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“The Impact of Online Gaming in the Academic Performance of

Selected Grade 11 Hybrid Students on Makati City.”

A Thesis Proposal Presented to the Faculty of

ACLC-Guadalupe Makati

In Partial Fulfillment for the Practical Research1 (Academic Track - AB-2B)

Submitted by:

MEMBERS:

Hernandez, John Reijner (Leader) Buenavista, Mico


Agito, Vince Cabebe, Louise Euanne
Alonzo, Anshaime Robszhie Codera, Jasmine Rose
Avila, Brian Mar Catipon, Princess Jane
Aoanan, Charles Maverick Corbilla, Honeymoonly
Atanacio, Naomi De Guzman, Jovilyn
Bangug, Mikhaela Mae Diesta, Macy
Jamero, Carla Papiona, Christian James

Sir. A.C Sanchez

Thesis Adviser
DEDICATION

We wholeheartedly dedicated this research study to our beloved parents,

our groupmates and also, our group leader, who have been the source of

inspiration and gave us strength when we thought of giving up. They keep

on giving us motivational, emotional, spiritual, and financial report. All of

these, we offer to you.


ACKNOWLEDGEMENT

We are eternally grateful to our parents for their love and support in this project we are

grateful with each other as member of this research study which makes us closer to

each other were especially grateful to our reader John Reijner R. Hernandez, who give

his all and guide us through it.


ABSTRACT

Online games date their beginnings to the invention of computers and the world's Fair in

1939-1940. The first computer game was Nitron, which was developed in 1951.

However, playing games alone is not much fan as playing with friends or other players.

Online gaming became increasingly popular in the 1970's when multiplayer was limited

to players on the same screen. PLATO release the strategic game "Empire" and

Spasim, a 32- player 3D multiplayer space shooter game, to advance technology

towards the internet and multiplayer online gaming. LAN networks and the internet were

opened to multiplayer games in 1993, leading to the rise of mobile gaming.

The first widely played multiplayer games League of Legends for the PC and Clash of

Clans, with Call of Duty, PUBG, LOL and mobile Legends being the most played

multiplayer games. Due to this many Grades 11 students made it their hobby which

caused to have positive and negative effects or impact on their academic performance.
CHAPTER 1

INTRODUCTION AND ITS BACKGROUND

1.1 INTRODUCTION

Many of us know that in this generation, online gaming played a big role in our

lives. Online gaming is one of the most commonly used recreational hobbies of many

people (Islam et al., 2020). Online gaming has been quite an obsession that causes

effects in lesser performance on each and every person in this generation. Nowadays,

people have easy access to internet connection, which makes it possible to connect

gadgets and computers. Before, students were told to sleep early so they could grow

quickly and attain the heights they wanted. Today, they can go on for days without sleep

by only playing games. Some spend more time gaming that you can see them playing in

the supermarket, department store or, playing in the church or gathering, Fast Food

joints, while commuting in the train, bus, jeep or other public transport. You can see

them everywhere playing games. Playing games while attending Online Classes, while

on vacation, while on the ferry, while sitting on a bench, pretending to watch a

basketball league but playing mobile games instead.

In most cases, they say it’s a way of expressing themselves as a scapegoat from

reality. According to Kuss and Griffiths (2011) teens who play online games are just

having fun. They do not just actually play because of some sort of seriousness, but also
because they just want to feel relief most especially students who are stressed out

because after doing school work and studies. The technological advancement of

internet connectivity in the Philippines plays a vital role in the academic life of students.

Usually, students who spend a lot of hours playing tend to be obsessed with it. Most of

the students said that playing a game was the only way they can enjoy their own day

and time.

Due to this, many grade 11 students spent their time playing online games rather

than studying and now they struggle to focus on school work. That's why this study is all

about "the impacts of online gaming to the academic performance of grade 11 hybrid

students" which can have negative effects on their academic performance.

1.2 OBJECTIVES OF THE STUDY

A. This study aims to know if online gaming has a positive or negative impact towards

the student’s behavior and identify how it will affect their academic performance.

B. To know the addiction level of online games among grade 11 hybrid students

C. To propose a solution for students who no longer sleep on time because of online

games.

D. To understand the effects of online games on students while they are studying.
1.2 THEORETICAL FRAMEWORK

Jackson et al. (2008) found that time spent playing video games was a poor

predictor of academic performance, and that those who played online games frequently

performed worse academically than those who played less frequently. The use of

games, however, is directly linked to a rise in visual-spatial abilities, which are

frequently important in the fields of science, math, technology, and engineering. In one

study, Anand (2007) found a negative correlation between students' SAT and GWA

scores and the amount of time they spent playing online video games. This indicates

that GWA and SAT scores fell as playing time increased According to Anderson and

Dill's (2007) investigation into video games and aggression, playing them not only has

an immediate effect on performance but also raises aggression levels, which are

frequently linked to behavioral issues at school and subpar academic results. Wack and

Tantleff-Dunn (2009) discovered a negative correlation as well, though the relationship

between GWA and academic performance was not significant in their study. According

to Skoric et al. (2009), moderate gaming participation can improve academic

performance as opposed to game addiction, which results in subpar academic

performance. (2008), p. 63 (Rivera). If the content being consumed is positive, positive

results can be anticipated. If the content is negative, negative results are to be

anticipated. The study looked into various pieces of research to come to this conclusion.

Research on the social effects of video games is also contradictory (Oliveros, R. P., and

M. T. Sapio. 2007). Some studies claim that video games share characteristics with
addictive behaviors like gambling that have detrimental social repercussions. As a

result, it is essentially up to each researcher or clinician to determine what constitutes a

computer addiction symptom.

The potential of video gaming to influence students’ lives is undisputed. Whether

recreational or educational (Brookmeyer et al, 2009; Chuang & Chen, 2009; Lee &

LaRose, 2007), violent or nonviolent (Ferguson & Kilburn, 2010; Fleming & Rickwood,

2001; Huesmann, 2010), video gaming has become an integral part of North American

children’s lives outside of school. Over 90% of all youth in the United States play video

games (Hagedorn & Young, 2011, “Gaming Addiction,” para. 1). The negative

correlations that have been found between video gaming and overall school

performance are augmented by reports of other school-related skills and behaviors.

Monke (2009) purported that the increased distances of time and space afforded by

worldwide online games would interfere with students’ developing normal perceptions of

time and space. Anand (2007) found that video game addicts tended to fall asleep in

class and fall behind in their assignments. Gentile (2009) reported correlations between

pathological gaming and attention deficits in class. Griffiths (2010a) and Sharif and

Sargent (2006) found that video gaming creates time conflicts that reduce the amount of

time that gamer devote to homework. The 425 (10-19-year-old) boy gamer in

Cummings and Vandewater’s (2007) study spent an average of 30% less time reading

for every hour that they played video games on weekdays, and the 109 girls spent an

average of 34% less time doing homework for every hour that they played video games

on weekdays. Clearly, there is evidence in the literature that video gaming correlates

with diminished school performance.


1.3 CONCEPTUAL FRAMEWORK

INPUT
1. Demographic Profile

A. Age PROCESS
B. Sex
1. Choosing 5 educators OUTPUT
C. Civil Status from the Grade 11
Hybrid Students that are "The Impact of Online
2. Responses from Grade 11 Students
willing to participate and Gaming in the
who are Online Gamers/Players
provide contribution to Academic Performance
A. Time Management of Selected Grade 11 in
this study.
Blended Leaning
B. Impacts on Behaviors and
2. Interview Guide
Students on Makati
Academic Performance
3. Data Evaluation City"
C. Academic Status

D. Hobby or Entertainment

Figure 1. Research Paradigm

This study needs the following inputs. Under the demographic profile are the

respondent's age, sex, and civil status. Secondly, senior high school students Time

Management. Then, If they have impacts on their behavioral issue and to the academic

performance which, can be positive or negative impacts. Also, the Academic Status of
the respondents. Lastly, If the respondents see online gaming as an entertainment or a

hobby. This information will undergo the process by choosing Five educators from

Grade 11 Hybrid Students that are willing to participate and provide a contribution to this

study and by Interview Guide and Data Evaluation for the outcome of this study will get

the answers to the questions of the Impact of Online Gaming in the Academic

Performance of Selected Grade 11 in Hybrid Students on Makati City.

1.5 STATEMENT OF THE PROBLEM

The study primarily aims to find out the impact of Online Gaming on the student’s

Academic Performance. Specifically, it will answer the following sub-problems:

1.) Do you spend more time gaming than studying?

a. How much do you spend your time playing online games in a day?

2.) Do you sleep early?

3.) Do you find games more entertaining than studying?

4.). Do you think that playing online games have an impact on your behavioral issue

and academic performance?

5.) Can you still maintain your grades while playing online games?

6.) Does online gaming conflicts with your time management?


1.6 ASSUMPTION OF THE STUDY

The study primarily aims to find out the impact of Online Gaming on the student’s

Academic Performance. Specifically, it will answer the following sub-problems:

Our assumption is that online gaming has an overall negative impact on

academic performance in selected Grade 11 hybrid students in Makati City. This is due

to the fact that online gaming can lead to distractions, decrease in concentration, and

lack of motivation for academic tasks and also lack of sleep. Additionally, students may

spend too much time playing online games and not enough time on their school work,

leading to poorer academic performance. It is also assumed that the study will examine

the impact of online gaming on the academic performance of selected Grade 11 hybrid

students in Makati city by analyzing the frequency and time spent playing online games,

the types of games played, and the effect of playing online games on the academic

performance of students in terms of grades, test scores, and other indicators. The study

will also consider the potential benefits of online gaming, such as mental stimulation,

problem-solving skills, and social interaction, as well as the potential drawbacks, such

as distraction from school work, addiction, and negative impact on physical and mental

health. Furthermore, the study will explore the role of parents and teachers in helping

students to balance their online gaming activities with their academic responsibilities.

Finally, the study may suggest possible strategies for educators and parents to help

students make the most of online gaming while protecting their academic performance.
1.7 SCOPE AND LIMITATIONS

The study primarily aims to find out the impact of Online Gaming on the student’s

Academic Performance. Specifically, it will answer the following sub-problems:

This study needs the following inputs. Under the demographic profile are the

respondent's age, sex, and civil status. Secondly, senior high school students'

comparison time spent on gaming or in studying and how much time they spend playing

online games. Then, their sleep schedule whether they sleep early or not? Fourthly, if

Grade 11 Students find online gaming more entertaining or not and how it can be

entertaining. Also, if playing online games has an impact on a Grade 11 Hybrid

student's behavior and academic performance which can be a positive/negative impact.

Then, if the Grade 11 Students can maintain one's grades and on how the students will

be able to maintain their grades. We want to explore and solve this topic because we

want to prove that the virtual world and playing video games can affect their academic

performance and not only their academic performance but also their future depends on

it. We want to solve this problem because as students, especially in today's generation,

we want to help our fellow students and also our society in the easiest way that we can

do. Lastly, if online gaming conflicts on a student's time management and how. This

information will undergo the process by choosing Five educators from Grade 11 Hybrid

Students that are willing to participate and provide a contribution to this study and by

Interview Guide and Data Evaluation for the outcome of this study will get the answers
to the questions of the Impact of Online Gaming in the Academic Performance of

Selected Grade 11 Hybrid Students in Makati City.

1.8 SIGNIFICANCE OF THE STUDY

The study primarily aims to find out the impact of Online Gaming on the student’s

Academic Performance. Specifically, it will answer the following sub-problems:

Learners - The findings of this study have the potential to have a big influence

on and enlighten not only the selected 11th grade pupils, but also other readers,

specifically the other related students who are dealing with the same issue. Learners

are the most significant subject since they play a crucial part in this research.

Parents - The first student's family is his or her parents. We can reach out to

every individual's parent about this issue and encourage their children to become more

ethical and practical in many ways without putting them under distress.

Teachers and administrators - this study is important because it can help

teachers to teaches them students about the positive and negative effect of online

games in their study habit. And it also helps to prevent the increasing addictive people

in playing online games. This study will sure that playing games is have a good and bad

effect in students, teachers and their child and also to their relatives.
Future Researchers - This research would be beneficial to the future

researchers because they can get some information that might need their research and

some of their questions may possibly be answered by this research

1.9 DEFINITION OF TERMS

Academic Performance - is measured by taking written and oral tests, performing

presentations, turning in homework and participating in class activities and discussions.

Game Addiction - is an excessive or compulsive use of computer games or video

games, which interferes with a person's everyday life

Online Gaming - is any game that is played online, based online, or has a majority of

its content/gameplay online.

Recreational Hobbies - refers to all the activities that people choose to do in their daily

lives.

Procrastination - is to be slow or late in doing something that needs to be done

GWA - (general weighted average; similar to GPA) is a representation (often numerical)

of the overall scholastic standing of students used for evaluation.

Scholastic Aptitude Test - abbreviation for Scholastic Aptitude Test: a test taken in the

U.S. to measure students' abilities before they go to college.

Hybrid - is a students learn through a combination of in person and online activities.


Hardcore Gamers - those are who spend a considerable portion of their free time

playing online games because of their high lifetime value. This a group member is

highly sought after.


CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

2.1 REVIEW OF RELATED LITERATURE

This section aims to highlight articles, blogs, newspapers clips and excerpts that

are related to the impact of Online Gaming to the Academic Performance of Selected

Grade 11 in Hybrid Students on Makati City. This part of the study shows different

perspectives of the authors, works and studies towards to their specific topic that they

were studying or researching

Foreign

Related newspaper article of Newzoo (2017), mentioned that more than two

billion people spend their leisure-time activity by playing online games. This is because

the players are provided with entertainment and fun, which may lead to addiction. Some

tasks are given to the players to discover and solve. They have to play until they win to

move to the next level, and if they lose, they can make other attempts to win. This

scenario may result in health problems, both physically and mentally. And found that

young people nowadays opt for the virtual world rather than the real world to satisfy

their desire in gaming. Therefore, addiction to Internet gaming is a mental disorder that

has been identified and described in several ways.


Related newspaper article of Griffiths (2005), claimed that bio-psychosocial

mechanisms contribute to addiction. Such addiction may include Internet gaming, which

comprises actions in adjusting the mood through individual behavior, tolerance, the

occurrence of symptoms of withdrawal at the end of the activity, and interpersonal and

intrapersonal issues as a result of the individual’s actions and experience. Griffiths

Indicated that 95% of Internet users are adults with college or graduate degrees.

Meanwhile, on the global platform, online games have become very popular, especially

among the young generation, leading to the proliferation of online game addiction.

Indeed, the most addictive Internet activities nowadays are online gaming.

Related newspaper article of Perlman (2004), claimed that loneliness occurs due

to a lack of social experience. People have very low self-esteem if they feel very lonely,

resulting from the absence of productive and supportive relationships. In this situation,

they tend to use cyberspace and the Internet to play online games rather than

communicating interpersonally through social interaction. They tend to use the Internet

as a defense mechanism and as an alternative to avoid becoming lonely. Indeed, some

previous studies have found an association between online game addiction and

loneliness. Argued that the young generation looks at online gaming as a very popular

trend from an electronic entertainment point of view. In addition, Block (2008) echoed

that since there are no official determinants for identifying an individual as an addict,

several studies in this area look at online game addiction as a continuous concept

where its addiction levels range from low to high.


Local

In relation on newspaper article of Maslog C. of 2011, one social problem that

has been observed is that the Internet café observed is that the Internet café has

become mainly game centers. About one-half to two-thirds of the computer in a typical

internet café, according to one study, are devoted to games (violent and gory games).

The use of the remaining computers was roughly split between browsing, email, online

chat, word processing and research.

In relation on newspaper article of Valaitis (2005), the use of computers and the

Internet can aid communities’ by supporting communication and access to information,

thereby building social capital and community capacity. Using computers can assist

the community planning process, community participation, and information sharing.

Computer-mediated communication can build community awareness, encourage local

decision making and dialogue between groups, and support disadvantaged

communities. Status barriers can be reduced, and online communication with

disenfranchised groups, such as women, people of color, and those with disabilities, can

be promoted.

2.2 REVIEW OF RELATED STUDIES

This section aims to highlight research papers, theses and dissertation that

are related to the impact of Online Gaming to the Academic Performance of Selected

Grade 11 in Hybrid Students on Makati City. This


part of the study shows different perspectives of the authors, works and studies

towards to their specific topic that they were studying or researching.

Foreign

In a related study (Anitha Rajathi & Ravisankar, 2022) Online gaming is simply

the playing of an online video game over the internet, generally with friends. Online

games can be played on any number of implements from dedicated video games

consoles with such as PlayStations, Xboxes, and Nintendo Switches, to PCs, laptops

and mobile phones.

Study discovered that online recreation features a vast impact among them

concerning on their educational performance that led them to poor or low grade and

physical distress also. The majority of study indicates that online gambling had a

negative effect on their study and health. College students spending too much time on

online games every week tend to suffer from worsened learning ability, concentration

problems, poor academic performance, and decreased interactions with other people.at

the end of these studies it was found that playing online games affects the academic

performance of the students.

Also, in a related study (Zirawaga, Olusanya & Maduku 2017) Gaming in education is

also viewed as Associate in Nursing interference to show however its role I education is

to extend students’ motivation and engagement, to boost visual skills, to enhance

students’ interaction and collaboration talents with their peers and to change them to

use gambling values during a real-world scenario. The look of games like word search,
crossword, puzzle, and brain teasers associate in nursing sloppy puzzle victimization an

open supply tool known as Propose is additionally mentioned during this paper.

Local

Based on a related study (Cabrillos et al.) data gathered by the researchers and

as the respondents being assessed, it is clear that the Academic Performance of the

students is affected when they played online gaming. It affects their academic

performance in terms of attendance, oral participation, and performance task. To sum

up, with the result, the respondents’ academic performance in terms of attendance

affects the most with the total grand mean of 2.15 which means "poor" in the verbal

interpretation. On the other hand, the oral participation and performance task of the

respondents got "fair" in the verbal interpretation which is not most likely affected

despite their involvement in playing online games.

Found out that there is an effect on academic performance Among Grade12

Humanities and Social Sciences Students in Sapa Anding National High School -Ramon

Magsaysay Ext. when they are fond of playing online games. We found out that the

students cannot focus on their studies, they cannot do their home works as well as their

projects and that they have low grades. Out of 30 respondents, 26 replied that they are

affected in their academic performance by playing online games. From this, the

researchers conclude that a number of students playing online games could have an

effect in their academic performance. Though the 26 respondents replied that they’re

affected, it does not necessarily mean that they are poorly performing in their studies.
Most of the students play an hour to two of online video games every day since they

find it as a source for recreation.

2.2 OVERALL SYNTHESIS

Literature and certain have supported the researcher's topic and will help to

prove that Online gaming has a huge impact on the selected Grade 11 student's

Academic Performance around the world. The percentage of academic condition are

increasing because the effect of the online gaming to their daily living. Making teachers,

parents, administration and students to be aware of what academic condition can do

and to have sufficient knowledge about the impact problems. Also, to understand the

effects, precautionary measures to apply and how the online gaming rapidly spreads

nationwide.

Giving information to the students on how online gaming affected the Academic

Performance of other students around the world. And also, they will know the current

issues, events and current effect of online gaming in the world. Need them to realize

about the effect of online gaming that is happening around the world to be more

productive every day and strength to facing the struggles that they experiencing right

now. Doing something to be more productive and keep doing what is really important

than online gaming will not worry about what is happening to their Academic

Performance.
Programs that the government assesses to decrease the percentage of student

that were experiencing and facing the Impact of Academic Performance. Avoiding

gadgets such as computers cellphones and having a good sleeping schedule also to

help their mental health and to focus on their schoolwork’s in their homes.
CHAPTER 3

RESEARCH METHODOLOGY

With the goal to provide in depth understanding for the “The Impact of Online

Gaming in the Academic Performance of Selected Grade 11 Hybrid Students on Makati

City”, the study used a qualitative-descriptive method. In enriching the study, the unit of

thematic analysis was permissively from the data gathered from the participants

interview and or sending of interview guide questions, thus this chapter presents the

research design, instrument, sample of the population and the data analysis.

3.1 RESEARCH DESIGN

Qualitative Research - emphasizes objective analysis using a structured

questionnaire thru face-to-face interview that answers the focal objectives and specific

problems of the study.

Descriptive Research - is a study designed to depict the participants in an

accurate way. More simply put, descriptive research is all about describing people who

take part in the study. Thru the following three ways, the proponents can go about doing

a descriptive research project; observation, case study and survey, from which the latter

has been used in this study.


3.2 LOCALE OF THE STUDY

The study acknowledged the possibilities that industry-based experiences are

from the standard protocols and systems that are being used by the participant with

regards to their professional career. As such, the researcher executed the study in

Makati City.

So, this study is limited to the participant/managers/department heads of the

following functional area of the company / brgy of Makati City.

3.2.1 Population and Sampling Procedure

The target population for the researcher defined in Makati City. Purposive

non-probability and quota sampling had been used for this study. At least 5 respondents

are included in answering the interview questions for this study.

3.3 ETHICAL CONSIDERATIONS

Since the participant of the study is/are the “Online Gamer Grade 11 Student”

was included in this research. The researcher, remains and practice the confidentiality

of the participants’ identity within the data gathering process, it includes the exclusivity

of the respondents’ answers towards the given questionnaire. The respondents were

free to withdraw from answering the given questionnaire, if they felt uncomfortable.
The researcher avoided plagiarism in conducting this survey, this is to

maintain the authenticity of the research and provide references with strict citations of

authors from various related literatures and articles for every paragraph that supports

this study. It uses own gathered data, to come up with more valid research. The

researchers, personal arguments were all taken aside to achieve a more accountable

research.

3.4 RESEARCH INSTRUMENT

The researcher uses a structured interview guide questions to be used in the

online face to face interview or sending of google form link to the respondents as the

instrument in gathering data, the article or other studies used as a guide to formulate

the questions is “Impact on the Behavior of Students due to Online technology

Gaming and Its Effect on their Academic Performance”, thus it also includes an

audio recorder for the purpose of recording and transcribed such discussion about the

topic.

After gathering enough data into the participant, the researcher the tediously

transcribed all the data and established the thematic analysis for each question.
3.5 DATA ANALYSIS

The researchers used thematic analysis to determine the recurring patterns or ideas

from the responses of the respondents using assigned repetitive coding and themes by

the researcher.

CHAPTER 4

PRESENTATION AND DATA ANALYSIS

In this chapter, we explore the diverse perspectives and experiences of individuals in


relation to their gaming habits. We conducted a series of interviews and collected data
on various aspects including age, sex, civil status, time spent gaming versus studying,
daily gaming duration, sleep patterns, entertainment preferences, behavioral issues,
academic performance, grade maintenance, and time management. Additionally, we
considered other variables that might influence the respondents' experiences and
perceptions.

Question 1: "Do you spend more time


gaming than studying?" Analysis
The respondent acknowledges
Respondent 1: Yes, I think I spend more spending more time gaming than
time playing games than studying. studying.
The respondent does not spend more
Respondent 2: No time gaming than studying.
The respondent admits to spending
Respondent 3: Yes more time on gaming than studying.
Respondent 4: No, I think studying is still The respondent believes that studying
an important factor to us students. But, is still important but they still spend
during the weekends and no schoolwork, more time gaming during weekends
I do spend hours playing. and when there are no schoolwork’s.
The respondent spends more time
Respondent 5: Yes gaming than studying.
Generalization: In terms of spending more time gaming than studying, three
respondents admitted to prioritizing gaming, while one respondent recognized the
importance of studying but still dedicated significant time to gaming. While the
other one spend more time studying than gaming

Question 2: "How much time do you


spend playing online games per day?" Analysis
The respondent used to spend a
Respondent 1: I used to play for around significant amount of time gaming but
4-6 hours a day, but now I only play for 1 has reduced it to 1 hour or less per
hour and sometimes even less. day.
Respondent 2: I sleep early in order to The respondent does not provide a
have good health and good performance specific duration but seems to do it
when playing. occasionally plays games.
The respondent spends approximately
Respondent 3: 6 hours 6 hours per day playing online games.
The respondent dedicates around 8
hours each day to playing online
Respondent 4: 8 hours games.
Respondent 5: It depends on the day The respondent's gaming time varies
and mood, but it's mostly 3-6 hours. between 3 to 6 hours per day.
Generalization: The time spent playing online games per day varied among the
participants, ranging from 1 hour or less or approximately 6- 8 hours.

Question 3: "Do you sleep early?" Analysis


The respondent does not sleep early,
Respondent 1: No, I sleep around 2-3 typically going to bed around 2-3 am,
am, but I'm trying to sleep early. but is trying to improve.
The respondent does not consistently
Respondent 2: Sometimes sleep early.
Respondent 3: No The respondent does not sleep early.
The respondent occasionally struggles
Respondent 4: Sometimes to sleep early.
Respondent 5: No, I sleep around 12 The respondent typically sleeps
o'clock. around midnight.
Generalization: Sleep patterns varied, with some respondents struggling to sleep
early, while others reported occasional difficulties in maintaining an early sleep
schedule.

Question 4: "Do you find games more


entertaining than studying?" Analysis
The respondent finds games more
Respondent 1: Yes, I enjoy games more entertaining than studying and does
and I don't really like studying. not enjoy studying.
Respondent 2: Yes, because I am more The respondent finds games more
satisfied when I play online games and I satisfying and enjoys the rewards of
enjoy the rewards when I win. winning.
Respondent 3: No, I like studying but
almost every day I find myself playing The respondent prefers studying but
games as a way to procrastinate, I don't often finds themselves playing games
really enjoy it. as a form of procrastination.
Respondent 4: I find it entertaining The respondent finds games
because of the graphics, mechanics of entertaining due to various aspects
the game, and the characters as well as such as graphics, mechanics, and
having superpowers and models. engaging characters.
The respondent believes both games
Respondent 5: It depends on the type of and studying have their own forms of
entertainment, but I find games more entertainment but leans towards
entertaining most of the time. games being more entertaining.
Generalization: While some respondents found games more entertaining than
studying, citing factors like graphics, mechanics, and character enjoyment, others
recognized the importance of studying but sometimes resorted to gaming as a
form of procrastination.

Question 5: "Do you think that playing


online games have an impact on your
behavioral issue and academic
performance?" Analysis
Respondent 1: It sometimes affects my
behavior, like I get angry or frustrated,
but it doesn't affect my academic Behavioral issues, no significant
performance. academic impact
Respondent 2: I don't observe any
behavioral issues, but it does have an No behavioral impact, academic
impact on my academic performance. impact
Respondent 3: Yes, it affects my
behavior and also has an impact on my Behavioral issues and academic
academic performance. impact
Respondent 4: I face some behavioral
issues, but it doesn't have a significant Behavioral issues, no significant
impact on my academic performance. academic impact
Respondent 5: I have some behavioral
issues related to online gaming, but it
has only a minimal impact on my Behavioral issues, minimal academic
academic performance. impact
Generalization: Respondents reported varying impacts of gaming on their
behavioral issues and academic performance, with some experiencing behavioral
issues but minimal academic impact, while others noticed both behavioral issues
and a notable impact on academic performance.

Question 6: "Can you still maintain your


grades while playing online games?" Analysis
The respondent prioritizes schoolwork
Respondent 1: Yes, I prioritize before gaming or completes it after
schoolwork before gaming or complete it gaming, emphasizing the importance
after gaming. I set my priorities straight. of setting priorities.
The respondent maintains grades by
Respondent 2: Yes, I manage my time practicing effective time management
effectively and practice self-control. and exercising self-control.
Respondent 3: Yes, I schedule my The respondent schedules gaming
gaming and study time based on my and study time based on daily
daily feelings. I also use productivity feelings, utilizes productivity apps for
apps and note-taking tools for time management, and note-taking
organization. tools for organization.
Respondent 4: Yes, I ensure that The respondent ensures that
academics take precedence, and I academics take precedence and
manage my time effectively to manages time effectively to
accommodate gaming. accommodate gaming.
Respondent 5: Yes, I've been able to As an honors student, the respondent
maintain my grades while playing online attributes maintaining grades while
games through effective time playing online games to effective time
management. management.
Generalization: The majority of respondents claimed to maintain their grades
while playing online games through effective time management and prioritization.

Question 7: "Does online gaming conflict


with your time management?" Analysis
Respondent 1: Yes, sometimes I have The respondent experiences conflicts
conflicts with time management because with time management due to the urge
I get the urge to continue playing and try to continue playing and recover from
to recover from losses. losses in games.
Respondent 2: Yes, sometimes I fail to The respondent sometimes fails to
realize how much time I spend gaming, realize excessive gaming, which
which can impact my time management. impacts time management.
The respondent manages to control
time and complete tasks despite
occasional conflicts with time
Respondent 3: Sometimes management.
Respondent 4: Yes, gaming consumes a The respondent finds that gaming
significant amount of time, especially consumes a significant amount of
when I'm trying to improve my skills. It time, especially when trying to improve
can conflict with other commitments and skills, potentially conflicting with other
commitments and academic
academic deadlines. deadlines.
The respondent does not perceive
conflicts with time management due to
Respondent 5: No online gaming.
Generalization: Conflicts with time management due to gaming were
acknowledged by some participants, with reasons including the urge to continue
playing after losses and the time-consuming nature of games.

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