Oliver et al., 2016). However, studies have shown that the

low level of basic psychological need satisfaction in real life can be met with high

need satisfaction in online gaming, which leads to addiction for a small minority

(Kardefelt-Winther, 2014; Rigby & Ryan, 2017; Wu et al., 2013). Based on the

aforementioned literature, it was expected that there would be a significant

negative relationship between basic psychological needs derived from real-life

and online gaming addiction.


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Statement of the problem

Specifically, this study shows the lived experience of Senior High School

student of San Jose National High School who is showing sign of being gaming

addict.

General Questions

1. What is the major experiences of an online gamer of San Jose National

High-School?

Sub Problems

a) What are some changes we can see before and they become a mobile

gamer.

b) What can they gain while playing online game?

Scope and delimitation of the study

The scope of this study are the students who are on gaming this is limited

to the senior high school students of San Jose National High School. The main

purpose of our study is to know the lived experience of students that is on the

gaming life.
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Significance of the study

Students -The Data of this study will provide and give information on what are

the signs that they, specifically youth and/or students are getting addicted to

online gaming.

Siblings – The Data of this study will provide and give idea to the siblings of the

online gaming addict that the thig they’re sibling is addicted to have a negative

impact.

Parents - The Data of this study will provide and give information on what are the

signs that their child is getting addicted to online gaming.

Teachers – The Data of this study will provide and give information on what the

online gaming addict’s behavior.

Research Methodology.

This study used the qualitative research method because, this study

helped to give information about the experience of being a mobile gamer or

mobile game addict. This research uses the qualitative research method. This

method is used to answer the questions about the live experience of a mobile

game addict.
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Research Design

It is said that this study seeks to know the lived experience of being a

mobile game addict. This research would utilize the use of phenomenological

research. Phenomenological research is used so that this study could explain

more about the experience of being a mobile gamer, and the lifestyle or how the

students behave while being addicted to mobile gaming and/or if it affects their

performance.

Research Environment

The research conducted in San Jose National High School. It is located in

the northern part of Bohol beside the national road in Talibon II-Central

Elementary School. The researchers observe that students who were mobile

gamer are limited in which they act differently in a way it affects their academic

performance. They always sleep in class and have weak body due to lack of

sleep.

Research Participants

Four students are the participants of the study; they are the senior high

school student of SJNHS that is an online gaming addict.

Research instrument
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The researchers used interviews and questionnaire as a research

instrument for this study. This will make the collection of data become more

detailed.

Data Gathering Procedure

In this study, in order for the researcher to gather and collect data. The

researcher interviewed the selected participants from SJNHS. The interview is a

qualitative research method that relies on asking questions in order to gather and

collect data. Interview questions are usually open-minded questions so that more

information regarding the topic will be gathered by using semi-structured

questionnaire, this helps this research by asking questions to participants present

in SJNHS who are related to the topic.

Data Analysis

An interview about the lived experience of an online gamer has been

conducted in SJNHS focusing on the Senior high school student. Four students

from the different sections on Grade 11 Senior High School level had been the

participants on this interview. The researcher analyzes the data the researcher

gathered from the participants in a tabular form. The data from the participants as

they answer the interview guide were mostly negative feedback.


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DEFINITION OF TERMS. .

-Adolescence (from Latin word adolescere 'to mature') - is a transitional stage

of physical and psychological development that generally occurs during the

period from puberty to adulthood.

-Computer game or PC game - describes a game played on a personal

computer (PC). Its defining characteristics include: more diverse and user-

determined gaming hardware and software; and generally greater capacity in

input, processing, video and audio output. Computer games became a form

of video games.

-Video game addiction (VGA) - also known as gaming disorder or internet

gaming disorder, is generally defined as a psychological addiction that is

problematic, compulsive use of video games that results in significant impairment

to an individual's ability to function in various life domains over a prolonged

period of time.
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Health -, is a state of Complete physical, mental and social well-being and not

merely the Absence of disease and infirmity.

CHAPTER 2

DATA PRESENTATION AND ANALYSIS

Sub problems:

1. How did they become an online gamer?

2. What are some changes we can see in the respondent’s behavior after
becoming an online gamer.

Four (4) out of the 4 respondents were asked about their perception on
the online gaming addiction. Three (3) themes emerged: they are 1.) Agent of
Influence, 2.) Behavior Change, 3.) Procrastination. The tables present response
to the key informants.

1. How did they become an online gamer?

Table 1: Becoming an online gamer.

Theme Key Information

1.Agent of influence P1

P2

P3

P4
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Theme 1:

Agent of Influence according to Deutsches Bundesarchiv (2017) an

agent of influence is an agent of some stature who uses his or her position to

influence public opinion or decision making to produce results beneficial to the

country whose intelligence service operates the agent. On the data the

researchers gathered from the respondents, they become online gamer because

of the influence of their environment or surroundings. This environment

influences them because of what they have seen or observed in their

surroundings.

P1 stated

“Sa mga nakit an nako sa mga silingan, sa social media kanang nga sikat”

“Based on what I have seen from my neighbors, on social media like famous”

Then P2 stated

"Sa kana bitawng mga sa silingan mga kauban bitaw ing-ana kanang naay mu

Aya nimo ing ana ug mag duwa ka ing-ana, nga sa social media"

“In the case of neighbors, colleagues, etc., those who are with you and you play

games with each other, on social media.”


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Then P3 stated

"Na influence rako sakong mga ig-agaw sauna nga nagduwa ug online games

pero nagsugod jud to ug offline ra mga ing-ana nga duwa matong nakahibaw

nalang sad kog duwa pud"

“I was influenced by my cousins who play online games, but I started at offline

then I started to know how to play online after.”

Then P4 stated

"Sa akoa rapong ig agaw unya akong mga angkol Kay muduwa duwa man pud

ug mga games online games"

“My cousins then my uncles because they also play online games”

2. What are some changes we can see in the respondent’s behavior after

becoming an online gamer?

Table 2: Changes in respondent’s behavior.

Theme Key informants

Behavior Change P2

P3

P4

Procrastination P1
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P2

P3

P4

Behavior Change according to Nicole Celestine, Ph.D. (2021) behaviors

can be highly ingrained and become habits we perform automatically without

thinking. This poses a significant challenge to changing these behaviors. This

change is generally characterized by changes in thinking, interpretations,

emotions, or relationships. In the data the researchers gathered from the

participants, their behavior negatively changes based on the majority answers.

The answers they stated shows negative impact on their life when they started to

play online games.

P2 stated

“Kadtong panahon nga kuan elementary pako kay sige jud kog duwa ug ayo Kay

ing-ana kay ing-ana kay batak nako kaayo, sigeg duwa, usahay uwahi nako, dili

nako kapani udto ka pamahaw ing-ana, dugay nako matog.”

“At that time when I was in elementary school, I used to play a lot. Because I’m

always grinding, sometimes I’m late in meals, and in sleeping”

P3 stated
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"Oh nakasuway kanang wa ko gana mukaon then wa ray gana mukaon maong di

ko makakaon sad nya while nag magduwa nalang sad ko maong di ko makakaon

na”

“Yes I’ve tried that I did not eat then I don’t have appetite in eating so I don’t eat

then I will just play so I can’t eat anymore.”

P4 stated

“Nakasuway na samot na og kanang pildi kanunay sa duwa”

“I’ve tried and worst when I’m always losing”

Procrastination according to jamesclear.com is the act of delaying or

postponing a task or set of tasks. So, whether you refer to it as procrastination or

akrasia or something else, it is the force that prevents you from following through

on what you set out to do. On the data the researchers gathered online gaming is

the reason why they delay or postpone something. All of them stated the same

thought about the impact of online gaming on their school performance.

P1 stated

"Oh Kay napalabian nako ang pag duwa unya na behind ko sa mga

performance"

“Yes because I overdo playing then I get behind at my perfromances”

P2 stated
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"Sa kanang dili nako Maka tuon nya murag Maka apekto sa akong grades ing-

ana kanang mag exam kay sige nala kog duwa, wa nabitaw koy study-study

bitaw"

“When I can't study it, it seems like it will affect my grades when I take the exam

because I keep playing, I stop studying at all.”

P3 stated

"Oh, kanang makaapekto siya kay usahay mapalabian nakong duwa then

makalimtan nakog buhat sakong mga buhatonon"

“Yes, when I overdo playing then it affects because I forgot what I needed to do”

P4 stated

“Oh naka-apekto kay imbes magtoun, para sa test ugma nagkuan hinuon kanang

nagduwa mao to wa ika answer"

“Oh, it affected me because instead of studying for tomorrow's test I’m just

playing that's why I don’t have an answer.”


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CHAPTER 3

Significant findings, Conclusion, and Recommendation

Significant Findings

Significant findings: Agent of influence is the reason why they started to play

online games.

Table 2: Changes in respondent’s behavior.

Theme Key informants

Behavior Change P2

P3

P4

Procrastination P1

P2

P3
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P4

Significant findings: (i) Behavior change is the changes of their behavior after

they have engaged to online gaming. (ii) Procrastination is the time when they

prioritize the online gaming than their academic performance.

Summary of findings

This Study is about the lived experience of an online gaming of the Senior

High School Students in SJNHS. The data enable to answers the sub problems

(1). How did they become an online gamer? The researchers come up with 1

theme AGENT OF INFLUENCE which is the people, environment, or

surroundings that shows them or introduce them to online gaming. Then (2).

What are some changes we can see in the respondent’s behavior after becoming

an online gamer? The researcher come up with 2 theme (a) BEHAVIOR

CHANGE which is the change in their behavior after they begin to play online

games. (b) PROCRASTINATION which is when they prioritize online gaming

than their academic performance and etc.

Conclusion

In conclusion, the study successfully gathered enough data about the lived

experience of an online gamer of the Senior High School Student in SJNHS,

students should not spend their time just playing online games but to also
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socialize personally with other students rather than facing on our mobile phone or

computer playing online games. Each one of use must know how to control

ourselves in playing not just online games but also using mobile phones and

social media. If this thing is being followed the students will be more socialize

and active on the real world than the online ones.

Recommendations

Recommendations base on the findings of the study, the researchers would like

to recommend the following:

Parents should control and minimize their children with their usage of mobile

phones and observe their children if they show any changes in behavior.

Siblings should not be jealous and hence give advice to their siblings who is

getting addicted to online gaming.

Students should also control and manage their time on playing online games

and they should listen to the advice of their parents.

Teacher would give advice to the students about what’s the impact of playing

online game their academic performance.


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