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Chapter 1 Final Revise
Chapter 1 Final Revise
CHAPTER-1
Now a day, youth are now more engaging with their advance
existing Now a days, the youth are more engaging with their more literature
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.
playing online videogames to the point of neglecting everything else in their lives,
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
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
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
play a vital role as a risk factor for game addiction (Donati, et al., 2015). Mobile
Although many studies have been conducted examining online game addiction
studies), there are few studies examining the relationship between basic
psychological needs and online game addiction (Bekir & Celik, 2019).
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friends, and society and also get detached from their studies and other physical
More than two-thirds of Americans play video games, also known as gaming.
competitive sport on many college campuses), there are health risks that come
Very few studies were conducted about mobile game addiction among
children and adolescents but there is no study conducted before about this type
game addiction among children aged 5–18 years old in the north-western part of
this study is to determine the relationship between mobile game addiction and
finds the motivating factors for mobile game addiction, addictive behaviors and its
Thailand
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
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).
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
frustrating real world, videogames are designed to satisfy all three psychological
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)
Studies have shown that gaming addiction is related to basic needs (Billieux et
shows that adolescents try to satisfy some of their psychological needs via the
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
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
High-School?
Sub Problems
a) What are some changes we can see before and they become a mobile
gamer.
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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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
Teachers – The Data of this study will provide and give information on what the
Research Methodology.
This study used the qualitative research method because, this study
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
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 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
Research instrument
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instrument for this study. This will make the collection of data become more
detailed.
In this study, in order for the researcher to gather and collect data. The
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
Data Analysis
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
DEFINITION OF TERMS. .
period from puberty to adulthood.
input, processing, video and audio output. Computer games became a form
of video games.
period of time.
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Health -, is a state of Complete physical, mental and social well-being and not
CHAPTER 2
Sub problems:
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.Agent of influence P1
P2
P3
P4
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Theme 1:
agent of influence is an agent of some stature who uses his or her position to
country whose intelligence service operates the agent. On the data the
researchers gathered from the respondents, they become online gamer because
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
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
“I was influenced by my cousins who play online games, but I started at offline
Then P4 stated
"Sa akoa rapong ig agaw unya akong mga angkol Kay muduwa duwa man pud
“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
Behavior Change P2
P3
P4
Procrastination P1
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P2
P3
P4
The answers they stated shows negative impact on their life when they started to
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
“At that time when I was in elementary school, I used to play a lot. Because I’m
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
P4 stated
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
P1 stated
"Oh Kay napalabian nako ang pag duwa unya na behind ko sa mga
performance"
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
P3 stated
"Oh, kanang makaapekto siya kay usahay mapalabian nakong duwa then
“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
“Oh, it affected me because instead of studying for tomorrow's test I’m just
CHAPTER 3
Significant Findings
Significant findings: Agent of influence is the reason why they started to play
online games.
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
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
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
CHANGE which is the change in their behavior after they begin to play online
Conclusion
In conclusion, the study successfully gathered enough data about the lived
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
Recommendations
Recommendations base on the findings of the study, the researchers would like
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
Students should also control and manage their time on playing online games
Teacher would give advice to the students about what’s the impact of playing