Professional Documents
Culture Documents
Thesis Presented
Lingon, Marion M.
Zarsaga, Kenneth D.
2023
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Table of Contents
Abstract …………………………………………………………………………………2
Introduction ……………………………………………………………………………...6
Methodology …………………………………………………………………………….10
Questionnaires. ……………………………………………………….….11
Interviews. ……………………………………………………………….11
Conclusion ………………………………………………………………………...….…20
Recommendations ……………………………………….………………………20
References …………………………………………………………………………….....21
List of Tables/Figures
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
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
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
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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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.
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
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
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
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
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
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.
Research Questions
In this section, students must explicitly state the questions that their research study
tried to answer.
1.1 sex;
2. What are the common perceived effects of video game addiction to students in
terms of:
3. How does video game addiction affect the students in terms of;
4. Based on the findings of the study, what therapeutic intervention programs can be
Assumption
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
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
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
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
This model represents the significant variables that influence video game
addiction among students. In this study, the researchers used an Input - Process - Output
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
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
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
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
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
Future Researchers. This study will be useful reference for the researchers. It may serve
Definition of terms
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