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LIVED EXPERIENCES OF CRIMINOLOGY STUDENT – ONLINE GAMERS:

A PHENOMENOLOGY OF TEMPORAL HAPPINESS AND ENJOYMENT

A Thesis Presented to the Faculty of

College of Criminal Justice Ramon Magsaysay Memorial Colleges,

General Santos City

In Partial Fulfillment of the Requirements in

Criminological Research and Statistics

NARC ANTHONY V. QUIMADO

JOVEN G. TAGOSE

NOVEMBER 2021
i

Ramon Magsaysay Memorial Colleges


COLLEGE OF CRIMINAL JUSTICE
Roxas Avenue, General Santos City

APPROVAL SHEET

This research entitled LIVED EXPERIENCES OF CRIMINOLOGY STUDENT –


ONLINE GAMERS:
A Phenomenology of Temporal Happiness and Enjoyment, prepared and
submitted by TAGOSE, JOVEN G. and QUIMADO, NARC ANTHONY V. in
partial fulfillment of the requirements in Criminological Research and Statistics,
has been examined and recommended for acceptance and approval.

GERALDINE O. NOLASCO, MSCrim


Adviser

PANEL OF EXAMINERS

APPROVED by the Panel of Examiners with a grade of _____________.

MARNIE J. BESAS, PhD.Crim


Chairman
GERALDINE D. RODRIGUEZ Ed.D REV. NOE P. GARCIA, RGC, PhD
Member Member

ACCEPTED and APPROVED in partial fulfillment of the


requirements in Criminological Research and Statistics.

Final Defense: ________


MARNIE J. BESAS, PhD.Crim
Program Director, CCJ Criminology
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Abstract

This study was conducted to determine the lived experiences of criminology

students – online gamers of Ramon Magsaysay Memorial Colleges, General

Santos City. The Descriptive Research design was used where the researcher

manipulates the variable that is the different product formulations and a control

group which is the Lived Experiences of Criminology student –Online gamers of

Ramon Magsaysay Memorial Colleges, General Santos City survey

questionnaire is administered to a selected sample from a specific population.

The survey involved the administration of a Questionnaire that sought to obtain

data from the sensory evaluation gathered by Research Participants. Many

people engage in online gaming as a kind of entertainment. Some people believe

that playing video games serves a variety of purposes, including stress relief,

challenge and competitiveness, relaxation, enjoyment, social contact, and even

mental escape from the actual world. It is advantageous, according to some

studies. It allows players' minds to be more engaged, especially in puzzle-based

games. It also aids the player in making quick judgments in stressful situations,

particularly in adventure games that need players to be aware, active, and

strategic. Finally, when participants were asked how their online gaming

experience affected their academics, their responses tended to be excessively

personal and referred to many implications as the developing topic.

Keyword: live experiences of criminology students’ online gamers


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ACKNOWLEDGMENT

The Researchers would like to express their gratitude to the following

individuals who support, guide, and pursue this study.

First and foremost, to Almighty God, all honors and praises be unto him.

He gave us wisdom, knowledge and granted us countless blessings, and

opportunity to the researchers that have been finally able to accomplish this

study.

To MARNIE J. BESAS, PhD. Crim for having his administrative

assistance during this academic year and completion of this research study;

To Jobelle Lorenzo, MSCJ. And Geraldine O. Nolasco MSCrim, the

researcher’s instructor and adviser for their generously precious time in giving

the opportunity, encouragements, suggestions, and comments for completion of

this study with their meaningful guidance;

To the parents of researchers, who provided unconditionally love and

financial assistance which supported us in all facets of our scholastic endeavors

especially this research study; and

Lastly, to all the personnel of the College of Criminal Justice Education of

Ramon Magsaysay Memorial Colleges for their help and accommodation toward

the completion of this study


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Joven & Narc

TABLE OF CONTENTS

CONTENT PAGES

TITLE PAGE

APPROVAL SHEET i

ABSTRACT ii

ACKNOWLEDGMENT iii

TABLE OF CONTENTS iv

LIST OF APPENDICES vii

LIST OF TABLES viii

DEDICATION ix

I INTRODUCTION 1

Purpose of the Study 2

Research Questions 3

Theoretical Lens 3

Significance of the Study 4

Delimitations and Limitations 5

Definition of Terms 5

Organization of the Study 5

II REVIEW OF RELATED LITERATURE 6

III METHODOLOGY 10
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Research Design 10

Role of the Researcher 10

Research Participants 11

Data Collection 11

Analysis of Data 11

Trustworthiness 12

Ethical Considerations 12

IV RESULTS 14

Participants 14

Categorization of Data 14

Thematic Analysis 15
Table 1 15

Table 2 17

Table 3 19

Chapter Summary 21

V DISCUSSIONS 24

Result 1 24

Result 2 24

Result 3 25

Result 4 25

Result 5 25

Result 6 26

Result 7 26

Result 8 27
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Result 9 27

Result 10 27

Result 11 28

Implication for Practice

28

Implication for Future Research 28

Concluding Remarks 29

REFERENCES 30

APPENDICES

A Sample Informed Consent Form 31

B Interview Guide 33

C Interview Transcription among participants 36

D Request Letter to the Validator 49

E Validation Sheets for Interview Guide 50

F Summary of Validators Ratings on Questionnaire 52

G Letter Asking Permission 53

H Plagiarism Checker Result 54

CURRICULUM VITAE 55
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List of Appendices

Appendix Page

A Sample Informed Consent Form

B Interview Guide

C Interview Transcription among participants

D Request Letter to the Validator

E Validation Sheets for Interview Guide

F Summary of Validators Ratings on Questionnaire

G Letter Asking Permission

H Plagiarism Checker Result


viii

List of Tables

Table Page

1 Experiences in playing online games

2 Experiences in playing online games

3 Experiences in playing online games


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DEDICATION

This study is wholeheartedly dedicated to our Almighty God, for his

guidance, power of mind, and protection and for giving us a healthy life to be able

to carry out this research. All of these, we offer to you.

To our research adviser, Mrs. Geraldine O. Nolasco MSCrim who never

stopped to help us to complete this project and also who always remind us to

make it on time. Her tremendous effort and patience to guide us and helped us to

better understand the key points throughout this research study. Furthermore,

our classmates who shared their words of advice and encouragement which

helped us to motivated to finish this research.

Also, this study is dedicated to our beloved parents who have been our

source of inspiration and strength throughout this research. Their love, and

financial support to us has helped us finish this research.

Lastly, to the researchers, Effort and patience are the keys to completing

this research study by the grace of Almighty God.

JOVEN & NARC


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Chapter I

INTRODUCTION

Purpose of the Study

In this Country, many teenagers are exposed to playing online games for

different reasons why they like it, it could be that they just want to leisure and

sometimes they make this as their hobbies and for the others some of it they play

online games to support their financial needs. People live an informative lifestyle

where they are always updated. Internet became one of the necessities of

human beings in today's society. Internet as a source of information plays an

important role in developing one’s mind and life experiences by creating

productive work in schools, offices, and even at home. Nowadays, this can be a

person’s most efficient strategic tool for enabling himself to take charge and cope

with the fast-growing technology.

Online games are the most popular entertainments in modern societies

and they target a variety of people of different ages. The addiction to the rivalry

and excitement of the games make them the most common recreational

programs for today's teenagers so they do anything to reach a higher level of the

game, they immerse in the game so much that they completely separate from

their surroundings. Challenging the obstacles and reaching a higher level of the

game, make the players excited, and losing the game makes them anxious (Dill,

K. E. 2018).

College students spending too much time in online games every week

tend to suffer from worsened learning ability, concentration problems, poor


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academic performance, and decrease interaction with other people. Students'

learning takes place unexpectedly, but the inappropriate usage is being

distracted in school. Further, it’s where the attention of the child was divided that

even their health and social life were unknowingly affected. Some reason they

take their hobby too far which can lead to the problem of getting lower grades in

academic performance and believed to have effects and contribute to the mental

health and social anxiety that students lack time for more important activities like

studying (Dill, K. E. 2018).

Gaming addiction is not yet classified as a mental health disorder or

addiction like gambling or alcohol addiction. However, some gamers clearly

struggle to keep their playing habits under control, and much more importance on

their gaming accomplishments than their happiness and success in the world

(E.G. Academic achievement, friendship, and career). As a gaming addiction

becomes more of a concern for parents, families, and those in the mental health

community (Davidson, R. J. 2017).

This research study would help that college students/teenagers, especially

Criminology students or some of the people that are exposed to online games

addiction and help the researcher to develop a study about online games. To

make inspired them to become a responsible player of online games, and thus

have a good healthy living.

The study aims to collect, record, and analyze the extent of Lived

Experience of Criminology Students- Online Gamers: A Phenomenology of

Temporal Happiness and Enjoyment with compile the educational implications of


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the recorded data from the responses of the informants in the interview

conducted.

Research Question

This study will determine the Lived Experience of Criminology Students-

Online Gamers: A Phenomenology of Temporal Happiness and Enjoyment.

Specifically, the researcher's statement of the problem sought to answer

the following;

1. How do the participants describe their experience as online gamers?

1.1. How do the participants view themselves as online gamers?

1.2. How do the students feel about their experience in playing

online games?

1.3. How does an online game affect the lives of the participants?

Theoretical Lens

This study relied on the use of the Path-Goal theory of Criminology

Students Online Gamers. This Theory shows the alignment with motivation

expectedly theory and accentuates the gamers affect to achieve goals. These

even expound the need for specify a Gamers style or behavior that best fits to all

criminology students and teenagers.

The Path-Goal theory attempts to inoculate the impacts of gaming in

improving a reaction time, mental flexibility and improved spatial abilities, as well

as reduced stress, increased self-esteem and increased social behavior.

Studies revealed games and simulations shows mixed effects across a

number of sectors such as students` performance, engagement and learning


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motivation. However, as these studies focus only on certain disciplines, there

remains a gap in the literature concerning a clear framework of use across

academic-performance. Several studies have found out that increased time on

the internet can lead to negative impacts on a person ability to communicate

appropriately face-to-face with friends, peer, and family member including

parents Davidson, R. J. (2017).

Through this theory, the research could find out and prove that it needs to

determine the impacts of online games to college’s students, especially

criminology student with their academic performance and their social behavior.

The purpose of the study is to find the implication of online gaming to academic

performance and social behavior of the students.

Significance of the Study

This study was Significant to the following;

First to the College Students, especially criminology students who are

being expose in playing online games. Thus, the result of this study bringing

awareness to help those students have their discipline in lifestyle regardless in

playing the games.

Second to the Researchers, that would help them improve knowledge

and skill in conducting this study to make it successful about Lived Experience of

Criminology Students- Online Gamers: A Phenomenology of Temporal

Happiness and Enjoyment. And will serve as guidelines to make additional

knowledge by the next generation in performing research related in this topic.


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Lastly, to the School and Teachers, that they spread and notice the

students to make them educate their self to regulate playing online games which

can focus on studying goals. Through this research, teacher may also

purposefully discover how online games affect lives of the student. With the

result of this study, it can help to identify what effects will come if studying and

playing online games are simultaneously doing.

Delimitations and Limitation

This study was Entitled Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment. The study

includes the possible impacts of online games to student that associated with

academic performance and reason/factors why they interested in playing it.

Definition of Terms

The following used in the study were defined, theoretically.

Online Games is a game that connected to mobile phones or computer

network. It played over some form of internet network.

Criminology is defined as a branch of science which deals to study of

crime and various agencies of justice as they operate and react to crime,

criminals and victims. Criminology is the body of knowledge regarding crime and

delinquency as social phenomena. It includes within its scope the processes of

making laws, breaking laws and reacting to the breaking laws.

Organization of the Study

The study was conducted at Ramon Magsaysay Memorial Colleges

General Santos City.


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Chapter II

REVIEW OF RELATED LITERATURE

This chapter presents the ideas, finished thesis, generalization,

conclusions and other which are highly relevant to this present study.

As technology progresses and digital networking influences many aspects

of life, the capacity to interact with people digitally has become increasingly

common. People communicate primarily through texting and media platforms,

and yet this level of connectivity spreads to the web. Thanks to enormous

developments in game consoles and personal computers, which have made

interactions efficient and accessible, online matchmaking videogames are more

widespread than ever before. Communication with people from various countries

who speak another language has never been simpler because of social networks

and internet gaming. The demand for English, one of the world's most widely

spoken languages, is higher than ever, but many Puerto Rican schools are

struggling to prepare students for a bilingual or English-speaking environment. A

shortage of resources and restricted class time, as well as the politics of

language usage, have impeded the Puerto Rican Department of Education's

ability to provide continuing and exciting second-language training, particularly in

areas connected to language formation. (Pousada 2013; Schmidt 2014; Carroll

2016.

Educators have considered online games as a viable path for increasing learning

and generating authentic environments for learners for more than a decade.

According to some qualitative researchers, internet gaming can deliver


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immersive experiences that can be linked to real-life circumstances and used to

learn specific topics. As stated, by Ortiz de Gortari and Griffiths (2015) this

process is Games Transfer Phenomena (GTP). GTP arises when video gamers

correlate game features with real-life triggering thoughts, sensations, and

behaviors. The Tetris effect, named after the iconic Russian puzzle game, is

what researchers call this correlation. Individuals grow so engrossed in the

games that their ideas and even dreams are shaped by them (Curtis 2012). GTP

has been studied by researchers from various fields of cognitive science, and it

has been hypothesized that playing games like Tetris could help lessen

symptoms of posttraumatic stress disorder. (Holmes et al. 2009). While this could

be a coping mechanism, the literature strongly demonstrates that there is an

active link between online gaming and real-life experiences. Depression was

found to be a result of all types of gaming and an antecedent for both engaged

and problematic gamers in this study (Krossbakken et al., 2018). This study was

unique because of its approach of gaining insight into the possible differences

between a sample of non-pathological gamers and “problematic” gamers.

Researchers have suggested the link between depression and gaming is

stronger in individuals with addictive habits (Wang et al., 2018; Bonnaire and

Baptista, 2019). Comorbid depression has been identified consistently in groups

of gamers who were considered to have addictive habits towards internet gaming

(Wang et al., 2018; Bonnaire and Baptista, 2019). Additionally, researchers have

suggested a possible dose-response relationship between depressive symptoms

(DS) and gaming time and engagement (Chang and Lin, 2019). The same study
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reported gamers who use online games as an escape coping mechanism may be

at more risk for DS (Chang and Lin, 2019).

Since gaming is a crucial activity in children's off-school practices, and

most interactive games provide learners with communication activities as they

play games, games have frequently been associated with children's leisure

activities in informal situations. As a result, game players will use and learn the

language in order to engage in games. (Sorensen& Meyer 2017)

As a result, game players will use and learn the language in order to

engage in games (Sorensen& Meyer 2016). Communication patterns in dialogue,

consultation, transmission, and registration are examples of interactivity in

gaming. These perceptions are partially compatible with communicative and

socio-cognitive approaches to language and language learning, such as the

prioritizing of negotiating and communicative competence. (Warschauer and

Kern 2016) and (Warschauer and Healey 2016).

Children usually comprehend and use languages as a conversational tool,

obtaining information, and gaming in non-school environments, whereas in

schools, comprehension and use of languages is often understood to be the

objective of accomplishing tasks. (Sorensen & Audon 2018 and Warschauer

2016).

The effects of online contact on confidence, motivation, and competence

were studied, and it was discovered that having fun while learning is vital. This is

also reasonable, because students who seem to be tired or really do not see the

worth in a program are less inclined to use it. Because they increase pleasure,
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Faculty members must incorporate learner-centered active learning strategies

into their class plans. Instructors should make a concerted effort to give

opportunities for their learners to communicate alongside native speakers or

veteran English speakers from various cultures on interesting subjects. Learners'

motivation is boosted as a result of such positive and thus joyful interactions,

resulting in increased ability and confidence. The underlying worth of such a tool

is that it boosts students' passion for participation in such activities while also

increasing their competence in all forms of English interactions and improving

their English abilities. In the long term, any interaction in the target language or

with the target culture will increase learners' confidence, motivation, and ability.

(Wu, Yen, and Marek 2018).


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Chapter III

METHODOLOGY

This chapter presents the research design and the role of the researcher

in general procedures including the data collection, ethical considerations, and

analysis of data in conducting the study.

Research Design

The descriptive research design was used where the researcher

manipulates the variable that is the different product formulations and a control

group which is the Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment. A

survey questionnaire is administered to a selected sample from a specific

population. The survey involved the administration of a Questionnaire which

sought to obtain data the sensory evaluation gathered by Research Participants.

Role of the Researcher

The role of the researchers in this research is to attempt to access the

thoughts and feelings of their research participants. As it involves asking people

to talk about things that may be very personal to them. Sometimes the

experiences being explored are fresh in the participant’s mind, whereas on other

occasions reliving past experiences may be difficult. However, the data are being

collected, a primary responsibility of the researcher is to safeguard participants

and their data. Mechanisms for such safeguarding must be clearly articulated to

participants and must be approved by a relevant research ethics review board


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before the research begins. Researchers and practitioners new to qualitative

research should seek advice from an experienced qualitative researcher before

embarking this project (Adachi & Willoughby 2019).

Research Participants

The participants of the study were some of the students of Ramon

Magsaysay Memorial College, General Santos City. These Respondents are the

students that are gamers in online games and exposed in playing it.

Data Collection

In this research, the approval and permission to conduct the study will be

followed by the researchers for data gathering;

First, the researchers will prepare survey questionnaires that will validated

by the adviser and other professionals. Second, the researcher will provide

picture for documentary during survey interview by the respondents. And lastly,

The Data gathered were collected by the researchers and analyze to determine

the narrative reason of the respondent in a way which can produce accurate

information.

Analysis of Data

In qualitative data analysis, the research in general meaning underlying

the specific statement in order for this study to be reliable identifying significant

patterns which collected and analyze in systematic and finally draw the meaning

from organize data and subsequently building a logical chain of evidence.

Using the data that be gathered from the survey interview, the researchers

make procedural in analysis to the in following ways;


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First, the researchers will identify the criminology student online gamers.

And provide questionnaires to be answered by participants with consent in

conducting this study.

Second, the researchers collect data and classified their different

response regarding from survey questionnaire.

Lastly, the researchers summarize and analyses the answer of

participant’s base on survey questionnaire.

Trustworthiness

The researcher’s trustworthiness in order to gather the following

procedures that will be permitted in the research site and participants prior to

conduct the study.

First, the researchers provide the letter of approval signed by adviser

allowing them to conduct the study. Next, the researchers secure a letter of

approval signed by the Director of Criminology of Ramon Magsaysay Memorial

Colleges, in which allowing them to conduct this study. And finally, the

researchers will provide a consent for the respondent who are the criminology

student online gamers. This would be the basis of credibility of the researchers

confidently use detailed descriptions to show that the research study can be

applicable to other contexts, circumstances, and situations.

Ethical Considerations

The principle of this study is to presents the researcher’s confidentiality

and responsibility to completely participants of different aspects of the research

in online gaming. Participants should always be aware of the information that has
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been obtained and is being recorded, and consent to it. Sometimes this cannot

be achieved easily and conflicts may happen, as in studies of cultural and ethical

characteristics (Anastasia, M & Chaplain, J. 2020). This might require releasing

confidential information. Researcher should do everything to protect study that

this should focus on the risk to benefit to all. Researchers can use triangulation to

show that the research study are credible and how the researchers demonstrates

that the research study findings are applicable to similar situations, and

phenomena. Researchers can use detailed descriptions to show that the

research study can be applicable to other contexts, circumstances, and situations

(Anderson, C. A., & Dill, K. E. 2018).


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Chapter IV

RESULTS

This chapter represents the results of the interview conducted among the

participants, the Categorization of Data, and the Chapter Summary of this Study

Participants

Participants for this study were chosen from among Ramon Magsaysay

Memorial Colleges' criminology students who play online games. The five (5)

participants were individually interviewed using interview techniques, and the

information gained was captured using an audio recorder. The participants'

identities are kept private and anonymous.

Categorization of Data

Based on the results of the interview conducted among the participants’

the table shows the analysis of emerging themes.


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Thematic Analysis Table


Table 1
Main Theme: Experiences in playing online games

Cluster theme Emergent theme

How do the participants


view their experiences
in playing online
games?

1, A waste of time 1.Effects


2. Stress reliever
3. Sleepless
4.It gives entertainment 2.Realization
5. Hindrance to studies
6. It gives tranquillity
7. Affects studies
8. Happy 3.Overwhelming
9. Formed friendship positive results
10. Challenging

When questioned about their experiences with online gaming, the participants

gave a variety of responses, as shown in the table. Their replies were divided

into two categories: Effects and realization. It emerges that some of the

participants. When asked their point of view in playing online games, the

participants give a variety of replies. First, a waste of time and additional

workloads. Second, stress reliever. Lastly, it gives enjoyment. The data

demonstrate that different cluster themes emerged from effects and were

patterned to an overwhelming positive result as the emerging theme.


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“… For me as a student, isa siya na makahatag ug sayang sa oras ug
dugang kakapoy, lalo na;t daghan kag himoon…
“… okay lang kay player man sad ko, pampawala ug stress lang lang
nako pero dapat may time management lang jud kay student man“…
...kuan, maka hatag ug kalingaw…” ( L1,L2, L3).

“… para sakoa, pampawala syag kalaay stress reliever sya…”


“… game na maka pa stress reliever. Pang mind concentration sa
tao…”
“… For me as a student, isa siya na makahatag ug sayang sa oras ug
dugang kakapoy, lalo na;t daghan kag himoon…”
“… okay lang kay player man sad ko, pampawala ug stress lang lang
nako pero dapat may time management lang jud kay student man…”
“… kuan, maka hatag ug kalingaw…”
“… para sakoa, pampawala syag kalaay stress reliever sya…”
“… game na maka pa stress reliever. Pang mind concentration sa
tao…” (L4, L5, L6, L7)

, “… usahay bilar ug mao ng rason ngano di na maka online class…”


( L11)
“… makalingaw tapos maka apil kay mga tournament kauban ang mga
uban players…” (L12-13)
“…makalingaw pero usahay ma badtrip sad ka kay kalas kaau’g load
ug lalo na’t wala kaau signal…” ( L15-16)
“… para sa akoa as student, pag too much experience na maka guba
syag studies kay dira na nimo mahatag imong oras tanan…” (L13-14)
“…makalipay pero usahay maglagut sad ka…” (, L16)
“… sometimes maka stress lalo na’t mapilde. Pero enjoy man sad pag
madaug…” (L14-15)

“…pampawala sa kalaay, pamparelaxation. tungod sa online games, di


na kaau ko ga laag bisag asa, ug tungod sa online games ma
challenge lang ko kay tungod nay mga rank up o game level.…” (L15-
17)
“… ang Online games kay isa sa maka affect sa imong studies if kini
sya kay imong e abuse ang pagdula…” (L15-16)
“… happy, and enjoyment…” (L19)
“… pampawala ug stress…” (L19)
“… makahatag syag daghan friends maong malingaw ko tungod
dagahn kog ma meet ug makilala…” (L21-22)
challenging, pero pa minsan mag lagut ka kay hina ang connection…”
(L21-22)
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Table 2

Main Theme: Experiences in playing online games

Cluster Theme Emergent Theme

How do the students feel


about their experience in
playing online games?
1. It affects studies 1. Multiple Effects
2. It gives stress
3. It gives relaxation
4. It is fun
5. It offers socialization 2.Validation
6. It develops skills/strategies
7. Bad words 4.Multiple Responses
8. Poor internet connection
9. Bullying 5.Derogatory remark
10. Pressured

When the question experiences the participants often feel about playing

online. The participants give a variety of responses, such as it resulted to fatigue

but it becomes their stress reliever. For others, it affects their classes but it also

gives happiness and generates friends. The thread in their responses was based

on the generated emergent theme which is multiple effects. Furthermore, varied

answers were given by the participants regarding this question like trash talks,

bad words, no signal, slow internet connection, bullying and pressured. The

findings showed that the cluster themes originated with from multiple responses

and derogatory remarks as the emergent them.


“… maka ingun ko ana kay even do di kaau ko player sa online but as I
observed daghan ang students na affectuhan jud ilang pag skwela like 19
late naka maka submit ug mga activities ug di naka makahimo ug
assignment tungod kay after sa dula ug online games stress na sila…”
( L19-22)
“… after school maka pa relaxation sya. malingaw ko mag dula lalo na’t
sabay nako mga friends nako ug isa sad sya sa rason maka social
interact ko sa iban tao…”
“… usahay maka wala ug focus sap ag skwela. Usahay makalipay sad
kay pampawala man syag stress…”, (L21-22)
He added, “…syempre kanang kaau ka gikan school work unya single
pajud walay uyab, walay mo comfort so. sa online games nalang ta
malipay…” (L24-25) Participant 4 also considers it as a stress reliever.
“… enjoy pampastress reliever sya lalo na’t dahan buhatunon sa
school…” (L20-21)
“… di lang sya pampawala ug stress kay kung maau ka mag dula pwede
ka ma kitaan ug skills ug ability sa inyu school ug pwede ka nila e
pambatu like sa mga school levels…” (L25-27)
“… actually, kapoy sya pag dili moderately imong pag dula, lalo na’t hati
imong oras sa studies. Ok raman sya kay pang stress reliever man ang
online games pero pag mas e focus nimo sya ma affected jud imo pag
skwela…” (L25-27)
“… happy, and enjoyment…” (L24)
“… pampawala ug stress…” (L19)
“… makahatag syag daghan friends maong malingaw ko tungod dagahn
kog ma meet ug makilala…” (L24-25)
“… kung ma subraan sa dula ug kana ma expose kag taman sa sisgeg
dula, di naka maka hunahunag kaon ug tulog ug maka sakit ug mata, ug
ulo…” (L28-30)
“… sa pag dula ug online games ang pinaka dili nako gusto ma
encounter kay ang pag trashtalk, pag isturya ug dili maau sa imong
opponent…” (L33-34)
“… trashtalking, imbis naa nakay diploma ingnan pakag bobo. Mga
badwords ug mga di maa una panulti sa opponent…” (L27-28)
“… kanang walay signal, kanang di sad nako ma control sarili nako sa
mga opponent nako na grabe mang trashtalk ug mag sulti ug di mayo…
(L28-29)
“… hinay ang connection o signal sap ag dula, trashtalking, ug
bullying…” (L28-29)
“: pressure ug intense tungod sa mga trashtalking ug mga pag isturya na
dili maau…” (L33-34)
“… Sa pag dulag online games, makahatag nag stress reliever atua as
student lalo na’t daghan tag gina asikaso sa school…” (L37-38)
“… maka social interact ko sa iban tao, ug maka daghan ug friends. naka
dugang ug skills as player ug sa mind natu na ma refresh jud sya…” (L31-
32)
“… maka dagdag ug mga friends. Maka hatag ug social interaction
among others…” (L32-33)
“… syempre as student, maka lingaw sya pag free time mag dula if walay
himoon na schoolwork. Daghan kog ma meet na friends sa iban na lugar
tungod sa online games...” (L32-34)
“… kanang ma mission accomplished ka ma rank up or ma level up…”
(L37)
20

Table 3

Main Theme: Experiences in playing online games

Cluster Theme Emergent Theme

How does an online game


affect the lives of the
participants?

1. Unable to submit school


1.Multiple consequences
requirements
2. Slow internet connection
3. Too costly or expensive
4. Too slow
5. Failure grades
6. Miss projects
7. Missed school works
8. Unable to concentrate

9. To play moderately
2.Challenges
10. Self-control
11. To manage time (2)
12. To focus on studies 3.Awareness
13. To find stable connection
14. To manage time

When participants asked how they deal with those difficulties, the

participants' responses varied, but all led to the awareness that the emergent

theme generates. When participants asked if these internet games had an impact

on their families, all of the participants said "Yes," although their answers varied.

Their responses were patterned after the facts, with challenges as the emerging

theme.
21

Based on the participants, when asked about the things they like during

playing online games, participants gave different responses that games are

played in moderation and with mindfulness, they are a viable source of stress

relief as well as a catalyst for mental health improvement and development of

social skills but patterned to positive outcomes as the generated emergent

theme. Finally, when participants asked about their experience in online playing

affect their studies, the participants' responses pointed too personal answers and

referred to as multiple consequences as the emerging topic.

“… dili na maka pasag mga requirements kay tungod rush


hour na dahilan sa sigeg dulag online games…” (L41-42)
“… hinay internet, kalas ug load, kalas ug kwarta, ug
daghan ko ma delays ug ma missed na mga activities ug
mga assignment sa shool...” (L34-35) “… ma bagsak sa
school tungod sa online tungod daghan kag ma missed na
projects. tungod mag salig naman ka s exceptions ug
consideration sa instructor lalo nat taas mag hatag ug
deadline pero tungod sa online games maka limot ka may
ipasa diay ka...” (L36-39)
“… daghan kog ma missed na schoolwork. While ga dulag
online games, ginasugo. halos di na maka focus sa studies.
Ug di na masugo…” (L37-38)
“… Hinay internet ug lag kaau tapos sugoon while ga dula.
Tas daghan ko ma missed na schoolwork, activities ug
assignments…” ( L40-41)
“… play moderately lang para di sya maka hatag ug bad
effect satua as students…” (L44-45)
“… hmm. Kuan, self-control lang as player, ug time
manage lang jud as student kay para walay ma missed na
activity ug assignments. (L37-38)
“… mag focus sa studies ug mag set ug time
management…” ,(L41)
“… dapat nay time manage sa sarili, sa studies, ug dapat
unahon jud ang buhatunon sa balai bag o mag dula. (L40-
41)
“… mangitag stable na connection then himoon sa tanan
schoolwork ug trabaho a balai then after ana saka na mu
dulag online games (L43-44)
“… oo, kay dili na masugo ug di na makatabang sa
buhatunon sa balay…” (L48-49)
“… yes, kay dili na masugo sa balay…” (L41)
“… yes, kay di na maka tabang sa buhatunon sa balai…” 22
(L44)
“… yes, kay wala nakoy time makig bonding sa ilaha. Naa rako
sa kwarto nako permi naga dula ug wala nako ga paminaw sa
ilaha…” (L44-45)
“… yes, kay wala nakoy time sa ilaha. Unahon pang dula kesa
sa sugo nila. Tas suko na sila sakoa kay sila pay ga hatag ug
pangload para mag dula ko online games…”: (L47-49)
“… as a student and a gamer, online games is makatabang
satua as stress reliever after being exhaust in school wok. But
kung mag dula na halos wala kay time manage, that time na
maka apekto jud ang online games sa imong studies…” (L52-
55).
“… yes. Kay naka experience ko na hapit ma bagsak tungod
aning online games. Maka hatag syag stress reliever as
student after playing pero dapa naa jud kay time manage”
(L44-46)
“… yes. Even do ang online platform na maka hatag ug
advantage sa atua as student na ma relax ta after being
exhaust sa schoolwork. But e isipon sad natu na too much
playing is makadaot sad tungod mas mahatagan pag time ang
online games kesa sa pag skwela…” (L47-50)
“… yes. Kay tungod aning online games daghan kog ma
missed na schoolworks ug di nako maka focus sa pag
skwela…” (L48-49)
“… oo kay ma bagsak ko tungod aning online games. daghan

na missed sa schoolwork tungod bilar ug kapoy kay whole

night nag babad ug dula ug online games…” (L52-54)

Chapter Summary

Based on the result of the study wherein shown in the table above reflects

the lived experiences of all participants who were exposed to playing online

games.

When questioned about their experiences with online gaming, the

participants gave a variety of responses, as shown in the table. Their replies

were divided into two categories: Effects and realization. it emerges that some

of the participants. When asked their point of view in playing online games, the

participants give a variety of replies. First, a waste of time and additional

workloads. Second, stress reliever. Lastly, it gives enjoyment. The data


23

demonstrate that different cluster themes emerged from effects and were

patterned to an overwhelming positive result as the emerging theme.

When the question experiences the participants often feel about playing

online. The participants give a variety of responses, such as it resulted to fatigue

but it becomes their stress reliever. For others, it affects their classes but it also

gives happiness and generates friends. The thread in their responses was based

on the generated emergent theme which is multiple effects. Furthermore,

Varied answers were given by the participants regarding this question like trash

talks, bad words, no signal, slow internet connection, bullying and pressured. The

findings showed that the cluster themes originated with from multiple responses

and derogatory remarks as the emergent them

When participants asked how they deal with those difficulties, the

participants' responses varied, but all led to the awareness that the emergent

theme generates. When participants asked if these internet games had an impact

on their families, all of the participants said "Yes," although their answers varied.

Their responses were patterned after the facts, with challenges as the emerging

theme.

Based on the participants, When asked about the things they like during

playing online games, participants gave different responses that games are

played in moderation and with mindfulness, they are a viable source of stress

relief as well as a catalyst for mental health improvement and development of

social skills but patterned to positive outcomes as the generated emergent

theme. Finally, when participants asked about their experience in online playing
24

affect their studies, the participants' responses pointed too personal answers and

referred to as multiple consequences as the emerging topic.


25

Chapter V

DISCUSSIONS

The implications of the findings for practice and future study, as well as

concluding remarks, are included in this chapter. The explanation of study

findings is explained below to answer the following research questions.

Result 1

For research question number 1, When asked their point of view on

playing online games, Participant 1 views online games as a waste of time and

additional workload. For participant 2 said, online game is a stress reliever.

Meanwhile, participant 3 stated that playing online games is enjoyable. The final

participant agrees with participant 4 that playing an online game is a stress

reliever. The data demonstrate that different cluster themes emerged from the

effects.

Result 2

When questioned about their experiences with online gaming, the

participants gave a variety of responses. Participant 1 admitted to having a

restless night and sleeping late. Participant 2 stated that it provides

entertainment but is costly in terms of cellphone data usage. Participant 3's

experiences with online gaming were both a hindrance to studies and a source of

fun. In the meantime, participant 4 stated that it was stressful but enjoyable at the

same time. For the last participant, it gives tranquility and took away boredom.
26

Finally, It emerge that their replies were divided into two categories: effects and

realization.

Result 3

When asked about how was their experience in playing online games,

cluster responses varied as revealed in the table, as for participant 1, it affects

his studies. Participant 2 said it gives happiness and enjoyment. Participant 3

considers it a stress reliever. Meanwhile, participant 4 formed friendships with

other people as a result of playing online games. Participant 5 admitted that it

was a challenging experience. Finally, were patterned to an overwhelming

positive result as the emerging theme.

Result 4

Their feelings as a student while playing online games also varied as

shown in the cluster table. According to participant 1 it has an impact on his

schoolwork and causes stress and according to participant 2 it provides

relaxation, fun, and socialization. Meanwhile, it causes participant 3 to lose

concentration/focus, but it also serves as a stress reliever because it makes him

happy. Participant 4 also considers it as a stress reliever. While the last

participant, it helped him develop his skills and strategies. So that, the prevailing

emergent themes were based on multiple effects, validation and acceptance of

their own responses, as indicated in the emergent table.


27

Result 5

The participants give a variety of responses. Participant 1 told us that it

resulted to fatigue if not playing in moderation. Participant 2 had feelings of

happiness and pleasure. For participant 3 stated it was the stress reliever.

Meanwhile participant 4 it creates friendships and provides entertainment. Same

as participant 1 also participant 5 feel the same way they got fatigue. Finally, the

thread in their responses was based on the generated emergent theme which is

multiple effects.

Result 6

Varied answers were given by the participants regarding this question like

trash talks, bad words, no signal, slow internet connection, bullying and

pressured. The findings showed participant 1 admitted that while playing, he

dislikes hearing trash talk. Participant 2 dislikes the same concept while playing

online games. These are trash talks and insults. Apart from trash talking,

participant 3 dislikes the lack of signal and the poor internet connections. Poor

internet connection and trash talk are two other issues that the next participant

dislikes. While being pressured aside from trash talking are the issues participant

5 dislikes. Finally, the cluster themes originated with from multiple responses and

derogatory remarks as the emergent them.

Result 7

When asked about the things they like about playing online games,

participants gave different responses. The only thing participant 1 wants when
28

playing an online game is the relief it provides. Participant 2 desires engagement

and the ability to add friends. The next individual, like participant 2, wants to

communicate with others and make friends. Meanwhile, participant 4 desires the

amusement it provides. While the last participant wants the power it gives.

Finally, Patterned to positive outcomes as the generated emergent theme.

Result 8

When questioned about the problems they had encountered when playing

online games, the participants all gave various answers. Participant 1 unable to

submit school requirement on time. Participant 2 had issues with his internet

connection and extremely pricey mobile charges. Participant 3 is almost failing

his grades because of missed projects. Meanwhile, participant 4 is unable to

concentrate aside from misses’ school works. Lastly, participant 5 is also

experiencing slow internet connection aside from missing school projects. The

created emerging themes that battled those cluster answers were grouped.

Result 9

When asked how they deal with those difficulties, the participants'

responses varied. Participant 1 admitted to only playing in moderation. Try to

manage your time and maintain self-control for participant 2. Meanwhile,

participant 3 wanted to focus on his studies. For participant 4, he wants to find a

stable connection. Participant 5 will deal with his problem through time

management. but all led to the awareness that the emergent theme generates.

Result 10
29

When asked if these internet games had an impact on their families, all of

the participants said "Yes," although their answers varied. Participant 1 admitted

to being unable to assist his family. Participant 2 is unable to aid his family for the

same reason as participant 1. Participant 3 also has the same reason. In the

meantime, participant 4 has little time for family bonding and has abandoned his

parents. While the last participant also has no time for family bonding. Their

responses were patterned after the facts, with challenges as the emerging

theme.

Result 11

Finally, when asked about their experience in online playing affecting their

studies, the participants' responses pointed to personal answers. Participant 1

said it affects his studies for it gives him relief. Sometimes he doesn’t have time

for studies. Participant 2 almost failed in his class. For participant 3, it gives him

realization. For participant 4, he misses school requirements and has a failing

grade. While participant 5, he also misses his school requirements and these all

referred to as multiple consequences as the emerging topic.

Implication of Practice

The findings of this study could provide information to the criminology

community, particularly parents and administrators, about criminology students

who are playing online games, allowing them to monitor their students and

provide an aid to help them focus on their studies without becoming distracted.

This research will also assist teachers and facilitators in guiding students and

ensuring that they comprehend their involvement in online games.


30

Implication for Future Research

This research serves as a good example and resources for future RMMC

researchers. The findings of this study are frequently used as a springboard for

further research into students’ online gaming engagement. There is a need for a

larger and more comprehensive study on the necessity of describing and

analyzing the motivations for students’ participation in online games, as

demonstrated by this study.

Concluding Remarks

Participants would benefit much from this research in terms of

comprehending their experiences. The findings of this study can be used by

school administrators to better understand why students play online games and

what the educational ramifications are. Because, according to the findings of this

study, all of the participants were influenced by their peers, and the majority of

them play online games to relieve stress, to feel at ease, and the majority of them

claim that playing online games has an impact on their studies, such as missing

class and being distracted, time management is essential. Other academics may

gain useful insights into the student's engagement with online games, allowing

them to fill in further holes in their expertise.


31

References

Adachi, P. J., & Willoughby, T. (2019). More than just fun and games: The
longitudinal relationships between strategic video games, self-reported
problem solving skills, and academic grades. Journal of Youth and
Adolescence, 42, 1041– 1052. doi:10.1007/s10964-013-9913-9

Anastasia, M & Chaplain, J. (2020). The effect of playing online games on


productivity level.

Anderson, C. A., & Dill, K. E. (2018). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life. Journal of Personality
and Social Psychology, 78, 772- 790 .

Anderson, C. A., Gentile, D. A., & Dill, K. E. (2018). Prosocial, antisocial, and
other effects of recreational video games. In D. G. Singer & J. L. Singer
(Eds.), Handbook of children and the media (2nd ed.) (pp. 249-272).
Thousand Oaks, CA: Sage.

Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2016). Neural bases of
selective attention in action video game players. Vision Research,
61, 132– 143. doi:10.1016/j.visres.2011.08.007

Bavelier, D., & Davidson, R. J. (2017). Brain training: Games to do you good.
Nature, 494, 425– 426. doi:10.1038/494425a Chan, P. A., 8c
Rabinowitz,

T. (2006). A crosssectional analysis of video games and attention deficit


hyperactivity disorder symptoms in adolescents. Annals of General
Psychiatry, 5(16). doi:10.1186/1744-859X-5-16

Cordes, C., & Miller, E. (2018). Fool's gold: A critical look at computers in
childhood. College Park, MD: Alliance for Childhood.

Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., &
DeCoster, J. (2019). Effect of playing violent video games
cooperatively or competitively on subsequent cooperative.
32

Appendix A

LETTER OF CONSENT

Title: Lived Experience of Criminology Students- Online Gamers: A

Phenomenology of Temporal Happiness and Enjoyment

We, Joven G. Tagose/Narc Anthony V. Quimado, a student of Ramon

Magsaysay Memorial Colleges, General Santos City. I intended to have research

on “Lived Experience of Criminology Students- Online Gamers: A

Phenomenology of Temporal Happiness and Enjoyment”. We will share

information with you and invite you to be part of this research. Before you decide,

you may talk to anyone you feel comfortable with about the study.

This consent form may contain words that are not so clear to you, please

feel free to ask questions. We desire to dig deeper to understand more about the

“Lived Experience of Criminology Students- Online Gamers: A

Phenomenology of Temporal Happiness and Enjoyment”. I hope that your

experiences of being a survivor would somehow encourage and inspire others.

This research will involve your participation in an in-depth interview that

will take about thirty minutes. We invite you to take part in this research because

I feel that your experiences would contribute much to “Lived Experience of

Criminology Students- Online Gamers: A Phenomenology of Temporal

Happiness and Enjoyment”. Your participation in this study is voluntary.

You may change your mind later and stop participating even if you agreed

earlier. You will be given an opportunity at the end of the interview to review your
33

response, and you may also ask to modify or removed portions of those in case

you do not agree with my notes.

The in-depth interview will take place in/at

________________on______________, 2022 and no one else but you and the

researcher will be present during the interview. There is a risk with the idea that

you may share some personal or confidential information by change, or that you

may feel uneasy talking about some of the tropics. You do not have to answer

any questions or take part in the discussion/interview if you sense the

questions/s is/are too personal or if talking about them makes you feel

uncomfortable.

Your participation is likely to help find out more about the “Lived

Experience of Criminology Students- Online Gamers: A Phenomenology of

Temporal Happiness and Enjoyment”. The research to be done may

draw attention, and if you participate, you may be asked by the other people. We

will not be sharing information about you with anyone outside this research work.

Any information about you will have a number assigned instead of your name.

Solely, the researcher will know that your number is and will lock that information

up. We will ask you not to talk other people about what was said or shared. We

will, in other words, request you to keep what will be discussed confidentially.

You should know however, that I cannot stop or prevent participants who will be

part of the group from sharing things that should be confidential.

JOVEN G. TAGOSE & NARC ANTHONY V. QUIMADO


34

Researchers

Appendix B

INTERVIEW GUIDE QUESTIONS

LIVED EXPERIENCES OF CRIMINOLOGY STUDENT – ONLINE GAMERS:

A Phenomenology of Temporal Happiness and Enjoyment

Joven G. Tagose & Narc Anthony V. Quimado

GRAND TOUR QUESTION STAND-IN QUESTION ELUCIDATING QUESTION

1. How do the 1.1 How do the 1.1.1 What is your view

participants participants view point about online

describe their themselves as online games?

experience as gamers? 1.1.2. When do you

online gamers? usually play?

1.1.3. who motivated

you to indulge in playing

online games?

1.1.4. What benefit you

can get in playing online

games ? tell me about

it?

1.2 How do the students 1.2.1 What does it feel

feel about their to be playing online

experience in playing games? Why do you

online games? say so ?

1.2.2 What are the


35

experience your often

feel about playing online

games? Why you say

so?

1.2.3 What are the

things you don`t like to

encounter during

playing online games?

1.2.4 What are the

things you like during

playing online games?

Why?

1.3 How does an online 1.3.1 What are the

game affect the lives of difficulties that you have

the participants? encountered during

playing online games?

Why do you say so?

1.3.2 How do you cope

with those difficulties?

1.3.3 Was your family

affected with these

online games that you

play? Tell us more


36

1.3.4 Was your

experience affecting

your study? Can you

give us more details?


37

Appendix C

INTERVIEW TRANSCRIPTON AMONG PARTICIPANT

Participant no.1 Interview Transcription

1. Researcher’s: Good afternoon, sir, were conducting an interview base in

our Qualitative Research study entitled ‘’Lived Experience of Criminology

Students- Online Gamers: A Phenomenology of Temporal Happiness and

Enjoyment ‘’

2. Participant no.1: Good Morning,

3. Researcher’s: Shall we start the interview sir?

4. Participant no.1: Yes!

5. Researcher’s: What is your point of view on playing online games?

6. Participant no.1: For me as a student, isa siya na makahatag ug sayang

sa oras ug dugang kakapoy, lalo na;t daghan kag himoon.

7. Researcher’s: how was your experience with playing online games?

8. Participant no.1: usahay bilar ug mao ng rason ngano di na maka online

class.

9. Researcher’s: Can you tell us further?

10. Participant no.1: Late na matulog tungod sa online games.

11. Researcher’s: What does it feel as a student playing online games?

12. Participant no.1: ang Online games kay isa sa maka affect sa imong

studies if kini sya kay imong e abuse ang pagdula.

13. Researcher’s: Why you say so?


38

14. Participant no.1: maka ingun ko ana kay even do di kaau ko player sa

online but as I observed daghan ang students na affectuhan jud ilang pag

skwela like late naka maka submit ug mga activities ug di naka makahimo

ug assignment tungod kay after sa dula ug online games stress na sila.

15. Researcher’s: What is the experience your often feel about playing online

games?

16. Participant no.1: actually, kapoy sya pag dili moderately imong pag dula,

lalo na’t hati imong oras sa studies. Ok raman sya kay pang stress reliever

man ang online games pero pag mas e focus nimo sya ma affected jud

imo pag skwela.

17. Researcher’s: why you say so?

18. Participant no.1 : syempre kay student gud ko ug ma observed nako na sa

iban na students.

19. Researcher’s: What are the things you don`t like to encounter during

playing online games?

20. Participant no.1: sa pag dula ug online games ang pinaka dili nako gusto

ma encounter kay ang pag trashtalk, pag isturya ug dili maau sa imong

opponent.

21. Researcher’s: What are the things you like during playing online games?

Why?

22. Participant no.1: Sa pag dulag online games, makahatag nag stress

reliever atua as student lalo na’t daghan tag gina asikaso sa school.
39

23. Researcher’s: What are the difficulties that you have encountered during

playing online games?

24. Participant no.1: dili na maka pasag mga requirements kay tungod rush

hour na dahilan sa sigeg dulag online games.

25. Researcher’s: How do you cope with those difficulties?

26. Participant no.1: play moderately lang para di sya maka hatag ug bad

effect satua as students.

27. Researchers: Was your family affected with these online games that you

play? Tell us more?

28. Participants no.1: oo, kay dili na masugo ug di na makatabang sa

buhatunon sa balay.

29. Researchers: Was your experience affecting your study? Can you give us

more details?

30. Participant no.1: as a student and a gamers, online games is makatabang

satua as stress reliever after being exhaust in school wok. But kung mag

dula na halos wala kay time manage, that time na maka apekto jud ang

online games sa imong studies.

Participant no. 2 Interview Transcription

31. Researcher’s: Good morning, sir,

32. Participant no.2: Good morning!

33. Researcher’s: were conducting an interview base in our Qualitative

Research study entitled Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment


40

34. Participant no.2: okay!

35. Researcher’s: What is your point of view on playing online games?

36. Participant no.2: okay lang kay player man sad ko, pampawala ug stress

lang lang nako pero dapat may time management lang jud kay student

man.

37. Researcher’s: How was your experience with playing online games?

38. Participant no.2: makalingaw tapos maka apil kay mga tournament

kauban ang mga uban players.

39. Researcher’s: What was your experience in playing online games?

40. Participant no.2: makalingaw pero usahay ma badtrip sad ka kay kalas

kaau’g load ug lalo na’t wala kaau signal.

41. Researcher’s: What does it feel as a student playing online games?

42. Participant no.2: after school maka pa relaxation sya.

43. Researcher’s: What is the experience your often feel about playing online

games?

44. Participant no.2: happy, and enjoyment

45. Researcher’s: why you say so?

46. Participant no.2: malingaw ko mag dula lalo na’t sabay nako mga friends

nako ug isa sad sya sa rason maka social interact ko sa iban tao.

47. Researcher’s: What are the things you don`t like to encounter during

playing online games?

48. Participant no.2: trashtalking, imbis naa nakay diploma ingnan pakag

bobo. Mga badwords ug mga di maa una panulti sa opponent


41

49. Researcher’s: What are the things you like during playing online games?

Why?

50. Participant no.2: maka social interact ko sa iban tao, ug maka daghan ug

friends.

51. Researcher’s: Why?

52. Participant no.2: naka dugang ug skills as player ug sa mind natu na ma

refresh jud sya.

53. Researcher’s: What are the difficulties that you have encountered during

playing online games?

54. Participant no.2: hinay internet, kalas ug load, kalas ug kwarta, ug daghan

ko ma delays ug ma missed na mga activities ug mga assignment sa

shool.

55. Researcher’s: How do you cope with those difficulties?

56. Participants no.2: hmm. Kuan, self-control lang as player, ug time manage

lang jud as student kay para walay ma missed na activity ug assignments.

57. Researcher’s: Was your family affected with these online games that you

play?

58. Participants no.2: yes, kay dili na masugo sa balay.

59. Researcher’s: Was your experience affecting your study? Can you give us

more details?

60. Participant no.2: yes. Kay naka experience ko na hapit ma bagsak tungod

aning online games. Maka hatag syag stress reliever as student after

playing pero dapa naa jud kay time manage.


42

Participant no.3 Interview Transcription

61. Researcher’s: Good afternoon sir.

62. Participant no.3: Good afternoon!

63. Researcher’s: Were conducting an interview base in our Qualitative

Research study entitled Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment

64. Participant no.3: okay sir!

65. Researcher’s: shall we start the interview sir?

66. Participant no.3: sige..

67. Researcher’s: What is your point of view on playing online games?

68. Participant no.3: kuan, maka hatag ug kalingaw.

69. Researcher: How was your experience with playing online games?

70. Participant no.3: para sa akoa as student, pag too much experience na

maka guba syag studies kay dira na nimo mahatag imong oras tanan.

71. Researcher’s: What was your experience in playing online games?

72. Participant no.3: makalipay pero usahay maglagut sad ka

73. Researcher’s: What does it feel as a student playing online games?

74. Participant no.3: usahay maka wala ug focus sap ag skwela. Usahay

makalipay sad kay pampawala man syag stress.

75. Researcher’s: What is the experience your often feel about playing online

games?

76. Participant no.3: pampawala ug stress.

77. Researcher’s: Why you say so?


43

78. Participant no.3: syempre kanang kaau ka gikan school work unya single

pajud walay uyab, walay mo comfort so.. sa online games nalang ta

malipay.

79. Researcher’s: What are the things you don`t like to encounter during

playing online games?

80. Participant no.3: kanang walay signal, kanang di sad nako ma control

sarili nako sa mga opponent nako na grabe mang trashtalk ug mag sulti

ug di mayo.

81. Researcher’s: What are the things you like during playing online games?

Why?

82. Participant no.3: maka dagdag ug mga friends. Maka hatag ug social

interaction among others.

83. Researcher’s: What are the difficulties that you have encountered during

playing online games? Why do you say so?

84. Participant no.3: ma bagsak sa school tungod sa online tungod daghan

kag ma missed na projects.

85. Researcher’s: Why do you say so?

86. Participant no.3: tungod mag salig naman ka s exceptions ug

consideration sa instructor lalo nat taas mag hatag ug deadline pero

tungod sa online games maka limot ka may ipasa diay ka.

87. Researcher’s: How do you cope with those difficulties?

88. Participant no.3: mag focus sa studies ug mag set ug time management.
44

89. Researcher’s: Was your family affected with these online games that you

play? Tell us more?

90. Participant no.3: yes kay di na maka tabang sa buhatunon sa balai.

91. Researcher’s: Was your experience affecting your study? Can you give us

more details?

92. Participant no.3: yes. Even do ang online platform na maka hatag ug

advantage sa atua as student na ma relax ta after being exhaust sa

schoolwork. But e isipon sad natu na too much playing is makadaot sad

tungod mas mahatagan pag time ang online games kesa sa pag skwela

Participant no.4 Interview Transcription

93. Researcher’s: Good morning sir,

94. Participant no.4: Good Morning din,

95. Researcher’s: were conducting an interview base in our Qualitative

Research study entitled Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment

96. Participant no.4: okay,

97. Researcher’s: shall we start the interview sir?

98. Participant no.4: yes.

99. Researcher’s: What is your point of view on playing online games?

100. Participant no.4: para sakoa, pampawala syag kalaay stress

reliever sya.

101. Researcher’s: How was your experience with playing online

games? Can you tell us further?


45

102. Participant no.4: sometimes maka stress lalo na’t mapilde. Pero

enjoy man sad pag madaug.

103. Researcher’s: What was your experience in playing online games?

104. Participant no.4: may time na makalagut na halos mag taas imong

temper sa sarili.

105. Researcher’s: What does it feel as a student playing online games?

106. Participant no.4: enjoy pampastress reliever sya lalo na’t dahan

buhatunon sa school.

107. Researcher’s: What is the experience your often feel about playing

online games?

108. Participant no.4: makahatag syag daghan friends maong malingaw

ko tungod dagahn kog ma meet ug makilala

109. Researcher’s: What are the things you don`t like to encounter

during playing online games?

110. Participant no.4: hinay ang connection o signal sap ag dula,

trashtalking, ug bullying.

111. Researcher’s: What are the things you like during playing online

games?

112. Participant no.4: syempre as student, maka lingaw sya pag free

time mag dula if walay himoon na schoolwork. Daghan kog ma meet na

friends sa iban na lugar tungod sa online games .

113. Researcher’s: What are the difficulties that you have encountered

during playing online games?


46

114. Participant no.4: daghan kog ma missed na schoolwork. While ga

dulag online games, ginasugo.

115. Researcher’s: Why you say so?

116. Participant no.4: halos di na maka focus sa studies. Ug di na

masugo.

117. Researcher’s: How do you cope with those difficulties?

118. Participant no.4: dapat nay time manage sa sarili, sa studies, ug

dapat unahon jud ang buhatunon sa balai bag o mag dula.

119. Researcher’s: Was your family affected with these online games

that you play? Tell us more

120. Participant no.4: yes kay wala nakoy time makig bonding sa ilaha.

Naa rako sa kwarto nako permi naga dula ug wala nako ga paminaw sa

ilaha.

121. Researcher’s: Was your family affected with these online games

that you play? Can you give us more details?

122. Participant no.4: yes. Kay tungod aning online games daghan kog

ma missed na schoolworks ug di nako maka focus sa pag skwela.

Participant no.5 Interview Transcription

123. Researcher’s: Good morning sir,

124. Participant no.5: Good Morning din,

125. Researcher’s: were conducting an interview base in our Qualitative

Research study entitled Lived Experience of Criminology Students- Online

Gamers: A Phenomenology of Temporal Happiness and Enjoyment.


47

126. Participant no.5: okay po,

127. Researcher’s: shall we start the interview sir?

128. Participant no.5: sige,

129. Researcher’s: What is your point of view on playing online games?

130. Participant no.5: game na maka pa stress reliever. Pang mind

concentration sa tao.

131. Researcher’s: How was your experience with playing online

games? Can you tell us further?

132. Participant no.5: pampawala sa kalaay, pamparelaxation.

133. Researcher’s: can you tell us further?

134. Participant no.5: tungod sa online games, di na kaau ko ga laag

bisag asa, ug tungod sa online games ma challenge lang ko kay tungod

nay mga rank up o game level.

135. Researcher’s: What was your experience in playing online games?

136. Participant no.5: challenging, pero pa minsan mag lagut ka kay

hina ang connection.

137. Researcher’s: What does it feel as a student playing online games?

138. Participant no.5: di lang sya pampawala ug stress kay kung maau

ka mag dula pwede ka ma kitaan ug skills ug ability sa inyu school ug

pwede ka nila e pambatu like sa mga school levels.

139. Researcher’s: What is the experience your often feel about playing

online games?
48

140. Participant no.5: kung ma subraan sa dula ug kana ma expose kag

taman sa sisgeg dula, di naka maka hunahunag kaon ug tulog ug maka

sakit ug mata, ug ulo.

141. Researcher’s: What are the things you don`t like to encounter

during playing online games?

142. Participant no.5: pressure ug intense tungod sa mga trashtalking ug

mga pag isturya na dili maau

143. Researcher’s: What are the things you like during playing online

games?

144. Participant no.5: kanang ma mission accomplished ka ma rank up

or ma level up.

145. Researcher’s: What are the difficulties that you have encountered

during playing online games?

146. Participant no.5: Hinay internet ug lag kaau tapos sugoon while ga

dula. Tas daghan ko ma missed na schoolwork, activities ug assignments.

147. Researcher’s: How do you cope with those difficulties?

148. Participant no.5: mangitag stable na connection then himoon sa

tanan schoolwork ug trabaho a balai then after ana saka na mu dulag

online games

149. Researcher’s: Was your family affected with these online games

that you play?

150. Participant no.5: yes,

151. Researcher’s: tell us more?


49

152. Participant no.5: kay wala nakoy time sa ilaha. Unahon pang dula

kesa sa sugo nila. Tas suko na sila sakoa kay sila pay ga hatag ug

pangload para mag dula ko online games.

153. Researcher’s: Was your family affected with these online games

that you play?

154. Participant no.5: oo kay ma bagsak ko tungod aning online games

155. Researcher’s: Can you give us more details?

156. Participant no.4: daghan na missed sa schoolwork tungod bilar ug

kapoy kay whole night nag babad ug dula ug online games


50

Appendix D
Letter Request to the Validation
RAMON MAGSAYSAY MEMORIAL COLLEGES
Pioneer Avenue, General Santos City

To the Expert Validator


Ramon Magsaysay Memorial Colleges

Sir/Ma’am:

Greetings of peace

The undersigned are Bachelor of Science in Criminal and Justice were currently
conducting a study entitled “LIVED EXPERIENCES OF CRIMINOLOGY
STUDENT – ONLINE GAMERS: A Phenomenology of Temporal Happiness
and Enjoyment” as required for the Criminological Research 1 (CRIM7).
In line with this, the researchers humbly requesting for your expertise to validate
the survey questionnaire comments and suggestions will be helpful in finalizing
this research to be used in data gathering.
May this humble request merit your favorable response.

Respectfully yours,

JOVEN G. TAGOSE & NARC ANTHONY V. QUIMADO


Researcher

Noted by:

GERALDINE O. NOLASCO, MS Crim


Adviser
51

Appendix E

VALIDATION SHEET

To the Evaluator: Kindly check the column which fits your evaluation for the item.

Rating (number of YES marks):

( ) 15-16 - Very Good ( ) 9-11 - Fair (may be upgraded if revised)

( ) 12-14 - Good ( ) 0-8 - For revalidation

Research Title: _____________________________________________________

Course and Year: _______________________ Date Evaluated: ____________

Items YES NO

ETHICS

1. Introduction (purpose, confidentiality, duration, and a way of conduct) and closing

components (for additional comments) are provided.

2. Informed consent is provided.

3. Interview Protocol for Participant is available.

4. Participant’s Verification Form is included.

5. Informed Assent Form for Minor participant is prepared.

6. Interview Consent Form is available.

ARTISTRY

7. Script is included/built-in, so interview can introduce, guide and conclude the

interview in a consistent manner.

8. Questions are heading towards creating storytelling and narratives.


52

RIGOR

9. Questions are open-ended to encourage in-depth responses avoiding close- ended

questions which are answered by “yes” or “no”.

10. Commence with active verbs and incorporate relevant nouns.

11. Coherence of the research question with the research paradigm is evident.

12. Questions are stated in the affirmative.

13. Questions are focused and expressed in a concise manner as to be workable and

researchable.

14. Probe questions are provided.

15. Questions are sequenced in logical order asking the highest priority first. Opinion

questions follow information questions.

16. Number of questions can be covered within 60-90 minutes, not exceeding 15

open-ended items (probes excluded) for every research questions, except special

cases.

Overall Remarks: ______________________________

Date Evaluated: ____________

___________________________________

SIGNATURE OVER PRINTED NAME


53

Appendix F

Summary of Validator’s Ratings on Questionnaire

RAMON MAGSAYSAY MEMORIAL COLLEGES

Pioneer Avenue, General Santos City

Summary of Validat0or’s Ratings on Questionnaire

Name of the Validators Average Rating Description

1. Sir Erolled T. Piloton, LPT 14 Good

2. Ma’am Salome L. Rocacurva MLIS, RL 15 Very Good

3. Sir Cyril Cabucos Rcrim 15 Very Good

4. Sir Richard Opalla 15 Very Good

Average Weighted Mean 14. 75 Good

Legends:

15-16 – Very Good 9-11 - Fair

12-14 – Good 0-8 - For revalidation


54

Appendix G
Letter of Request to Conduct Study
RAMON MAGSAYSAY MEMORIAL COLLEGES
Pioneer Avenue, General Santos City

Sir/Ma’am:

Greetings of peace!

We, the Criminology students of Ramon Magsaysay Memorial Colleges, General


Santos City are currently conducting a study entitled “LIVED EXPERIENCES OF
CRIMINOLOGY STUDENT – ONLINE GAMERS: A Phenomenology of
Temporal Happiness and Enjoyment” as requirement for Criminological
Research of the Criminal Justice Program.
In line with this, we are humbly requesting your good office to let us conduct the
study at your jurisdiction. Your approval will be helpful in finalizing this research
to be used in data gathering.
May this humble request merits your favorable response.

Respectfully yours,

JOVEN G. TAGOSE & NARC ANTHONY V. QUIMADO


Researchers

Checked By:

GERALDINE O. NOLACO, MS Crim.


Adviser

Noted by:

MARNIE J. BESAS, PhD. Crim


Program Director
55

Appendix H
Plagiarism Checker Result
56

CURRICULUM VITAE

QUIMADO, NARC ANTHONY V.

Purok. Maliwanag, Población

Malungon Sarangani Province

Mobile number: 0948-969-5322

Email: ongkoyquimadox@gmail.com

Facebook: Narc Anthony Quimado

Personal Data

Nickname : Ton-Ton

Age : 22

Birthday : December 14, 1999

Sex : Male

Civil Status : Single

Height : 5’7

Weight : 72kg

Citizenship : Filipino

Father : Arnel F. Quimado

Mother : Trinidad V. Quimado

Special Skills:
57

Playing Basketball, Boxing, Drawing, Painting and Cooking

Educational Background:

Tertiary: Bachelor of Science in Criminology

Ramon Magsaysay Memorial Colleges

General Santos City

Secondary: Malungon National Highschool

Poblacion, Malungon Sarangani Province

2013 – 2018

Primary: Malungon Central Elementary School

Poblacion, Malungon, Sarangani Province

2006 - 2013

MEMBERSHIP ON ORGANIZATIONS

Junior Professional Criminology Association of the Philippines

Ramon Magsaysay Memorial Colleges

General Santos City

SEMINARS AND TRAINING ATTENDED

October 21. 2021 Research Seminar: APA Citation and

Review of Related Literature and Studies

Ramon Magsaysay Memorial Colleges

Gen, Santos City


58

JOVEN G. TAGOSE

Purok Malakas Brgy. Nagpan

Malungon Sarangani Province

Mobile number: 09515049986

Email: jovenvillasorgenelasotagose28@gmail.com

Facebook: Joven Villasor Genelaso Bandila-Tagose

Personal Data

Nickname : Ven

Age : 21

Birthday : July 28, 2000

Sex : Male

Civil Status : Single

Height : 5’6

Weight : 60kg

Citizenship : Filipino

Father : Sammy B. Tagose

Mother : Agripena G. Tagose

Special Skills:

Playing Sepak Takraw, Basketball, Taekwondo, Drawing and Painting.


59

Educational Background:

Tertiary: Bachelor of Science in Criminology

Ramon Magsaysay Memorial Colleges

General Santos City

Secondary: Malungon National Highschool

Poblacion, Malungon Sarangani Province

2013 – 2018

Primary: Nagpan Elementary School

Brgy. Nagpan Malungon, Sarangani Province

2006 - 2013

MEMBERSHIP ON ORGANIZATIONS

Junior Professional Criminology Association of the Philippines

Ramon Magsaysay Memorial Colleges

General Santos City

SEMINARS AND TRAINING ATTENDED

October 21. 2021 Research Seminar: APA Citation and

Review of Related Literature and Studies

Ramon Magsaysay Memorial Colleges

Gen, Santos City

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