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Electronic gaming addiction is a very real problem that needs an increasing attention,
as it has ensued in different ways that affect the world in general. In fact, according to the
study of Chiu et al., (2004), it states that gaming addiction is negatively associated with
academic achievement, this means that video gamers who used to play video games
excessively and spending a significant portion of their day gaming are at danger of lower
these issues, along with the growing public concerns about potential adverse effects,
including the possibility that electronic gaming might affect student’s academic achievement,
particularly in Asian Institute of Technology – Digos, Inc. Thus, the researchers come up
with this study to find out the effects of Electronic Gaming Addiction to the Academic
Generally, this study aims to find out if Electronic Gaming Addiction affects ABM
1.1 Age;
SECOND, What is the level of effects of Electronic Gaming Addiction on the Academic
2.2 Attendance;
So, this 4 indicators talks all about how a certain student is addicted to playing electronic
games and therefore, to assess its level of effects on their academic achievement in
Fundamentals of Accounting 1.
THEORITICAL FRAMEWORK
This study is anchored on the theory of Mihaly Csikszentmihalyi, also known as flow
theory. It is a state in which individuals are so engrossed in an activity that nothing else
seems to matter; the experience is so enjoyable that people will continue to do it even at
great cost. So, this is somewhat relatable to our study about electronic gaming addiction.
Moreover, this theory is also one of the theoretical frameworks used to explain online gamers
and game addiction (Shin, 2007; on her study entitled “Exploring the Linkage Between Flow
and Online Game Addiction”. Thus, flow theory is a meaningful theoretical framework to
Electronic Gaming
Addiction
Academic Achievement
• Grades
• Fundamentals of
• Attendance
Accounting 1 GWA
• Time Management
• Learning Behavior
This is the Conceptual Framework of the study. It indicates the Independent Variable
Management, and Learning Behavior. It implies that it affects towards the Dependent
Variable which is the Academic Achievement of the ABM students in terms of their General
For a better understanding of this study, the following terms are defined in the context
of this research.
First let us define what is electronic games, so Electronic Games, is an interactive game;
also called video game or computer game which can only be played online through gadgets
like mobile phones, computers and video consoles connected to home television sets.
Next is, Academic Achievement. When we say academic achievement, this generally
refers to the act of attaining objectives, goals and desires academically. In this study,
of Accounting 1.
This study employs a descriptive correlational survey method. This method is appropriate
for our research to assess the correlational relationship between Electronic Gaming Addiction
The respondent of this research were the Senior High School (SHS) Accountancy
Business and Management (ABM) Strand students of Asian Institute of Technology – Digos,
Inc.
RESEARCH INSTRUMENT
of 20 questions and was divided into three. The first part consists of the demographic profile
of the ABM students. The second part consists the factors of gaming addiction which includes
grades, attendance, time management, learning behavior and this use to evaluate the level of
Accounting 1 of ABM students in Asian Institute of Technology – Digos, Inc. This questionnaire
uses a five – point frequency scale: never (1), rarely (2), sometimes (3), often (4), and always
(5). The last part contains the General Weighted Average in Fundamentals of Accounting 1 of
ABM students.
STATISTICAL TREATMENT OF DATA
Next is the statistical treatment of Data. The statistical tools that we used for data
analysis and interpretations are the following. First is the frequency distribution, second is
mean and lastly is pearson (r). We need frequency distribution to determine the number of
respondents who answered the given questionnaires. We also need mean. It is the total
number of data entries divided by the total number of data entries. It was utilized to determine
the mean scores on the level of effects of electronic gaming addiction to academic
statistical tool was employed to determine the significance of the relationship between
DATA GATHERING
We had made a letter of request to Miss Karen Pilarca, school registrar to hand us
the list of students in AIT who are taking ABM Strand, and another letter of permission for