Professional Documents
Culture Documents
APPROVAL SHEET
THESIS COMMITTEE
Accepted and approved in partial fulfillment of the requirements for the Degree
Master of Arts in Education Major in Guidance and Counseling.
Comprehensive Examination passed.
________________
A Thesis
Presented to
The Faculty of the College of Education
Graduate Studies Program
Tarlac State University
Tarlac City
________________
In Partial Fulfillment
Of the Requirements for the
Degree Master of Arts in Education
Major in Guidance and Counseling
________________
By
Elson S. Garingo
March 2012
ABSTRACT
The purpose of this study was to explore the life experiences of adolescents with
computer gaming addiction. It sought to determine the reasons that led to their addiction
and how it affects their lives. Given the purpose of the study, a qualitative approach was
deemed most appropriate. Thus, the researcher chose to utilize the descriptive
phenomenological case study method. The following are the findings of this study;
majority of computer gaming addict subjects belong to families that are dysfunctional in
nature; they neglected their physical hygiene and appearance; most of the participants are
related to reasons for computer gaming addiction are: Situational, Compensatory, Socio-
relationship, academic performace and health. On the contrary, the effect of computer
gaming when it comes to peer relationship is more postive than negative. Implication and
Page
APPROVAL SHEET ....................................................................................... i
TITLE PAGE ............................................................................................... ii
ABSTRACT ................................................................................................... iii
TABLE OF CONTENTS ............................................................................... iv
LIST OF TABLES ...........................................................................................v
Chapter
Introduction .........................................................................................1
Statement of the Problem ....................................................................3
Significance of the Study ....................................................................4
Scope and Delimitation .......................................................................5
Definition of Terms.............................................................................6
Related Literature................................................................................8
Related Studies..................................................................................11
Foreign Studies ........................................................................11
Local Studies ............................................................................18
Theoretical Framework .....................................................................20
Conceptual Framework .....................................................................21
Research Design................................................................................23
Sampling Design ...............................................................................24
Participants of the Study ...................................................................24
Instruments .......................................................................................25
Methods and Procedure of Data Collection ......................................26
Data Analysis Method ......................................................................28
4 PRESENTATION, ANALYSIS AND
INTERPRETATION OF DATA ..........................................29
Conclusions ......................................................................................94
Recommendations .............................................................................95
BIBLIOGRAPHY ...........................................................................................................97
Chapter 1
Introduction
Computer gaming addiction has been identified as a national problem not only in
the United States but also in countries such as China, South Korea, and Taiwan, and
government intervention has grown to battle internet addiction and what has become a
serious public health concern (Young, 2011). In many Asian countries, such as China,
Korea, and Singapore, there are near-epidemic levels of internet addiction behaviors, and
they are addressing the issue as a public health threat (Greenfield, 2011). In the
Philippines, the Philippine Mental Health Association (PMHA, 2010) considers too much
psychological and social aspect even without local empirical evidence due to increasing
counselors.
online and/or offline computer usage and consists of at least three subtypes: excessive
gaming, sexual preoccupations, and e-mail/text messaging. All of the variants share the
following four components: 1) excessive use, often associated with a loss of sense of time
depression when the computer is inaccessible, 3) tolerance, including the need for better
computer equipment, more software, or more hours of use, and 4) negative repercussions,
In the Philippine setting, attempts to address excessive computer usage have been
be in computer cafés or shops during class hours. School institutions such as the Tarlac
State University blocked web sites not related to work like Blogs and Facebook.
nowadays. With the growing popularity of the internet, increased awareness within the
mental health field will help clinicians and counselors provide knowledgeable care and
In the Philippine context, qualitative research such as this would be a great help to
increase the awareness among Filipino mental health professionals. The results may be
used as basis for devising computer addiction prevention and treatment programs fit for
This case study aimed to explore the life experiences of adolescents with
computer gaming addiction. It also sought to determine the reasons that led to their
1.2 Characteristics
1.2.1. Physical
1.2.2 Intelligence
1.2.3 Interpersonal
2. What were the reasons that led to their computer gaming addiction?
3.4 Health?
gaming addiction?
The findings of the study will be of great help especially for mental health
professionals such as practicing guidance counselors and psychologists. This will also be
To guidance counselors and school psychologists, the study will help them gain a
psychologists the idea of enriching their guidance program to assist those who are at risk
of becoming computer addicts. It will also give them ideas on how to address computer
To the parents and guardians of the participants, this study will help them better
understand the root causes of computer gaming addiction and its effects. Through this
study they can think of ways on how to address their children’s computer gaming
To the school administrators, this study will assist them in gaining knowledge on
how can school institutions handle students addicted to computer games. It will enable
To the teachers, this study will give them a better understanding of the causes and
effects of computer gaming addiction on their students. This study will also be beneficial
To all future researchers who want to pursue the same topic, they can use this
The study explored the life experiences of adolescents whose age range were from
behaviors based on the results gathered during clinical interviews were included. The
study involved six (6) high school and four (4) college students who were addicted to
computer gaming. They were referred by teachers, computer shop owners and computer
gaming addicts themselves. The study was limited to adolescents living in Tarlac
Province.
In addition, the researcher only got the consent from six participants since the
other participants only agreed to participate with the condition that the guardians or
participants’ reasons for becoming addicted to computer games. Also, it discusses the
The participants were referred by the teachers, computer shop owners and
computer gaming addicts themselves. They were selected during the academic year 2011-
2012.
The study also proposes computer gaming use model based on phenomenological
perspective. The model explains computer gaming use and theoretical intervention
Definition of Terms
For a better understanding of the study, the following terms are defined according
their academic grades during the first semester school year 2011-2012. For college
students, it was their first semester GWA. For high school, it was their 1st and the 2nd
Encarta, 2009). The repeated, compulsive use of a substance that continues in spite of
boundaries are not exact, but in our society adolescence begins at around age 13 and ends
at about age 22. In this study, adolescence was defined based on Sullivan’s Interpersonal
Theory wherein adolescence starts at 12 and ends at about age 21 (Davis, 2008).
Adolescent. A person who has reached puberty but is not yet considered an adult.
playing games. Computer game addiction is the use of computers in order to change an
individual's mood.
due to gaming activities. In this study, computer game addicts were those confirmed with
gaming addicts.
Health. The general condition of the body or mind, especially in terms of the
function, metacognition, and multiple dimensions. It was measured through the use of
gaming addicts
8
Chapter 2
This chapter presents the review of literature and studies related to the present
study.
Related Literature
In practice, clinics and hospitals are still in the process of defining Internet
addiction symptoms—for instance, the inability to stop the activity to the point of
achieved among researchers; therefore criteria have yet to be accepted by the body that
researchers argue that criteria for pathological gambling disorders are not suitable for
Some researchers are exploring personality addicts (Chak and Leung, 2004).
Those who believe that age is an important factor are concentrating on adolescents and
Several reports in the mass media are about parental efforts to sue game
itself is the major cause of addiction. Yet, some academic researchers are working on
identifying links between the structural characteristics of games and gamer motives,
based on the assumption that certain structural characteristics are more important than
9
excessive online gaming, some concluded that the games’ social aspects are particularly
attractive. They note that high usage time and preference to spend more time with in-
game than real-life friends does not necessarily make an addict of a gamer (NG and
cooperative aspects of online games make them more addictive than console games
Instead of searching for major causes of addiction, Yee (2002) has focused on
understanding two factors that influence gamers to play obsessively: attraction (e.g.,
environments) and motivation (e.g., offline pressure or problems that lead players to use
games as an outlet). Yee believes that both factors work simultaneously to create a sense
of addiction.
tendencies and poor social skill development have become public concerns. Young
(1996) observes that Internet addiction can lead to such negative consequences as
psychological manipulation, victimization, and student and employee Internet abuse. She
suggests that health clinics and counseling centers need to design and offer recovery
programs for addicts (Young, 2004). Other researchers note that children and teenagers
with video game addictions are more likely to express hostile feelings and to suffer from
poor academic performance (Chui, Lee, Huang, 2004, Hauge and Gentile, 2003). Many
10
media portrayals and research studies of online game addiction take the addicted gamers
as people who have socializing problems in real life, or victims, who have lost control of
themselves, and are in need of help from others. The voices of the gamers seem to be
context of their lives and the lives of those around them (Seidman, 2006). Without
context there is little possibility of exploring the meaning of an. Interviewers who
whom they have never met tread on thin contextual ice. Dolbeare and Schuman designed
the series of three interviews that characterizes their approach and allows the interviewer
and participant to plumb the experiences and to place it in context (Seidman, 2006).
values, assumptions, and biases at the beginning of the research process. This is
accomplished early to assist in the researcher’s contribution being positive and not
detrimental to the research setting and process (Locke, Spirduso, & Silverman, 2000).
The role of the researcher within a phenomenological approach is to arrive at the essence
through the epoche process. The epoche process encourages receptiveness and a
readiness to listen and hear what is being presented without prejudice or bias that can
build a barrier to understanding and accurate capturing of meaning. Leedy and Ormrod
(2005) assert that “throughout the data collection process, the researcher suspends any
11
preconceived notions or personal experiences that may unduly influence what the
researcher ‘hears’ the participants saying”. Use of the epoche process to ensure an
combined with those of the interviewees” (Marshall & Rossman, 2006). That kind of
differentiation and focus allows deep, lived meanings to emerge (Marshall & Rossman).
Related Studies
A. Foreign Studies
showed that adolescent gamers were significantly more likely to be male, significantly
less likely to gender swap their characters, and significantly more likely to sacrifice their
education or work. In relation to favourite aspects of game play, the biggest difference
between the groups was that significantly more adolescents than adults claimed their
favourite aspect of playing was violence. Results also showed that in general, the
younger the player, the longer they spent each week playing.
Charlton and Danford (2005) study considered whether the distinction between
core and peripheral criteria for behavioral addiction, previously drawn with respect to
12
Online Game playing. Questionnaire items were administered over the Internet to 442
game players. Factor-analysis of the data supported the previous findings for computing
in general. An addiction factor loaded on items tapping previously identified core criteria
(conflict, withdrawal symptoms, relapse and reinstatement and behavioral salience) and a
criteria are met before core criteria. Players who might be considered addicted using a
mono-thetic classification system involving only the core criteria were shown to spend a
significantly greater amount of time playing per week than those endorsing only the
peripheral criteria. It is concluded that the study supports the idea that it is inappropriate
to use some of the previ-ously used criteria for addiction when researching or diagnosing
Gentile (2009) studied whether some youth are "addicted" to video games, but
previous studies have been based on regional convenience samples. Using a national
sample, this study gathered information about video-gaming habits and parental
criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of
1,178 American youth ages 8 to 18. About 8% of video-game players in this sample
divergent validity of the results: Pathological gamers spent twice as much time playing as
nonpathological gamers and received poorer grades in school; pathological gaming also
poorer s performance even after controlling for sex, age, and weekly amount of video-
game play. These results confirm that pathological gaming can be measured reliably, that
the construct demonstrates validity, and that it is not simply isomorphic with a high
amount of play
Young and Rodgers (2000) studied the personality trait associated with the
considered dependent users of the Internet utilizing the 16PF. Results showed that 259
participants of Dependents were classified based upon modified DSM-IV criteria for
characteristics. This preliminary analysis discusses how such traits may act as triggers of
Ahn and Randal concluded (2006) Video game addiction is something we must
or just a compulsive behavior, it can still cause trouble in people's lives. The problem will
not go away either, it will probably only get worse, as designers get a better
understanding of what makes consumers want their games. On the other hand, the
problem is not as bad as it sounds at first. For many people these games are a social
14
outlet, not an addiction. Video games are an integral part of many people's lives now, and
One study of Gentile and Hauge (2005) done on the problems of addiction used a
modified version of the formal definition of gambling addiction. 607 8th and 9th grade
students where surveyed, and of these 15% where classified as addicted. Of the addicted
students, approximately 80% where male. Less than 30% of non-addicted student
reported having been in a fight in the past year, while almost 50% of addicted students
reported the same. Addiction also correlated with reported arguments with friends, and
with teachers. Just as many students classified as addicted reported having a B average as
classified as addicted as there where non-addicted, and far more non-addicted A students
than addicted ones. Not surprisingly, students classified as addicted averaged almost 4
players then claim to be addicted but do not show symptoms of addiction—probably due
to the popular overuse of the word addiction. Many players base their judgment of
whether they are addicted solely on the amount of time spent playing. Considering the
MMORPG users are not actually dependent on video games. They propose that many of
these people use video games not because they are addicted, but because it is the only
15
comfortable social medium for them. This was found through a comparison of
MMORPG players and other video game players. The MMORPG players tended to
spend far more time playing, but much of that time is spent socializing. Some MMORPG
players who showed long hours of playtime didn’t actually show any of the signs of
addiction. This study shows that care must be taken with the definition of addiction.
Yee (2006) discussed in his study “The Demographics, Motivations and Derived
his 20’s, a stay-at-home mom and her husband, all collaborating to achieve some
common goal.
There are very few activities, hobbies or games in real-life where you would find
people with ages ranging from 11 to 69 interacting and collaborating to achieve shared
goals. More importantly, many of these people dedicate half a work week to this virtual
Some users participate in the environment to make friends and form supportive
social networks while others use the environment to become powerful through the
achievement of goals. And not only are a substantial portion of users emotionally
invested in these online environments, they also derive salient experiences from them,
and the relationships they form in these environments are comparable to their real-life
relationships. MMORPGs are uniquely social environments. In fact, there now exist
massively multi-user online environments (such as There.com or Second Life) where the
16
dominant activities are poetry readings, fashion shows, pop concerts, and even romantic
encounters along star-lit beaches. In other words, the very same things that people do in
real life.
The breadth of the data presented also allows us to describe specific user cohorts
in fairly great detail. For example, we now know a great deal about female players in
partner and are older than male players in MMORPGs. This means that female players
are typically interacting with male players significantly younger than them and this must
be taken into account when examining how male players and female players may
fairly different than those of male players. Female players are more likely to use the
MMORPG environment to build supportive social networks, escape from real life stress
and to be immersed in a fantasy world. Female players do form stronger friendships than
male players, but female players are not significantly more emotionally invested in the
environment than male players. The overall picture is that female players, even though
they tend to be older than male players and are motivated by entirely different reasons,
find the same appeal and derive the same emotional salience and impact from these
online environments.
Moreover, users under the age of 18 are almost all male (96.8%). The data on
motivations show that male teenagers tend to objectify the environment and other users
17
for their own personal gain. Out of all age cohorts, users under the age of 18 are most
likely to feel that the friendships they have formed online were comparable or better than
their real-life friendships, and were also most likely to self-report that the most positive
or negative emotionally salient experience they have had in the past month as having
This is also the age cohort that felt they had learned the most about leadership
skills from the MMORPG environment. The appeal and emotional impact of MMORPGs
on this age cohort point to future research in the use of MMORPGs for pedagogical
purposes given that users are already acquiring valuable skills from non-pedagogical
MMORPG implementations.
One major limitation of the current study is its reliance on a self-selected group of
serious or engaged players that may not reflect the MMORPG population in general. The
studies presented here are probably skewed by sampling biases but given the large
sample size are still likely to represent a substantial portion of MMORPG players.
Also, overall sampling biases are likely to impact frequency data (i.e., percentage
of female players) but are less likely to impact correlational or inferential findings (i.e.,
gender or age differences) which typically are the focus of research questions in the
social sciences. This is the same reason why gender differences in an experimental study
that draw from an undergraduate sample (e.g., spatial rotation ability) are probably still
general. Thus, even with its limitations, the survey methodology can still provide
18
important insight to many questions that rely on inferential or correlational data. For
example, these may include gender and age differences in motivations or determining the
Lee, I., Yu, C., and Lin H. (2007) studied how player quit MMORPG. Online
game addiction has a negative image and is becoming a public concern in Taiwan. They
look at this phenomenon from another perspective, through interviews with gamers who
were addicted to a MMORPG but have quit playing, They believe that the multiple
reasons causing gamers to leave their game can reflect some more aspects of online game
addiction. They then map out how a gamer’s attachment to a game changes over time due
to many factors, stressing the importance of dynamic quitting and addiction patterns to
better understand the addicted gamer’s game experience over time. Lastly, they observed
B. Local Studies
Purayil (2005) studied internet addiction among college students. The study
exclusive university in Manila, Philippines. It looked into the process of addiction to the
internet and its components that are attractive for the college students. It then investigated
the negative effects of internet addiction on grades, family and social relationships, and
A profile of boys and girls at two levels of internet addiction was made. The
relationship of age, gender, participant major, and personality types of those addicted to
19
the internet were also looked into. The participants of the study were 1172 undergraduate
students from an exclusive university in Manila, Philippines. Their age spectrum was 17-
Impairment Index, and in depth interviews. Statistical analysis was conducted for the
quantitative data and results interpreted and described. The outcomes of the interviews
helped to augment the discussion of the results. The results indicate that there are
participants of internet addicts among the undergraduate students and the negative effects
of addiction have begun to affect the addicted students. However, they are not yet in
alarming numbers nor have they reached a devastating level. The research also found out
noteworthy correlation with internet addiction, gender, and participant major have
significant relationship.
From the presented literature and studies of Young (1998), Rodgers (1998),
Chack (2004), Wan (2006), and Leung (2004) it could be observed that the focus of their
computer addicts.
Furthermore, the studies of Chiou (2006), Lee, Huang, Hauge and Gentile focused
on the effects of video game addiction on interpersonal, social and psychological aspects
of the individuals (ex. hostile feelings and poor academic performance). While others
20
focused on negative aspects, Griffiths, Davies and Chappel emphasized the competitive
Gentile (2005, 2009), Yee (2006), and Purayil (2005) on the other hand dealt with
factors such as age, sex and other information that affect computer gaming addiction.
Lastly, the studies presented in the literature relied more on the survey data and
On the contrary, this Study focused on computer gaming addiction. Its goals are
different from the above mentioned studies which are to explore the life experiences of
adolescents and parents or guardians of computer addicts it also determined the reasons
and effects that contributed to their computer games addiction utilizing the
phenomenological approach.
Theoretical Framework
The theory that guided this study is phenomenology, which was defined broadly
by Deutscher in 1973 as “understanding the social actor’s frame of reference”. The use of
phenomenology involves the understanding that each individual has his/her own idea of
what the “truth” is in any given situation or circumstance. This type of research is
therefore not so concerned with the facts and details of a situation as it is with the
meaning assigned to that situation, the underlying structures of those meanings and how
those structures are reinforced . Along with that understanding comes the idea that
several people can experience the same situation and each assign a different meaning to
it. Therefore, although several computer gaming addicts are experiencing addiction, each
21
computer gaming addict may perceive his/her experiences in a different way and
therefore assign different meanings to what he/she is experiencing and how it will affect
his/her life. In the same vein, each computer game addict will bring his/her own
experiences and prior knowledge, which may affect how they become computer game
addicts.
with the participants being studied. In other words, it is the computer game addict, not the
researcher, who is seen as the expert in their situation. This line of thinking is the
philosophy that underlies Phenomenology. The computer game addict’s definitions and
language are important to consider when making inquiries about their experiences. In
doing that, any pre-conceived assumptions about the researcher’s experience could be
avoided.
Conceptual Framework
describe the reasons of computer gaming as well as how it affects the adolescents’
health.
22
gaming addicts.
Adolescents with
Computer Gaming
Addiction
Academic Performance
Proposed Intervention
Program for Computer
Gaming Addicts
Implication to
Guidance and
Counseling
Chapter 3
This chapter covers the methods of research which were utilized in the study. It
presents the research design, participants, instrumentation, methods of gathering data and
procedure.
Research Design
When the researcher desires to understand a complex phenomenon, the case study
situation (Yin, 2003). Thus, the researcher chose to utilize the descriptive
reasons and how these affect adolescents addicted to computer gaming. Given the
purpose of the study, a qualitative approach was deemed most appropriate. The
computer game addiction. The aim of the researcher was to describe as accurately as
possible the phenomenon, refraining from any pre-given framework, but remaining true
to the facts. According to Welman and Kruger (1999, p. 189) “the phenomenologists are
concerned with understanding social and psychological phenomena from the perspectives
of people involved.”
24
Sampling Design
Purposive sampling is defined as a participative technique. The goal for selecting specific
participants is to yield the most relevant and plentiful data that will help the researcher
explain the phenomena of computer gaming addiction. According to Icimsoy (1999), the
researcher should choose the participants based on who he thinks would be appropriate
for the study. The sample participants were selected based on his judgment and the
purpose of the research (Babbie, 1995; Greig & Taylor, 1999; Schwandt, 1997). In order
sampling.
addicts was not the goal of this study. Rather, the goal was to gather enough information
The participants of this study were ten (10) adolescents selected purposively
whose age ranges were from 12 to 21 years old. These adolescents were addicted to
computer gaming based on testing and clinical assessment. Specifically, six (6) high
school and four (4) college students were chosen to participate in the study.
as participants of the study. Specifically, two (2) mothers, four (4) guardians (three
grandmothers and one aunt), three teachers, five classmates and one prinicpal were also
25
interviewed. The purpose of collecting data from parents and other significant individuals
was necessary to achieve triangulation. Data triangulation is used to contrast the data and
validate the data if it yields similar findings (Yin, 2011). In order to ensure ethical
research, the researcher made use of informed consent. Bailey (2001) observed that
deception might prevent insights, whereas honesty coupled with confidentiality reduces
suspicion and promotes sincere responses among the participants (Please see Appendix I
Data-Gathering Instruments
The characteristics of the computer gaming addicts were assessed through the
data gathered from the Physical Observation Checklist (POC), Culture Fair Intelligence
Test (CFIT) and Interview Schedule. Physical Observation Checklist assisted the
determined their level of intelligence. Interview Schedule was used to gather pertinent
was used. The checklist has three domains namely: build, physical appearance, and
posture. It was based on Mental Status Examination. A mental status examination can be
used as part of a formal psychological assessment for a variety of reasons. A Brief mental
(Short Form) Scale 3 was used. The test measures individual intelligence in a manner
designed to reduce, as much as possible, the influence of verbal fluency, cultural climate, and
educational level. Similarly, the data were taken for statistical analysis and treatment. The
reduce as much as possible, the influence of verbal fluency, cultural climate, and educational
level. The special advantage of the Culture Fair Tests is that they make a cleaner separation
of natural ability from specific learning and thus permit better analysis and prediction of the
For gathering of qualitative data that will answer the statement of the problem,
interview schedule was used. The interview schedule in this study contains three major
parts: the opening; the body; and the closing. The protocol again represents one’s mental
The purpose of this case study using in-depth, face to face interview was to
explore the life experiences and perceptions of adolescents who were positively identified
as computer gaming addicts. This study sought to gather the reasons that contributed to
27
their computer gaming addiction and how this addiction affected their lives. As a result of
this study, a proposed intervention program was developed to assist computer gaming
addicts.
The researcher coordinated with school principals, teachers, and computer shop
owners in Tarlac province and requested them to refer adolescents addicted to computer
games. The referred adolescents underwent preliminary diagnostic test using “Gaming
The qualified participants during the initial interview were observed using
Data were also collected through an unstructured in-depth face to face interview
process using the interview schedule. Permission from participants to use a tape recorder
note-taking was also made during the interview process. Marshall and Rossman (2006)
stated that interviewers should have superb listening skills and be skilled at personal
interaction, question framing, and gentle probing for elaboration. Unstructured interviews
seek to ensure that participants provide their perceptions about their life experiences as
unfold as the participant views it, not as the researcher views it” (Marshall & Rossman,
2006). To verify the data gathered, parents, guardians, advisers, classmates and principal
were also undergo in-depth interview. The purpose of collecting data from parents and
to contrast the data and validate the data if it yields similar findings (Arksey & Knight 2003).
to contrast the data and validate the data if it yields similar findings.
Analysis of Data
Collected data were analyzed following Yin’s (2011) guidelines for data analysis
for qualitative research. Although most of the data were analyzed using qualitative
methods, a small portion of the data called for quantitative analysis. The researcher used
The researcher was assisted by expert and authorities in the process of data
analysis. For example, school principals and advisers assisted the researcher in the
analysis of grades. At the same time, computer gaming addicts were consulted to check if
For the interviews, the researcher used phenomenological analysis (Hycner, 1985;
Moustakas, 1994). The researcher believed that a combination of these methods would
Further, in the coding and analysis process, the CAQDAS was used by the
Qualitative Analysis Software (Yin, 2011). Specifically, the CAQDAS used in this study
Chapter 4
This chapter describes the findings obtained from in-depth interviewing as these
represent the primary methods of obtaining data. The major themes that resulted from the
Jan-jan is 15 years old, and a fourth year high school student in a private school in
Tarlac. Jan told the researcher that his father and mother are not here and the one taking
care of him is his auntie. He said, his mother is in another country while his father is
currently in Cavite but is in jail. According to him, his father has another wife. At
present the one supporting him is his mother who is now working in Hong-Kong. He
doesn’t remember when his father and mother decided to separate because he said he was
still young during those days. He told the researcher also that he was born in Hong-Kong
and he was brought home when he was about 3 to 5 years old. He also said that he knew
Jan is an only child but he has three other siblings. He has one from mother side
and two from his father side. He further stated that his mother has also another partner
but, in the course of the interview, he refrained from giving more information about his
family.
30
Jan-jan was thin on body built, has slouched in posture and his dress was
unkempt.
The result of the test revealed that Jan-Jan has High Average IQ, which implies
that he can easily understand ideas, evaluate and judge them. He also tends to have the
always grumble, prone to answering and impolite. Although he showed many signs of
verbal and non-verbal hostile behavior, he did not show any aggressive behaviour (e.g.
hurting others).
was jolly, industrious and polite but as he grew older he became an entirely different
person.
Jan-jan’s periodical grade was average. In the first grading, he got a general
average of 83.0. In second grading, he got a general average of 83.6. In total, the general
Jan-jan’s was barely maintained his general average. His report card shows
increase in the average grade but individual grades show decrease in some subjects. This
indicates that the participant did not perform well in all his academic subjects, however
Christian, is 16 years old, and a fourth year high school student in a private school
in Tarlac. His father works as an engineer in Manila and only goes home once a week.
His mother is a full-time house wife. Christian has a younger brother and sister. He
revealed that most of the time he would hurt his brother for no reason and feel guilty
about it. He also reported that his parents scold him for playing to much computer games.
Because his father goes home only during weekends, it is his mother who disciplines
Checklist (POC). He is thin on built and has slumped posture. There was a sign of
uncleanliness in dressing and dishevelness in hair and his clothing was atypical. There
The test revealed that Christian has low average level of IQ. This indicates that he
was less intelligent and it will take some time for him to grasp ideas and concepts.
usually shy, quiet and does not mingle much at home. His mother reported that Christian
would swear and answer back. He would cause trouble at home, the mother said.
Christian’s parents also revealed that Christian also hurt his siblings. When asked
the reason of this act, the mother could not give any answer.
Christian’s report card shows that he has an “average” grade. In the first grading,
the participant got a general average of 83.0. In second grading the participant got a
32
general average of 83.6. In total, the general weighted average of Jayson was 83.8 (please
A closer look at his grades shows that Christian barely maintained his general
average. Although there was significant increase in the general average, close
examination of individual grades show decrease in some subjects. Further, this indicates
that the participant did not perform well in all his academic subjects although he was able
Jeff is 13 years old, and a second year high school student in a private school in
squabbling inside their house. His mother takes good care and always remembers him.
Jeff is the oldest among his three siblings. At present, Jeff’s father works as a farmer and
Base on observation, it was found out that Jeff is positive in four areas of the
Physical Observation Checklist (POC). He is thin and has slumped posture. There was a
sign of uncleanliness in dressing and dishevelness in hair and his clothing was atypical.
The result of the test, revealed that Jeff has an IQ which is in the borderline. This
shows that he has limited mental ability. He tends to experience difficulty in adapting to
the demands of life. He is classified to have low performance. It is hard for him to
understand concepts and ideas because of his low capacity in acquiring knowledge.
In an interview with Jeff’s mother, it was found out that Jeff would always
grumble, prone to answering and is impolite. Although Jeff showed many signs of verbal
and non-verbal hostile behavior, he does not have any sign aggressive behavior (e.g.
hurting others).
Based on the periodical grade of the participant, it was found out that his general
average was low. In the first grading, the participant got a general average of 78.9. In the
second grading, the participant got a general average of 80.3. In total, the general
Jeff’s grade were low. This indicates that the participant poorly perform in his
academic subjects.
Carl is 15 years old, and a fourth year high school student in a private school in
Tarlac. Carl’s parents were separated. His father is already living with another partner in
life and so is his mother who works abroad. As of now he lives with his grandmother as
Carl was positive in four areas of the Physical Observation Checklist (POC). It
was found out that he was thin on built, had slumped posture and showed sign of
dishevelness in hair. However, his clothing and grooming were appropriate for a high
Based on the result of the test, it was found out that Carl has average level of IQ.
This indicates that Carl can be easily trained for certain tasks. It further means that he has
34
average reasoning abilities. Carl, and the other of his kind tend to have average levels of
shy, quiet and does not mingle at home. He is kind to his cousin, obedient and polite.
Based on the periodical grade of the participant, it was found out that he has
above average grade. In the first grading, Carl got a general average of 86.3. In the
second grading the participant got a general average of 85.1. In total, the general
Carl barely maintained his general average. Meanwhile, there was significant
shows decrease in academic grades. Further, this indicates that the participant did not
perform well in his academic subjects as shown in the decrease in his general average.
Jayson, is 13 years old, and a fourth year high school student in a private school in
Tarlac. He is an only child. The participant presently resides at Gerona, Tarlac with his
auntie as his guardian. He is a product of a broken home since he was young. His auntie
provides most of his needs. She owned a canteen in a nearby school. Jayson’s parents
Jayson was observed positive in four areas of the Physical Observation Checklist
(POC). He is thin on built, has slumped posture and showed sign of dishevelness of hair.
Although, his clothing and grooming were appropriate for high school student.
35
Meanwhile, sign of unusual physical characteristics was found. Jayson has a large scar in
The result of the test, revealed that Jayson has an IQ within the borderline. This
indicate that he has limited mental ability. He tends to experience difficulty in adapting to
the demands of life. He is classified to have low performance. Given his mental ability, it
is hard for Jayson to understand concepts and ideas. However, he does well in computer
gaming activities.
In an interview with Jayson’s auntie, it was revealed that the participant is shy,
quiet and do not mingle with others at home. His auntie describe him as kind to his
cousins, obedient and polite. He did not show hostile behavior either verbal or non-
verbal.
Jayson’s periodical report card showed that his general average was low. In the
first grading, he got a general average of 78.3. In the second grading he got a general
average of 79.4. Jayson’s general weighted average was 78.85 (please see Appendix E).
Generally, Jayson’s grade were low. This implies that he did not perform well in
The following information was obtained from Alfred, who was 15 years old, and
a fourth year high school student in a private school in Tarlac. Alfred’s parents status
were separated. At present he is under the care of his grandmother in her mother’s side.
Though both of his parents work in Manila, they regularly visit on Saturday and Sunday.
It was observed Alfred was positive in four areas of the Physical Observation
Checklist (POC). He is thin on built and has slumped posture. Alfred showed a signs of
dishevelness of hair and clothing and grooming were atypical for high school student. He
The result of the test revealed that Alfred has low average level of IQ. This
implies that Alfred was less intelligent and it will take some time for him to grasp ideas
and concepts.
always grumble, was prone to answering back and impolite. Although he showed many
sign of verbal and non-verbal hostile behavior, he did not show signs of aggressive
Alfred’s grandmother, said he began to change his behaviour in high school. She
described him to be jolly, industrious and polite. She further claimed that everything
Alfred’s report card showed that his general weighted average was low. In the
first grading, the participant got a general average of 79.7. In the second grading the
37
participant got a general average of 80.5. Alfred’s weighted average was 80.1 (please see
Appendix E).
Alfred’s was low. This implies that he did not perform well in his academic
subjects. Although there was significant increase in his general average he hardly
The following information was from participant #7, who was 17 year old, and a
first year college student pursuing Electrical Engineering. E is the middle child between
Chad parents’ were separated. His father now lives w/ another partner. Chad stays
with his mother who is ill.t He revealed that he doesn’t know about his mother’s nature of
illness. He said that his family would not like him to know. He said that his mother is
doing well now than before when she just stayed in bed, unable to move freely or sit by
felt really sad and cried about it until he was first year. This was the time when he got
addicted to computer gaming. His addiction was at its height when he was in third year
high school but was able to control it as he grew older. Chad’s relationship with his
parents is good, but somewhat the response was constricted. When ask about his
relationship to his siblings, his response was also “good” but said in a much genuine
38
manner. Sometimes he and his brother would go biking. This he said was one of his
Chad was observed to have thin body built and slouched posture. While two
This study revealed that he was addicted to computer games but he was able to take care
of his personal hygiene. In addition, he did not show ant sign of unusual physical
appearance.
The result of the test revealed that Chad has average level of IQ. This implies that
he can be easily trained for certain task. It further means that he has average reasoning
abilities. He tends to have average level of intelligence; he can grasp ideas and concepts
well.
Chad’s first semester final grade showed that Chad did not perform well in his
course. He got incomplete marks in two subjects. He passed all the eight but he only got
3.00 in the five subjects. This finding implies that Chad did not perform well in his
academic subjects.
institution. His father is a retired military while his mother works as a nurse. Pal claimed
that he had a good relationship but the expression in his face did not complement what he
said. Pal revealed his unpleasant experiences with his father. However, he refused to give
39
details. He diverted the conversation to computer gaming and his life experiences that he
Pal has slouched posture. It was clear that Pal was only positive in one dimension
and the other dimensions of the checklist were absent appropriate. The findings imply
that although he was addicted to computer games, he was able to take care of his personal
hygiene as well as his posture. In addition, Pal did not show any sign of unusual physical
appearance.
Based on the result of the test, it was found out that Pal has an average level of
IQ. This implies that he can easily be trained for certain tasks. It further implies that he
has average reasoning abilities. He tend to have average level of intelligence; can grasp
The result of the first semester final grade showed that Pal was not doing well in
his course. He got incomplete marks in two subjects and failing marks in one subject.
While passing eight course subjects, he just got 3.0 in three course subjects. This shows
Trouble is 17 years old and a first year college student. He is an only child from
an intact family. His father works as an auto-mechanic in Metro Manila while his mother
works as an OFW. Since he is an only child, he was raised by over protective parents.
However, he does not consider himself a spoiled brat. Because his father goes home only
40
during weekends while his mother works abroad. He stays with his grandmother who also
During the interview session, Trouble was a pleasant and engaging teen-ager who
dressed in school uniform and appropriately groomed. He is chubby and did not show
The findings show that Trouble was addicted to computer games, he was able to
take care of his personal hygiene and personal appearance. Further, is built ways indicate
Based on the result of the test, it was found out that Trouble has average level of
IQ. This indicates that he can easily be trained for certain task. It further means that he
has average reasoning abilities. He tends to have average level of intelligence; he can
The result of the first semester final grade revealed that he did not doing well in
his course. He got incomplete marks in two subjects and one failing marks in one subject.
While passing the seven (7) course subjects, he got 3.0 in three course subjects. This may
Joshua is a 17 years old, and a first year college student. He is the oldest among
two siblings. He has a young sister. Joshua’s parents were separated. His father already
has another partner. Joshua’s mother work abroad. As of now he lives with his auntie
who also serves as his guardian. He said that he is not close to any of his parents. When it
comes to his relationship with his siblings, he answered it was “ok”. But his manner of
expression did not complement what he said about his relationship with his brother. It can
be noted that Joshua restricts himself from divulging more information about matters in
his family.
dressing and dishelvelness in hair and his clothing was atypical. There was no sign of
This indicates that Joshua neglects personal hygiene as well as his personal look.
Body built also show sign of underweight wherein the probable root cause could be
The result of the test revealed that Joshua has high average IQ, which implies the
he can easily understand ideas, evaluate and judge them. He also tends to have ability to
comprehend relationships.
42
The result of the first semester final grade was revealed that Joshua has one (1)
failed grade in his course subject. Although he has one failed in one of his subject, he did
not have a 3.00 in his pool of grades. His grades range from 2.00 to 2.75.
This points out that Joshua was doing well in his course subject and there is a
probability that the failed subjects was dues to addiction to computer gaming.
mental and financial well-being (Young, 2010). The four (4) are the major themes
In any decision we make, situation always play a key role. It was the same with
the computer gaming addicts when it comes to their decision making. This study reveals
that the participants’ current or previous situations play a significant role in the
One commonality found among computer gaming addicts was the fact that they
relating badly. This is due to the inability of family members to function emotionally or
as a social unit
families, either parents separated, parents having another partner, parent abroad, parents
Six out of ten participants were found to have come from a family with separated
parents. Five out of ten were found to have a father living in with another partner. At the
same time three mothers of computer gaming addicts were found to have another partner
too.
One of the ten participants revealed during the interview, his sadness caused by
separation of his parents. This study found out how he had learned that his father was
having an affair. With fears in his eyes, he described how sad he was during that time. He
said he felt no drive to study anymore because his parents continued to fight.
This study found out that six out of ten adolescents did well before the separation
of their parents as narrated by their relatives/guardians. The interview with the latter
Three out of four guardians, claimed that their kin (participants addicted to
parents. There was only one who expressed sadness and longing for parental love.
45
This study further revealed that this happened before they engaged in habitual
computer gaming.
who experienced life-changing events such as recent divorce, relocation or a death can
theme related to education was revealed as a factor in computer gaming addiction. This
One college and three high school participants revealed feelings of being
discouraged by the school and teacher. This was supported by their three classmates
claiming that school and teachers/instructors were the causes for their computer gaming
addiction.
One of the participants explicitly said that he felt annoyed with himself. He said
that even if how much he tries to do his best in school, he still gets failing grades. He
claimed that it was his teacher’s fault why he had failing grades. This study found out
untreatable sickness of love or even death can absorb themselves in a virtual world full of
fantasy and intrigue. Computer gaming can become a psychological escape that distracts
a user from real-life problem or difficult situation. In this study, six out of ten adolescents
addicted to computer gaming had undergone painful separation of their parents so they
As situational factors may act as causal factors, situational factors may also keep
Six out of ten participants revealed that when they failed their exams or quizzes,
they just played in order to get over their sadness. Two out of ten participants stated that
when their parents or guardian scolded them, this drove them more to play computer
games. This was the same for three out of ten students who stated that when they felt
“bad trip” because of their teacher, they just played computer games.
These statements were supported by their classmates when they were interviewed.
They stated clearly, that they overheard their classmates planning at the back of the
classroom or when the teacher was not around. To skip classes to get even with their
teacher.
47
In some instances, the participants were aware that the teacher was the cause of
their problem. They also admitted that, because they lack of alternative strategy to solve
Three out of ten participants said they temporarily forget their problems for a
moment while playing and after playing. However problems come back again, they said,
after playing.
One participant shared the enjoyment he felt while playing. He would forget
Rather than facing or tackling stresses in daily life or confronting past or present
mechanism.
or upset by a particular area or multiple areas of their lives have an increased likelihood
This study further reveals situational stress, whether separation, failing, being sad,
or striving for academic success, can drive adolescents to utilize computer gaming with
greater intensity. The participants who use computer gaming as a momentary escape or
means of coping with situational stress may not initially be addicted to computer gaming.
48
Their behaviors may be temporarily and even fade over time. However, in
participants where the behavior becomes persistent and continuous, computer activity can
become all consuming. Behavior progressively revolves around computer gaming use. As
behavior escalates, computer gaming becomes more chronic and ingrained and develops
compulsive obsession. At this stage, life becomes unmanageable for the addict, as
For example, instead of making positive choices that will seek out fulfilment,
alcoholics typically drink, which dulls the pain, avoids the problem, and keeps them in a
status quo. However, as they become sober, they realize that their difficulties have not
changed. Nothing is altered by drinking, yet it appears easier to drink than to deal with
Paralleling the alcoholics’ behavior, the computer gaming addicts play computer
games to dull pain, avoid real problems, and keep things in status quo. However, once
done playing, they realize that nothing has changed. Such substitution for missing needs
often allows the computer gaming addicts to temporarily escape the problem, but the
substitute behaviors are not the means to solve any problems. Therefore, it is important
for the guidance counselor or other helping professionals to assess a client’s current
Compensatory Factors
the life experiences using phenomenological approach, it was noticed that eight out of ten
participants were not doing well academically as well as in other activities. The way they
talked were signs of low self-esteem. Others were having problems at home.
One of the participants commented that when he “killed” a person in the game, he
felt nervous because “his friends” might come back and gang on him along with the other
heroes. He told the researcher that he will go back and change line. He further informed
the researcher of getting this unexplained feelings of happiness. This did not end after the
game. He informed the researcher that after the game he would tell his classmates, that he
got three consecutive “kills”. He would boast to his classmates that he did great in the
game. He ended his statement by telling the researcher that he felt proud of himself, that
It was clear that the satisfaction not only ended after playing computer games. It
continued as the participants play computer games. Because of this, the participants
achieved a high level of self-esteem and identity. This was evident among all the
participants.
50
Another participant stated that he felt happy and proud when the spectators
admired him, when the other children who were watching would say “wow he’s great”.
When asked about their studies, they will bowed their heads as if they were
ashamed of their situation. But when asked about computer gaming, they held up their
Science, in China, the single assessment for academic excellence has led many young
people to look for other compensation with other activities. By engaging in computer
gaming activities, they not only found happiness but also found compensation for self-
The participants may be aware or not but they intend to achieve something in
relation to the game. For example, one adolescent addicted to computer gaming, was
motivated to become better because he wants others to praise or admire him. According
to this subject, he wanted the player he defeated to praise him in the game. He even
added that this could be a way to be known by others and to gain more friends. He
pointed out, that when you defeat your opponents, you are considered as higher and better
than them.
Other than feelings of happiness achieved while playing, the computer gaming
addicts also have a feeling of confidence related to self-esteem. This gives more power to
the players and a higher status in their group or community. This indicates that these
51
adolescents consider computer gaming as part of their personal success. This apparently
significant during adolescents. Gaming provides a quick form of relief from the
uncomfortable feelings of low self-esteem. This is the time when usage became
have a high level of loneliness (using UCLA Loneliness Scale) have a higher probability
gaming addiction, he found out that it is important for counselors or any mental health
professionals to understand how users may compensate for what is missing in their lives
Socio-Cultural Factors
Among the major themes that were revealed during the analysis, based on the life
experiences of the participants, the socio-cultural factors pose real threat to the
continuity and maintenance of the addiction. Socio-cultural factors are those in relation
to or involving self and others and their practices and beliefs within the community.
Computer gaming provides a new way for this to occur. In the process of the in-
depth interview, it was noticed from the participants’ responses for the need to feel
that adolescents may be particularly attracted to the computer games because they do not
52
feel accepted or are isolated. As a result, the friendships that are formed over the
computer gaming activities gain even more significance in their adolescents’’ lives.
According to Beard (2008), “Adolescents may also deal with peer modelling,
Seven out of ten participants claimed that one of the benefits of computer
gaming is the opportunity to meet new people and in process gain them as friend. One of
the participants said: “If they know you are playing they will invite you and if they find
Five out of ten participants said that they play computer games because they are
with their friends. One participant said that they do it to bond with their friends. This
statement was supported by their classmates who revealed during the interviews that
these students who were addicted to computer games skipped from their class in group.
In addition, teachers observed that they were a close group of friends who have shared
the same interests (since they were caught talking about it a lot). If they had opportunity
To further support it, two guardians reported that their son/kin would leave home
on Saturdays with the excuse of making projects. The guardians later on discovered that
they played computer games in computer shops on every time they left home.
however these friendships may easily be severed by the click of a mouse (Young, 2009).
53
This claim was supported by the admission of the subjects that there was fighting among
them.
Three out of ten adolescents confirmed that there were fighting among them after
playing This was due to the wrong moves made during the games that affected the in-
game situation thereby causing their defeat. After that, they often call each one with
nasty or obscene words which in the end hurt the others and caused fighting among
them. All of them confirmed that they call this “Thrash talk”.
Thrash talk is another culture among the participants that they were not aware of
but put pressure among them. According to the ten participants, “thrash-talk” was a way
for gamers to violently beat their opponents verbally while or after playing. Based on
their responses, the only person who is allowed to thrash talk was the person who won
the game or the person who wants to challenge someone in the game.
All of the participants pointed out that they already experienced how to be
that it cannot be avoided in the game. He explained that it was part of the game.
As the researcher delved deeper into the phenomena of thrash talk culture, it was
found out that its effect and contributions to addiction was great.
One of the participants stated that after they played and lost, he could not sleep.
This was because he feared that when he went to school his friends would thrash-talk him
and tell him he was the reason why they lost the game. If one of the participants felt
54
anxious and afraid, two of the participants however feel hurt and angry with his friends
Three of the participants commented that if you don’t want to be thrash talked you
need to be good at it. As a result, the participant felt pressured before, while and after
playing.
In response, the participants found the need to practice more or to learn more
about the game they played to avoid being thrash talked and in return to be able to trash-
talk others. Two participants emphasized, that when they were alone they practiced more
and more to get better and be able to do well in the next battle. With this response another
socio-cultural factor was brought about and this was the phenomena of competition.
Competition was also a factor that contributed to the continued use of computer
gaming. Competition is the process of competing with other players. This was evident in
the responses of the participants. By winning, they would gain popularity, praise or
acknowledgement.
Nine out of ten participants showed the desire of winning over other players.
They stated their intention to get better over others players, to defeat them and to
embattle them. In summary, they want to compete with other players and prove their
skills in-game. One of the participants emphasized, that he would test others if he would
beat them. He pointed out that if you defeat your opponents, this mean you are a better
player. On the other hand another participant said that he would rank himself and his
classmates to see who is the best when it comes to playing a certain computer game.
55
the activity as this gave them a goal and reasons to engage more in the internet activity.
While others were thinking of winning, others were thinking of vengeance. This
was revealed in themes related to get even or take revenge to other players.
Five out of ten participants, showed the intention of taking revenge with their
words “babawi” or “gaganti” to the players who defeated them and at the same time
classmates. Four of them stated that they talked a lot about the game while discussion
was going on inside the classroom. They talked about the ranking of players within the
participants revealed that one major factor that influenced them to play computer games
were their acclaimed friends. It was also uncovered as a rapidly growing activity among
All of the participants claimed that almost everyone in school knew how to play
computer games. One of the participants said that they previously do not know how to
play computer games but were taught and were encouraged to play computer games.
This statement was supported by the participant’s teachers and classmates. They
all agreed that computer gaming in their schools is gradually becoming popular among
The growing popularity of computer gaming among adolescents and their being
good in it is associated with their popularity too. Two out of ten claimed that they are
popular among gamers like them or even in their school. Four participants revealed
feeling envious of their other friends who are good in playing the game. They therefore
kept the participants addicted to computer gaming. This is by being able to impress either
the spectator or opponent with their skills by defeating their competitors. Added to this is
the chance to gain the admiration and popularity among gamers as this serve as social
All of the ten participants pointed out, that they want to brag to the other players.
They want others to watch them and to be amazed with their skills, for others to admire
them or to look up to them. Showing-off theme was also supported by the statements of
their classmates who were interviewed. They observed and heard the participants talking
about how they “killed” other players, how they supported each other in games and how
The participants insisted that engaging in their gaming activities on regular basis
After taking close examination of the socio-cultural factors two models where
made to help describe the process and contribution of socio-cultural factor in the
Gratification
friends and evolved into a favorite activity and pleasurable habit until it progresses to
computer gaming addiction. Gratification was identified by the researcher based on the
participants’ responses when asked what feel while playing computer games.
Gratification is the act of satisfying self and receiving feeling of pleasure or satisfaction.
Nine out of ten participants said they feel happy (masaya) when they play
computer games. This was shown in their facial expression and tone of voice as they talk
about their victories and amazing moments while playing computer games.
indirectly. Four of them said that they see computer addicts so happy when talking about
their computer gaming experience and even boast to each other about what they did but
in class they seemed like downcast (pinitpit na luya). Two of them said that when they
see their classmates playing computer games, it seemed that there is no tomorrow. They
keep on laughing, shouting, smiling in front of the computer and keep speaking bad
words.
58
addiction the motive to play however was different among the ten participants. One of
this was their possible conscious or unconscious desire to kill computer characters or
Three of them stated, they feel happy when they kill their enemy, when they see
the head and hands cut into pieces and when they were able to headshot their enemy. In
summary, they may be or not aware of it but they enjoy the violence in game they are
playing.
This observation was supported by the guardians, teachers and classmates as they
overheard the participants talking about how they killed their enemies and how they used
finishing blow. One of the teachers interviewed commented that the participant talk about
the characters like they are them and they are the one involved in the fight.
This study revealed that the great satisfaction participants drive from computer
While others wanted to satisfy their wants to be entertained, one participant just
wanted to satisfy his need to have good memories that he could be bring when he grow
old.
This participant gives importance to the happy memories of bonding with friends
All of the ten participants stated that they feel bored when not doing anything.
Most of the time the first thing that participants think when they are idle is to have
computer game.
One of the participants stated that he would think of his character, how he would
Another participant stated that he iwould thinking of his past game, on what he
In addition to that, one participant even described vividly how he imagined his
character, the items he will put to it, skills needed and the strategy that has to be done.
To support the findings, one of the classmate interviewed stated that he caught
one of the participants spaced-out (nakatulala), The participant explained that he was
These were only three out of eight participants thinking about computer gaming to
entertain themselves. They may not be aware of it but this may trigger their desire to have
trigger. For example, an online gambling habit might evoked by seeing a magazine ad for
This study revealed that, the mental image of game character, and talking about it
While one of the participants remembered his previous experiences, others think
of their future activities as forms of preparation to their next gaming activities. Since this
is also a symptomic sign of addiction, this may also trigger the compulsions to
According to Blinka and Smahel (2010), when the activity becomes the most
individual thinks about the activity) and behavioral (e.g., when an individual neglects
basic necessities such as sleep, food, or hygiene to perform the activity). These were
called salience.
computer gaming becomes frequent and becomes addictive. One participant even spoke
This participant said that it really had destroyed his life. It destroyed his life that
enjoyment, the feeling wears out quickly as they return to their initial state (e.g. boredom,
no happy memories, and unconscious desire to kill other players). To patch up, thinking
of their previous and future activities provide fascination and happiness. This process
also triggers the intention to play again to satisfy the needs to be in again in euphoric
state.
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Since the process of interviewing were in-depth and non-structured in nature, the
effects of computer gaming addiction was addressed indirectly and many related
information were revealed. Emotional responses and tone of voice were carefully
The following is the analysis of how computer gaming addiction affects the
they were not aware that it affected their relationships with their families. Here are the
themes that emerged based on the participants’ responses regarding their relationships
with families.
The first theme was “going home late.” All ten participants reported that they
usually go home late. One of the participants stated that he always felt bad because he
was always scolded by parents. Another participant also goes home late because they
This theme was also observed by six guardians/relatives who reported that the
participants usually go home late because they play computer games in computer shops.
Further, their classmates also observed that the participants stay much longer in
computer shops especially when they are enjoying the game by themselves or with
others.
62
The second theme was “value of lying”. Eight out of ten participants revealed
that they lie due to computer gaming. While the other two denied that they do not lie, the
study revealed that they still lie in a way by denying the actual time they played.
The participants’ relatives/guardians had the same observation. They stated that
the participants’ asked for money intended for school project but later find out that the
money was spent on computer games. Others cheat the time they played while others lie
This theme was also supported by their teachers and classmates by describing
their behaviour when asked where they are if they are not in school.
The third theme was “ignoring and disrespectful to parents”. It was discovered
that all of the ten students ignored and were disrespectful to parents. Eight out of ten
agreed that they once disrespected their parents due to computer gaming.
This was supported by all of the six guardians/relatives after reporting that there
The fourth theme was “neglecting home responsibilities”. All of the computer
gaming addicts said that they always neglect their responsibilities at home due to their
computer gaming activities. Two of them said that they already forgot to study because
they were already tired playing. Three of them said that they forgot cleaning their
different ways, they were all categorized under the theme of neglecting home
responsibilities”.
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This was supported by the statement of six out of ten guardians/relatives. They
stated that before the participants engaged in computer gaming, they were industrious,
This study revealed that computer gaming addiction creates conflicts, feelings of
Further, this study shows that the participants’ parents were aware of the
negative effects of computer gaming to their sons. In an attempt to control them, they
would scold or reprimand their children. However, parents observed that their scolding
The two participants, after being scolded by their parents, admitted that they
wanted to play more computer games to ease the sadness that they feel. One of the
participants even elaborated that after he was scolded, he would leave their house at
While others experienced scolding, seven out of ten reported that they received
less money from parents. the study revealed that participants spent less and saved money
One participant said that his parents would call him an “addict”. He told the
researcher that he felt so angry because it hurt him to be called like that. As a result, the
Participants revealed that they feel more anger from their parents than they feel
their care and concern. This may even contributed to their computer gaming addiction.
64
nervous system of the individual, who will feel happy and satisfied. The feeling will
drive the individual to continuously use the computer and extend euphoria. Once
addiction is formed, the euphoric experience will soon be transformed into a habit and
numbness state.
After examining the life experiences of the adolescent participants, it was found
out that computer gaming did not pose a threat to peer relationship but the effect is the
relationship starts with a small conversation like talking or having a simple chat. In
computer gaming, invitation to try and play is the entry point to have peer relationship
All of the ten participants revealed that computer gaming do good in their
One of the participants narrated that, at first one will get invited and there one will
meet a lot of friends. New friends will then invite them to their next computer gaming.
Another participant said that he only plays because of his friends. They just do it
to establish friendship bonds (mag-bonding). It also helps them forget their bad feeling at
Two of the classmates of the participants claim that the latter are the ones who
invite others who will become their friends and later become computer gaming addicts,
too.
The study revealed that computer gaming addiction starts through simple
The second theme was “gaining acceptance and friends” from peers with the help
of computer gaming.
All of the ten participants agreed and supported the theme because through
The three participants claimed that if one knows how to play computer games,
This study revealed that eight participants described their gaming friends as
“dumami or madami”. They claimed that life become more exciting and fun compared to
the time when they did not know how to play computer games.
The third and last theme was receiving care, love and belonginess through
computer gaming.
It was found out that four out of ten participants claimed that they receive care,
love and belongingness from their friends everytime they were invited to play with them.
One participant even emphasized that whenever he doesn’t have money, one of
his friends would lend him. One of the participants also pointed out, that these people
love him because they understood him. In the end, this participant feels sense of
The participants revealed that it all started with an invitation to play. Even if it
was hard for them to understand the mechanics of the game, the opportunity to interact
with other people gave them the feeling of acceptance. This gave them happiness as this
relationship is important among the adolescent participants. As they shared the same
interest, it was normal for them to do the activity with their friends. In their case, either
competing with others or competing with each other gave them sense of satisfaction and
happiness. Not only this, it served as an entry point as well as a foundation to keep the
friendship among them remain. They may not be aware of this, but it also acts as
Although it is easy to focus on the negatives, the internet is not at all bad. It has
helped adolescents in many ways, and these benefits should be recognized. Some
researchers (Beard, 2008;Williams & Merten, 2008) have explained how the internet can
interactions with others. This has allowed old relationships with peers and relatives to be
reconnected and maintained, as well as permitted the opportunities for new friendships to
develop. Computer gaming has also allowed people to find emotional support that may
Here are the themes identified based on their responses during the in-depth
interviewing.
disturbance or thinking about previous and future gaming activities”. All of the ten
The ten participants claimed they felt depressed when they lost in the game. They
would think of ways on how they could correct their mistakes. The participants admitted
that they would think about the game before they slept, upon waking up or while in class.
want to succeed in. As this principle is applicable to academic success the same is to
computer gaming success. In the life of computer gaming addicts, computer gaming is a
very significant part of their lives. They are not aware that it becomes a top priority rather
than their academic life. Computer gaming becomes very significant among adolescents
that it impairs their functioning. As an effect, this demotivates them to study and do their
The second theme was the “overwhelming urge to play computer games“. While
six of the ten paticipants admited that they could not help themselves playing computer
games. Four participants denied thay their craving to play computer triggered a stimulus
68
(seeing someone playing, invited, or pass in computer shop) they still cannot help
themselves.
The participants also admitted that they grab all the chances to play computer
game when classes are supended during school intramurals, language week and other
school cenlebrations. One participant said that if he is idle and if his father is not around,
he would prefer to grab the computer and play rather than study.
This was also observed by other participants by admitting that their addiction to
In addition, this was supported by three of their classmates stating that most of the
time they see their classmate racing each other toward the computer.
According to Beard and Wolf (2001), the key component seems to be conflict; for
use of this technology,” and they consider conflict to be the basic and required dimension
As they cannot help themselves but to play computer games, they have poor
The third theme was the deliberate intention of the computer gaming addicts to
skip class. All participants admitted that they skipped classes to play computer games.
Participants said they plan, agree and skip. Even if others do not want to be
absent, in the end they would decide to skip class because if they don’t come, their
While participants play computer together, their reason for playing is still
One participant admitted that he skipped class because he was angry with his
parents because they scolded him and another reason was he did not like the teacher.
The fourth theme was being engrossed playing computer games. All of the
All the participants stated that most of the time they extend the length of time
they play. In the end, they spend more time playing computer games.
The participants’ classmates had the same observation. They said that most of the
time they see them playing computer games during lunch break and in the end either they
will be late for their afternoon class or skip class. They come late because they forgot
The last theme was the difficulty of sleeping because of computer games. While
this is not directly related to the study, this also affects study because this explains why
they come late in their classes. All of the ten participants admitted that because of
Their teachers gave the same observation. They said that most of the time they
come late in the morning and worse they are even late or absent in the afternoon.
70
The participants, claimed that they were having difficulty sleeping because they
think about the game. Some would think about their defeat while others think about their
One of the participants even elaborated what he thinks about before he sleeps. He
said that he thinks about what he needs to be done when the character he has is already
strong, what if he sold the item he is selling; what if he already bought the strongest
weapon; etc. He told the researcher that he cannot help himself but think about it.
According to Blinka and Smahel (2010), when the activity becomes the most
individual thinks about the activity) and behavioral (e.g., when an individual neglects
basic necessities such as sleep, food, or hygiene to perform activity). This is called
salience.
really proved damaging to their academic performance. According to the ten participants
they were aware that their computer gaming activities affected their academic life.
the participants do not study at home and most of the time do not stay at home. Teachers
observed that they do not participate well in discussion and they do not have answers in
quizzes or examinations. Their classmates observed that the participants just talked about
In some cases it is normal for students to get bored during class and lose their
One of the participants said that when they is are idle inside the classroom or the
discussion is not interesting, he would talk with others about computer games.
When participants do this, they miss their lessons and this affects their academic
grades.
One participant even had a hard time explaining his thoughts. He revealed that
due to his excessive computer gaming, he was left behind academically and this he was
aware of.
Worse, even though they were aware that the cause of their difficulty and problem
is computer gaming, they believe that they can cope with their problems by means of
computer gaming.
For example, one of the participants said that when he failed the quiz, he will just
One participant admitted even though his grades became low, he still feels happy
because at least he got friends and his life became more exciting when he had no friends
yet.
Cole and Griffiths (2007), claimed that approximately 80% of players play with
their real-life friends. About 75% have found good friends in the online game, and 43%
time and reminds us what we have achieved over the past years.”
72
performance directly but it is the adolescents who are affected psychologically (e.g.
The health of computer gaming addicts is also affected. This study reveals the
themes connected to the effects of computer gaming addiction to the health of the
participants.
The first theme that was identified was saving money to play computer games. All
of the ten participants saved money to be able play computer games in computer shop.
The participants said that they saved their money for the whole week in order to
The teachers and their classmates had the same observation. They observed that
their classmates do not eat snacks (merienda) during recess time. They were observed
staying in the pathway far from the canteen talking about computer games. One of their
classmates stated that because they were addicted to computer games, they did eat
Parents of the computer addicts were not aware of these phenomena but they only
have a hunch about it. One of the relatives/guardians stated that to make sure that his son
will not play, he gave him exact amount of money that can only buy food .
Allowance (baon) at students is intended for buying snacks or foods that will
replenish their energy to be able to do school activities. But the problem is, the
participants spent their money not for food but for the computer gaming rentals. One of
73
the participants believe that it is not the computer gaming that he is addicted to but the
computer shop itself. One of the participants revealed he was addicted to the computer
shop.
The second theme was Prioritizing computer gaming rather than eating.
According to one of the participants, he does not take his lunch because he needed to
This study revealed that ten participants prioritized computer gaming over their
food.
The six participants admitted that they often missed the exact time for eating
lunch. This was because they needed to go to computer shops to get seats for themselves.
Computer shops are usually crowded with students coming from different schools during
break time.
The participants’ classmates said the participants eat their packed lunch after
designated time.
One of the participants admitted that forgets almost everything, even his own
eating. The effect is devastating as it can lead to illness. It also affects their academic
performance.
74
The third theme was forgetting to go home early because of computer gaming
addiction. All of the six relatives/guardians reported that the participants were always
observed going home late. Nine out of ten participants admitted that they go home late
Eight participants also experienced being caught in the rain. They were so
absorbed in front of the computer that they don’t mind the weather condition.
The fourth theme identified was the difficulty of sleeping. All of the ten
participants revealed that they were having difficulty sleeping. Others claim it was due to
computer gaming but some said it was due to personal problem. For those who cannot
sleep because of personal problems, to get to sleep, they think of their past and future
One of the participants revealed that he cannot sleep because he lost in the game.
Another participant supported this theme as he also cannot sleep because of the lost he
experienced. While awake, they think about ways that can improve their compute gaming
skills.
While others just think while awake, three of the participants revealed that they
play computer games late at night. They said that they play because they cannot sleep and
there was nothing to do. They play because they need to enhance their computer gaming
skills.
Two guardians/relatives had the same observation. They claimed that the
participants play computer games late at night. One of them was surprised to see his son
people who give high value to health and wellness. In this study, the participants give
more importance to computer gaming than their health. Deterioration of health could
affect not only physical well-being but also other aspects like emotional and cognitive
well-being.
The participants, along with their guardians, parents, teachers and classmates
Even if the participants are aware of the effects of computer gaming addition to
consequence. For some reason, they are willing to trade their health in exchange of
symptoms are also observed among internet addicts: decline in performance (school,
Addiction
A. Initial Phase
Objectives:
1. To present the purpose of the program to the counselee/s who is/are addicted to
computer gaming and to build rapport between counselee/s and the counselor
2. To identify the positive aspects of computer gaming among the counselee/s and to
gaming addiction.
Time frame: Around 3 to 5 sessions ½ hours – 2 hours (minutes or hours per session
Topics:
1. Program Presentation
B. Intermediary Phase
Objectives:
1. To analyse the pattern directly responsible for the emergence of computer gaming
addiction
2. To facilitate the Life Line Technique Activity and to identify emotional pattern
4. To help them explore and encourage them to examine the situations lived and
Time frame: Around 4 to 7 sessions ½ hour – 1 hour (if group: minutes or hours per
Topics:
3. Life Line
counselees’ lives and are directly responsible for the emergence of the same
3. Equip counselee to act in a manner distinct from that used in the past, which made
4. Identifying the emotional wounds and leads patients to better visualize the
C. Final Phase
Objectives:
1. To reinforce those that need further attention and to further equip participants
3. To terminate the process and apply and discussed the inventories and to see
improvement.
Time frame: Around 2 to 4 sessions ½ hour – 1 hour (if group: minutes or hours per
Topics:
1. Changes from occurrences prior to the beginning of the treatment, and now
This study looked into the life experiences of Computer Gaming addicts. It is
known that habits, even non pathological ones, are difficult to break once formed
(Verplanken & Wood, 2006), and so guidance counselors have to find way so they can be
prevented from forming in the first place. Furthermore, this is by means of disrupting its
Since habits are formed by repetition under stable circumstances (Covey, 2001),
one obvious strategy that guidance counselor can use for disrupting habits is to alter the
contexts in which the triggering cues are likely to occur. For example, varying the time,
location, preceding activities, and the home/school one keeps when accessing favorite
gaming activities should weaken habits. However, extreme disruptions in the context of a
2006), may be necessary, and extreme acts of willpower may be required to execute such
changes.
Gaming behavior such as the beginning of a new school year, work schedule, or the
policies. The context of computer gaming use might also be altered automatically by the
level policies that facilitate computer habits might also be changed, such as imposing
psychotherapy interventions (NLP, VKD) might also have an impact on habit formation.
Since lack of attention to a behavior is one of the hallmarks of habits, keeping a diary of
one’s online activities or inspecting activity logs on computer that provide them to users
would draw attention to behavior and undermine habits. Reflection on the mood states
that preceded indulgence in a favorite gaming activity, mounting use, or sessions that last
longer than intended (or remembered) would provide an early warning of habits that are
for this is another possibility in the use of self-help or public education approaches to
build upon the natural defenses uncovered by La Rose et al. (2010) (e.g. WhyTry: Reality
or group norms (e.g., within a family or specific school) for computer gaming use might
be emphasized. These strategies would likely only work when habits are still forming,
however. When habits are strong, individuals filter out information that might persuade
84
them to change their behavior (Verplanken & Wood, 2006). However, persuasion tactics
resource seems to strengthen it. And just as strengthening the muscles in our arms by
lifting weights in the gym gives us more strength to lift objects in our homes, the
suggests that restoring self-regulation to one form of media consumption (e.g., television)
or even in completely different behavior domains (e.g., eating or exercise habits) might
To those who have great interest of prevention, the ultimate objective is to create
The intervention model presented in this research study is not yet evaluated or
serve as a guideline for developing a better therapeutic process applicable among Filipino
adolescents. However, this study makes the assumption plausible that the following
factors are related with the development of an addicted computer gaming behavior among
85
The family is the core group that offers models on patterns of action and
empathy, solidarity, and personal responsibility can be learned in the family and serve as
models and resources for the client to make changes within the extended environment.
Integrating the system into a treatment of Computer Gaming addiction therefore seems a
reasonable and useful approach. As with other addiction therapies, perseverance and
loving firmness on the part of therapists and family members are required to bring about
The goal is to build a culture that has greater knowledge and awareness of the
opportunities and risks in dealing with computer gaming so that individuals are in a
position to determine for themselves how they wish to use these computing tool.
Commitment pays off because therapeutic assistance can favor and enable constructive
What is now certain is that young people need committed individuals in their
everyday lives, whether in the family, at school, or in their circle of friends and
acquaintances.
86
Chapter 5
study.
Summary of Findings
Based on the results of the analysis, one commonality found among the
participants were most of them came from dysfuctional families. The quality of their
family lives resembles each other to a remarkable degree in that is, most of their families
were dysfunctional in nature. This study revealed nine out of ten participants have
parents who work away from home (abroad or outside their province) to earn a decent
living.
1.2. Characteristics
1.2.1 Physical
The study found out that all of the participants have thin or skinny body built. In
addition to that, all of the participants showed signs of poor hygiene and have atypical
clothing and grooming. It was also observed that most of the computer gaming addicts
who participated in the research study were slouched or slumped in posture whenever
1.2.2 Inteligence
Based on the result of the Culture Fair Test (CFIT), four out of ten of participants
had average level of intelligence, two had low average level of intelligence, two were
Further, it was found out that those who have high average IQ are known as “one
Eight out of ten participants who were average, low average and borderline were
easily influenced by others. They are easily swayed by the decision of other computer
gaming addicts.
1.2.3 Interpersonal
This study revealed that four out of ten were shy or timid. In addition, most often,
the participants misbehaved in school, they grumble, frown, hurt and mumble.
The study was found out that all of the participants have low grades. All of the
participants admitted that their computer gaming addiction affected their academic
performance.
There were four (4) major themes which were anchored on phenomenological
perspective that may explain the reasons for the participants’ computer gaming addiction.
The situational factors identified in this study were forgetting problems, alleviate
dysphoric mood.
88
The second major theme was the compensation received by the computer gaming
addicts in playing computer games. The compensatory factors include “bilib sa sarili”,
high self-esteem, gain confidence and high self-efficacy. Gaming provides a quick form
of relief from the uncomfortable feelings of low self-esteem. This is the time when usage
Third among the themes that were found out after the analysis was the socio-
cultural factor. The participants were attracted to computer gaming because of being in,
This study revealed that gratification is factor that may explain computer gaming
addiction. All of the ten participants were found to have feelings of gratification when
they play computer games. They feel happiness, joy, satisfaction, excitement, and
ecstasy.
The following is the summary of findings on how computer gaming affected the
participants:
The study revealed the themes that emerged based on the participants’ responses
Based on the analysis of data, four (4) major themes were identified: going home
late, value of lying, ignoring due to computer gaming and neglecting home
responsibilities.
89
The first theme was “going home late”. All ten participants reported that they go
home late. This theme was supported by all of the six guardians/relatives who reported
The second theme was “value of lying.” Eight out of ten participants revealed
that they lie about the number of hours they spent playing and the actual place where
they played.
The third theme was ignoring and disrespectful to parents. All of the ten
particpants had shown lack of respect to their parents because of their addiction to
computer gaming.
The fourth theme was neglecting home responsibilities. All of the computer
gaming addicts said they always neglect their responsibilities at home due to their
After examining the life experiences of the adolescent participants, it was found
out that computer gaming did not pose a threat to peer relationship but the effect is the
The first theme was it strengthens peer relationship. All of the ten participants,
revealed that computer gaming helped enhance their relationship with peers.
The second theme revealed was gaining acceptance and friends with peers with
the help of computer gaming. All of the ten participants agreed and supported that
because of computer gaming they gained a lot of friends. All of the participants reported
The third and last theme was receiving care, love and belongingness through
computer gaming. It was found out that four out of ten participants felt being cared and
loved, they claimed to have a sense of belongingness every time they play computer
This study found out that computer gaming is not all bad. The participants
claimed the following as benefits one may get in playing computer games: happiness,
Five (5) themes were identified that affected the academic performance of the
participants: cognitive disturbance or thinking about previous and future gaming activity,
overwhelming urge to play computer games, deliberate intention of the computer gaming
addicts to skip class, engrossed in playing computer games and difficulty of sleeping.
The first theme cognitive disturbance or thinking about previous and future
gaming activity, experienced by all of the ten participants. The effects are the following:
assignments.
The second theme was the overwhelming urge to play computer games. Six of the
ten paticipants admitted that they could not help themselves to play computer games. The
four denied but it was found out that once triggered (seeing someone playing, invited, or
The third theme was the deliberate intention of the computer gaming addicts to
skip class. All of the ten participants revealed that they skipped classes due to computer
gaming.
The fourth was being engrossed in playing computer games. All the participants
stated that most of the time they would extend playing time which is usually much longer
than the original length of time planned. In the end, they spend more time playing
The last theme was the difficulty of sleeping because of computer games. All of
the ten participants admitted that they are having difficulty sleeping. These are their
reasons: they think about the game; about their defeat; and think about their winning.
3.4. Health
Here are the themes that show how compute gaming addiction affected the health
of the participants.
The first theme that was identified was saving money to play computer games. All
of the ten participants did not use money intended to buy food rather saved them to play
The second theme was prioritizing computer gaming rather than eating. It was
found out that all of the ten participants preferred playing computer games than eating.
Although their food is already packed and ready to eat, the participants still prioritized
gaming.
92
Six participants also missed the exact time for lunch. The participants’ reason is
to get their own seat. Participants reported that it is during lunch break that computer
The third theme was “forgot to go home early because they were engrossed in
playing.” All of the six guardians/relatives reported that the participants would usually go
home late. This statement was also supported by their classmates observation.
The fourth theme was difficulty in sleeping. The ten participants revealed that they
had difficulty sleeping. Participants identified personal problems and too much thinking
of their past and future gaming activities as causes of their difficulty in sleeping.
to them: spending in computer shops the money that was intended for food, skipping
lunch to be able to play during lunch break, forgetting to eat, not eating on time and
difficulty in sleeping.
93
Addiction
intervention was based on the findings. (Please see the appendix E to see the summary of
improve policies regarding the use of computer among students like imposing that a
student should only be allowed to play computer games after class or during breaks only.
The computer administrator must not allow problem causing games. Guidance counselors
may use counseling techniques to prevent addiction among adolescents or they may use
The intervention model presented in this research study is not yet evaluated or
adolescents. However, this study makes the assumption plausible that the following are
causal factors related to computer gaming addiction among adolescents: a) client’s lack
The goal of the model is to build a culture that has greater knowledge and
awareness of the opportunities and risks in dealing in playing the computer. Therapeutic
94
assistance can favor and enable constructive long-term development, especially in young
adolescents. More research is needed in the future to assess the effectiveness of the
What is certain is that young people need committed individuals to guide them in
their everyday lives, whether at home, in school, or in their circle of friends and
acquaintances.
Conclusions
2. The participants of the study have slouching posture and poor personal hygiene.
4. Very often, they misbehaved in school and at home they grumble, frown, hurt
5. All the participants had poor academic performance. They have very low or
failed grades.
7. Four (4) major themes were identified that affect participants relationship with
family. These were going home late, occasional lying, disrespectful to parents and
comes to peer relationship is more positive than negative. Three (3) themes were
95
9. Computer gaming among the participants based on the participant life experiences
Recommendations
considered.
1. Schools must conduct seminars and symposiums to inform students of the ill effects
2. The guidance counselors should find ways to prevent the development of computer
3. The guidance counselors can adopt/use the proposed intervention in their treatment
4. The guidance counselors could use the model in this study to deeply understand the
5. The administrators can use the results of the study in understanding the factors related
to school environment that lead to computer gaming addiction. They should promote
plan of actions on ways of reducing or helping student have another alternative fun
6. Since the field of computer addiction is quite new and growing rapidly, further
addicts.
97
BIBLIOGRAPHY
A. BOOKS
Axinn, W. G. (2006). Mixed Method Data Collection Strategies. USA: Cambridge
University Press.
Cohen, L., Manion, L., and Morrison, K. (2005). Research Methods in Education 5th
Edition. USA: RoutledgeFalmer.
Davis, F. A. (2008). Psych Notes: Clinical Pocket Guide 2nd Edition. USA: F.A. Davis
Company.
Darlington, Y. and Scott, D. (2002). Qualitative research in practice: stories from the
field. Singapore: South Wind Productions.
Gillham, B. (2005). Research Interviewing: The range on techniques. New York, NY:
Open University Press.
Geourge, Alexander (2005). Case Studies and Theory Development in Social Sciences.
Massachusetts: Harvard University Cambridge.
Mack, N., Woodsong, C., Macqueen, K. M., Guest, G., and Namey, E. (2005).
Qualitative Research Methods: A Data Collector’s Field Guide. USA: Family
Health International.
Patton, M. Q. (2002) Qualitative research and evaluation method 3rd Edition. USA: Sage
Publication Inc.
Weiten, W. (2010). Psychology Themes and Variations 7th Edition. USA: Thomson
Learning, Inc.
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Yin, Robert. (2011). Qualitative Research From Start to Finish. New York: The Guilford
Press.
B. JOURNALS
Block, J. J. (2008). Issues for DSM-5: Internet addiction. American Journal of
Psychiatry, 165, 306–307.
Chak, K. and L. Leung, Shyness and Locus of Control as Predictors of Internet Addiction
and Internet Use, in CyberPsychology and Behavior, vol.7, no.5 (2004), pp. 559-
570.
Chui, S.I., J.H. Lee, and D.H. Huang, Video GameAddiction in Children and teenagers in
Taiwan, inCyberPsychology and Behavior, vol.7, no.5 (2004), pp.571-581.
Griffiths, M. (2000). Does internet and computer ‘‘addiction’’ exist? Some case study
evidence. CyberPsychology & Behavior, 3, 211–218.
Griffiths, M., Davies, M. N. O., & Chappell, D. (2004). Online computer gaming: A
comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87–
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Hauge, M.R. and D.A. Gentile. “Video Game Addiction Among Adolescents:
Associations with Academic Performance and Aggression” in Society for
Research in Child Development Conference. (Tampa, FL. 2003)
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Lee, I., Yu, C., and Lin H. (2007). Leaving a Never-Ending Game: Quitting MMORPGs
and Online Gaming Addiction. Situated Play, Proceedings of DiGRA 2007
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NG, B.D. and P. Wiemer-Hasting (2005), Addiction to the Internet and Online Gaming,
in CyberPsychology and Behavior, vol.8, no.2, pp. 110-113.
Wan, C.-S. and W.-B. Chiou, Why Are Adolescents Addicted to Online Gaming? An
Interview Study in Taiwan, in CyberPsychology and Behavior, vol. 9, no.6
(2006), pp. 762-766.
Wiemer-Hastings, P & NG, B. D. (2005). Addiction to the Internet and Online Gaming
Cyberpsychology & Behavior Vol8, Number 2. pp. 110-113
Young, K.S., Internet Addiction: A New Clinical Phenomenon and Its Consequences, in
American Behavioral Scientist, 2004. 48(4): p. 402-415.
Purayil, Mathew Joseph. (2005) “Internet addiction among college students” Ph.D. in
Counseling Psychology. De La Salle University. Manila, Philippines.
D. ONLINE MATERIALS
Clark, N.L. Addiction and the Structural Characteristics of Massively Multiplayer Online
Games. Available at http://gamasutra.com/features/20060822/clark_01.shtml.
Young, K.S., (1996) Internet Addiction: The Emergence of a New Clinical Disorder, in
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APPENDICES
101
APPENDIX A
__________________________
__________________________
__________________________
__________________________
__________________________
Ma’am;
I am Mr. Elson S. Garingo a graduate student of the Tarlac State University currently taking up Master of
Education major in Guidance and Counseling and enrolled in Thesis writing. As part of the requirements my
thesis was approve with the following details below which the researcher wishes to conduct.
The topic is concentrated on “Computer Gaming Addiction among Adolescents: Case Analysis.” The study aims to
identify the computer gaming addicts. Through this, a better understanding and case analysis on the nature of the
student will be made which will be later used for creating an intervention program. Thru your help, participants of the
research will be selected and referred.
Your student/s participation involves testing and assessment and series of interview which will include his/her family
background, scholastic performance and relationship with his/her teachers as well as his/her relationship with peers.
Rest assured that whatever information gathered will be kept confidential including the name of your school. Identities
of the participants will not be revealed, and it will not affect your student school performance in any way. Moreover,
there are no anticipated risks or discomforts related to this research.
In this connection, the researcher would like to convey you my desire to request for your permission to conduct the
study for a more accurate result.
Noted by:
APPENDIX B
________________________________
I would like to inform you that as part of the compliance of the requirements for my Master’s degree, a thesis research
on “Computer Gaming Addiction Among Adolescents: Case Analysis” will be conducted in
_____________________. The study aims to identify the computer gaming addicts. Through this, a better
understanding and case analysis on the nature of the student will be made which will be later used for creating an
intervention program. With this regard, your son was chosen as one of the participants.
Your child’s participation will involve a series of interview which will include his/her home background, scholastic
performance and relationship with his /her teachers as well his relationship with peers.
Rest assured that whatever information gathered will be kept confidential. Identities of the participants will not be
revealed, and it will not affect your child school performance in any way. Moreover, there are no anticipated risks or
discomforts related to this research.
The researcher would like to request your approval for your child to participate in study.
Thank you.
Noted by:
________________________
Principal
________ I give my consent for my child to participate in the research study, that I am fully aware regarding the nature
of the thesis research.
_______ I do not give my consent for my child to participate in the research study.
APPENDIX C
PERSONAL INFORMATION
Name: __________________________________________________ Date: ______________________
Birthday: _________________________________ Age: __________Gender: ___________
Address: ___________________________________________________________________________
Contact Number: ___________________________
FAMILY BACKGROUND
Father’s Name: _________________________ Mothers Name: ___________________________
Age: _________ Age: _________
Current Address: ______________________ Current Address: ________________________
Educational Attainment: ________________ Educational Attainment: __________________
Occupation: __________________________ Occupation: ____________________________
Parents Status:
Living Together Separated Father is an OFW Mother is an OFW
Father with another partner Mother with another partner
EDUCATIONAL BACKGROUND
Elementary: __________________________________________________________________________
Secondary (High School): _______________________________________________________________
College: _____________________________________________________________________________
School Address: _______________________________________________________________________
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APPENDIX D
Date:
Participant’s Name:
Build
( ) fat, obese
( ) muscular
( ) well built
Physical Appearance
( ) dishelved
( ) untidy
( ) unkempt
( ) appropriate
Posture
( ) rigid, tense
( ) slumped, slouch
Comments re appearance:
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
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APPENDIX E
APPENDIX F
APPENDIX G
Interview Schedule
I. Opening
B. (Purpose) I would like to ask you some questions about your background, your
education, health, habits, some experiences you have had, and some of your hobbies and
of course computer gaming in order to learn more about you and use this information to
help others like you who love to play computer games but cannot control it.
C. (Motivation) I want to clarify that you are the expert here and not me because you’re
the one experiencing the phenomena. Do not worry, I promise that your identity with be
protected and your experience will be a great help for our future young ones that has a
probability to be addicted to computer gaming.
D. (Time Line) The interview should take about 40 minutes to 2 hours. Is that ok?
Transition:
Let me begin by asking you some questions about where you live and your family
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Transition: Well, it has been a great pleasure understanding your life experiences
(karanasan). Let me briefly summarize the information that I have recorded during our
interview.)
III Closing
A. (Summarize).
B. (Maintain Rapport) I appreciate the time you took for this interview. Do you have any
question that you want to ask? Is there anything else you think that can help for me to
further understand the study or a person you could recommend to participate in the study?
D. (Action to be taken) I should have all the information I need. Would it be alright to
call you at home if I have any more questions? Thanks again. I look forward on
listening and transcribing our conversation in this interview. If you have question or
inquiry don’t hesitate to text me. Ok.
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APPENDIX H
Program Presentation
Guardian Angel
emerging topics