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UNDERSTANDING THE EFFECTS OF VIDEO GAME ADDICTION TO THE

STUDENTS MENTAL AND EMOTIONAL WELL-BEING

Thesis Presented

in the Department of Senior High School

Sacred Heart College of

Lucena City, Inc

As Part of the need for completion

Second Semester in the 11th grade in the strand of

Science, Technology, Engineering and Mathematics

Abisamis, Lianne Kim R.

Calvario, Marcus Joaquin V.

Imperial, Daphn Reynier Justine C.

Lingon, Marion M.

Umali, Rafadea Ysa Andrea P.

Zarsaga, Kenneth D.

2023
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Table of Contents

Abstract …………………………………………………………………………………2

Table of Contents ……………………………………………………………………….3

List of Tables ……………………………………………………………………………5

Introduction ……………………………………………………………………………...6

Statement of the Problem ………………………………………………………..6

Purpose of the Study ……………………………………………………………..6

Research Questions ………………………………………………………………7

Literature Review ………………………………………………………………………..8

Definitions of Key Concepts …………………………………………………….8

Key concept to be defined or examples given. ……………………….…8

Key concept to be defined or examples given. …………………...….…9

Previous Studies in the Literature ……………………………………………….9

Methodology …………………………………………………………………………….10

Type of the Research ……………………………………………………………10

Research Tools …………………………………………………………………..10

Pre-tests or post-tests. …………………………………...………………11

Questionnaires. ……………………………………………………….….11

Interviews. ……………………………………………………………….11

Classroom observation. …………………………………………………12

Participants of the Research ………………………………………………….…12

Data Collection Procedure ………………………………………………………13


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Results and Discussion ……………………...…………………………………………..14

First Data Collection Tool ……………………………………...……………….15

Second Data Collection Tool …………………………………………...…….…16

Third Data Collection Tool ………………………………………………..….…18

Conclusion ………………………………………………………………………...….…20

Recommendations ……………………………………….………………………20

References …………………………………………………………………………….....21

Appendix A - Descriptive title ………………..……………………………………….22

Appendix B - Descriptive title…………………….…………………………….……..23


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List of Tables/Figures

Table 1. The table for scores on the pre-test …………………………………………….15

Table 2. The table for scores on the post-test ………...………………………………..17

Table 3. The table for responses for questionnaire items ………………………...……11


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Introduction

Mobile game addiction has caught the attention of academics as a new sort of

addictive behavior that differs from typical online game addiction on desktop computers

owing to its potentially detrimental impact on mental health concerns. However, due to a

lack of a specific instrument for detecting this new kind of behavioral addiction, only a

small number of research have specifically studied the association between mobile

gaming addiction and mental health consequences. In this study, social anxiety, sadness,

and loneliness among teenagers were evaluated in connection to the use of mobile games.

We discovered that social anxiety, despair, and loneliness were all positively correlated

with mobile gaming addiction.

Some people find that playing online games helps them cope with their emotional

discomfort, but playing them too often or for too long can isolate them from their real-

world connections, which can result in more severe mental health problems like

depression. Therefore, we would anticipate a favorable connection between addiction to

mobile games and depression in this study. Therefore, we would anticipate that this study

will find a link between loneliness and mobile gaming addiction. Given that about one-

third of teenagers satisfy the criteria for an anxiety disorder, research into the possible

links between mobile gaming addiction and adolescent social anxiety is crucial. Online

gaming addiction, smartphone addiction, and Internet addiction seem to all be linked to

social anxiety, according to some studies.

Earlier studies show that gaming can affect a gamer either positively (Granic,

Lobel, et al., 2014) or negatively, especially students (Wang, Zhu, 2011). Some students

fail in their academic performance while some defect their social skills within their
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family and their peers due to gaming addiction.

This study aims to understand the effects of video game addiction on the mental

and emotional well-being of students. This study will be conducted at Sacred Heart

College, one of the most prestigious schools in Lucena City, Quezon Province. The

respondents of the study will be the senior high school students of Sacred Heart College.

According to the Global Games Market Report's quarterly analysis, the

Philippines ranked 29th in the world in terms of gaming revenue in 2017, with 29.9

million users nationwide. 34% of Filipino were video game addicts as reported by World

Health Organization (WHO)

In the same year, the Philippine Consumer GamerInsights conducted a survey that

says, 18% of males and 16% of girls aged 10 to 20 were active mobile gamers. 5 players

of Big Mom's Café, 8 players at 1143 Internet, 7 neighbors, 10 students at Gulang-

Gulang National High School, and 5 students at College of Saint Bernard of Clairvaux

are all video game addicts, making up to 28 people addicts in Lucena City. 28 person out

of 1000 respondents tell that about 2.8% of Lucena where video game addicts that is only

for the Province of Quezon (StudyMoreResearch).

People tend to use their vacant hours on playing online/video games for fun and

entertainment. Others are freeing their time from loads of paper and legworks.

Specifically, those students who are piled with school works and needing a break. They

tend to engage themselves in online/video gaming and this may lead to gaming addiction

The purpose of this study is to ascertain the relationship between video game

addiction and students' emotional and mental wellbeing. To evaluate students'

comprehension of how video game addiction affects their mental and emotional well-
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being. To explain whether students' mental and emotional health has been impacted by

video game addiction. To better understand what is best for students' mental and

emotional health who have addictions to video games. To determine on the intervention

strategy in order to comprehend the negative impacts of video game addiction on

students' mental and emotional well-being.

Video game addiction, also called "internet gaming disorder," is a condition

characterized by severely reduced control over gaming habits, resulting in negative

effects in many aspects of your life. This study is so important because it can help

teachers teach their students about the positive and negative effects of online games on

their study habits. Apart from that, it also helps prevent people from becoming more and

more addicted to playing video games. Too much playing of video games may cause

problems such as depression, aggression, anxiety, and many more. In addition to its

effects on the brain, excessive gaming can lead to a variety of negative outcomes.

Statement of the Problem

This phenomenological study aims to understand the effects of video game

addiction on student’s emotional and mental well-being.

Research Questions

In this section, students must explicitly state the questions that their research study

tried to answer.

1. What are the demographic profile of the participants in terms of:


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1.1 sex;

1.2 preferred video game; and

1.3 number of hours spent?

2. What are the common perceived effects of video game addiction to students in

terms of:

2.1 emotional well-being; and

2.3 mental well-being?

3. How does video game addiction affect the students in terms of;

3.1 emotional well-being; and

3.2 mental well-being?

4. Based on the findings of the study, what therapeutic intervention programs can be

derived to solve the problem?

Assumption

The following assumptions are enumerated by the researchers:

1. There are various effects on students mental and emotional health caused by video

game addiction.

2. The mental and emotional well being of students are affected based on the numbers of

hours spent in video game addiction.

3.
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Theoretical Framework

Melis et al. (2005) claim that video game addiction is similar to dopamine addiction in

that it has an impact on a person's brain as well as their mental and emotional well being. A study

that shows how playing video games affects one's health is also available. The 1954 study

demonstrates how dopamine and video games are comparable to one another because both can be

addicting. Both studies demonstrate the overlap between the two and how it impacts people's

mental and emotional health. WHO states that video game addiction can harm Senior High

School students' mental and emotional well being, as well as their studies and physical well

being. Its impacts include a person's mental and emotional well being. In 2018, WHO also

acknowledged that many Senior High School students’ suffer from video game addiction and

how this has an impact on their mental and emotional health. The statistics also included

information on how many students' mental and emotional well-being is impacted by video game

addiction
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Conceptual Framework

INPUT PROCESS OUTPUT

1.Demographic profile of
the participants in terms of:
1.1 sex;
1.2 preferred video
game; and
1.3 number of hours
spent Analysis of data on

Understanding the Effects


2.Common perceived of Video Game Addiction
effects of video game
addiction to students in to the Student’s Mental and
terms of:
2.1 emotional Emotional Wellbeing
wellbeing; and
through questionnaire
2.2 mental
wellbeing through, questionnaires,

informal interviews,
3.Video game addiction
statistical treatment
affect the students in terms
of:
3.1 emotional wellbeing;
and
3.2 mental wellbeing

Figure 1. Conceptual Paradigm showing Effects of Video Game Addiction to the Mental

and Emotional Wellbeing Among Senior High School Students.


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This model represents the significant variables that influence video game

addiction among students. In this study, the researchers used an Input - Process - Output

to conceptualize the flow of the study.

The first part of the input contains the variables of the study. It includes the

respondents' demographic profile, such as sex, preferred video games, and the number of

hours spent. This part also includes the common perceived effects of video game

addiction on students and how video game addiction affects students.

The second part shows the process, which includes the steps to gather the data on

understanding the effects of video game addiction on the student's mental and emotional

wellbeing. The data will be obtained through a self-made questionnaire that will be

administered either through printed material or through google forms. The researchers

will use qualitative content analysis to determine video game addiction's effect on

students' mental and emotional wellbeing.

In the output part,

This study aims to understand the effects of video game addiction on the mental

and emotional wellbeing of the senior high school students of Sacred Heart College.

According to the study by Laura Stockdale and Sarah Coyne (2018), video game addicts

had poorer mental health and cognitive functioning, including inadequate impulse control

and ADHD symptoms, than controls. Additionally, video game addicts displayed

increased emotional difficulties, including increased depression and anxiety, and felt

more socially isolated.


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Relevant Theory

This study is supported by the theory of The uses and satisfaction hypothesis,

developed by Lazarsfeld and Stanton in 1944, which lends credence to this study. Claims

that individuals utilize media to fulfill particular desires and requirements. Uses and

gratifications regard users as active agents that influence their media use and enjoyment,

in contrast to many media theories that perceive media consumers as passive. The

theory's relevance to our research is that pleasure is a form of hedonic fulfillment since it

is associated with engaging or entertaining activities. Indeed, prior ICT Research has

shown that the primary hedonic motive is enjoyment. Additionally, it demonstrates how

enjoyment predicts continuation intention. According to the logic mentioned above,

pleasure should impact persistence intention.

Scope and Delimitation

Significance of the study

This study aims to benefit the following:

SHC Senior High Students. In this study Senior high students will identify the

importance of understanding video game and its effect on the mental and emotional

health
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Online Gamers. This study will help the online gamers to identify the effect of the

online games to their mental and emotional health. It may help them to lessen the playing

time.

SHC INSTITUTION. This study will help the SHC administration in guiding the

students the proper ways of using video games. They can also use this study to promote

awareness on the effects of online games to the students.

Future Researchers. This study will be useful reference for the researchers. It may serve

as their guidance to gather information

Definition of terms
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