Professional Documents
Culture Documents
12 STEM 5A
NOVEMBER 2022
CHAPTER 1
INTRODUCTION
Addiction to video games is a compulsive mental health disorder that can
have serious consequences in a person's life. Video game addicts are most likely
to spend more than eight hours per day gaming, often late at night, and many
pathological students were assessed based on their daily gaming frequency and
differences is the parental experience. Men and women have basic differences in
personality in the universal gender role socialization process. Therefore, there are
Furthermore, video games have been very misleading to some women and
According to Fernandez et al. (2020), men played more video games compared to
games such as sports, action, fight, and strategy games. Meanwhile, girls prefer
nonviolent games like social stimulation and genre games. Both of them have
different kinds of games, yet they both give the same stress to women and men.
Therefore, even if both genders have different game preferences, they still cause
World Health Organization (WHO, 2020) included gaming disorder into their
people play video games globally; 3-4 percent of gamers are addicted to video
The Philippines has been a home to several online gamers. It has been recorded
that there have been 29.9 million gamers in the country (Labana et al., 2020). A
study conducted by Rodriguez et al., (2021) revealed that out of 84% of gamers,
over time, especially since both male and females are affected. Gaming is
male and female video game addiction. Many researchers have previously
conducted studies on video game addiction among gender differences, but only a
few studies have focused on senior high school students, particularly STEM
students from the University of Cebu. Aside from that, there are only a few
studies in which the participants are from the Cebu province. Also, the majority
of recent studies have focused solely on video game addiction rather than on
awareness for those genders who are more prone to video game addiction, as this
is a very serious problem that might have terrible consequences for everyone.
Aside from that, this study will serve as a reminder that video game addiction can
anxiety) as well as mental health issues. The researchers hope that the study’s
findings will help STEM students at the University of Cebu-Main Campus who
Theoretical Background
television watchers are more susceptible to media messages and the perception
that is true and valid. Gerbner (1969) claimed that media and television have a
affect the audience. Consequently falls on the effects of viewing in the attitudes
The theorist divided the viewers into two groups which is the “Heavy
Viewers” and “Light Viewers”. He posits that people who watch a lot of
television (Heavy Viewers) are "cultivating" attitudes that seem to think the world
composition, the ‘mean world syndrome,’ and so on (Morgan et al., 2009). Which
only indicates that they are exposed to more violence due to longer exposure to
television, they are more likely to suffer from the Mean World Syndrome, which
causes people to believe that the world is much more dangerous and unpleasant
than it actually is. Thus, they argued that viewers frequently are unaware of the
continuous basis are more susceptible to being influenced by it. It implies that
continuous exposure to the video gaming world will cause the player's perceptions
of his real-world to become more similar to those of his gaming world. With
video games becoming authentic and resembles real life characters, stories and
challenges, It leads gamers to be immersed in the game that could lead to video
game addiction.
Blumler and Katz (1974). This theory emphasizes the viewer's motivations and
self-perceived needs. The theory suggests that users are very active in their use of
media and seek it out to meet their specific needs (Caldwell, 2001). The
seek out certain media to meet their particular needs. This focuses on the users of
media, how they use media for their own personal use and gratification. Blumler
and Katz (1974) argued that different people could use the same media for
different purposes. The same media content can satisfy different needs of
different people. And which that the media has no power over its audiences.
Uses and Gratification Theory (Blumler and Katz, 1974) originates from the
idea that the media serves a purpose. Users turn to these media as a tool to help
satisfy their certain needs in which the given media is useful for them. This model
first takes place with the audience. When an audience that wants to satisfy a need
is identified. The audience will seek out for a medium that would indeed fulfill
their needs. In the event that the medium serves its purpose of fulfilling that need,
then the audience will stick to that medium and continue consuming the content
from it. On the contrary, on condition that the media fails to gratify the audience’s
needs, they would withdraw from the medium and continue to go through more
media until their needs are gratified. Audiences are fully aware of the needs they
are attempting to satisfy with the appropriate media type to address those needs,
and the objectives of every choice they make – the user-centered approach to
media.
players continue to play online games and the goals they have for doing so. For
The Uses and Gratifications Theory was employed in order understand and
behavior vary across genders, such as the degree of sexism and toxic conduct
Audiences have five different needs and gratification in which they seek to
satisfy through different media use. These needs are classified as affective needs,
personal integrative needs, social integrative needs, and tension free needs
acquire knowledgeable facts and information and to help oneself comprehend the
social environment. Affective needs comprise all human feelings, pleasures, and
their social status and establish credibility. Social Integrative includes the desire
to interact socially with one's family, friends, and other members of society. And
Escapism which is the need escape from reality and to recover from tension and
stress.
behind people's decisions to play online games, the benefits they receive from it,
and how it influences their behavior by employing the uses and gratifications
theory. It revealed that the majority of individuals rely heavily on gaming to pass
the time. This study found that users use the game for entertainment, social and
the interviews.
theory emphasizes learning that takes place in a social setting. According to this
theory, humans are active participants who can affect and be impacted by their
behavior of others and that individuals want to gain a sense of control and power
over significant events in their life. Expectation, self-efficacy, and self-control are
the main factors that determine whether an individual will succeed in achieving a
model that Anderson and his colleagues created to explain how video games
baseline, females sought social support more frequently than males. In addition,
males reported a small decrease in the frequency with which they used this
Literature Reviews
novel issue for public health. A pattern of repeated or chronic gaming behavior is
behavioral pattern, which is severe enough to support it. In order to identify at-
risk preadolescents and adolescents and to give them the necessary support, more
games.
Also, a study conducted by Newzoo et al., (2017) video gaming is a
popular entertainment for over two billion people worldwide. However, the
possible risks of video gaming have been highlighted by experts. The findings
In addition, Farchakh et al., (2020) showed in their study that salience has an
association between video gaming addiction. The results showed that salience in
video gaming was associated with different problems like worst episodic
memory, problem solving, basic reading skills and worst clinical addiction. The
role in video gaming addiction. It shows that excessive video gaming over a long
period builds up a tolerance. Over time, your tolerance builds up and more hours
are spent on online gaming. The time spent on video gaming steadily increased
modification plays a role in how gaming addiction affects the person in this study.
It shows the consequences of video gaming are mostly mental health problems.
There are risk factors for video gaming addiction. It shows an increase in
symptoms of stress, anxiety, and depression, but excessive mobile gaming for a
long time might separate them from real-life relationships, thus leading to serious
mental health problems. Children waste their time using digital technology too
much.
In addition, Gala n et al. (2021) in this study, relapse plays a role in this study
because it explains why people tend to keep engaging in video gaming. Video
to set boundaries for this kind of addiction. These characteristics include easy
Moreover, Heiden (2019) shows that there are some withdrawal symptoms
stated. According to the researcher, video game addiction has contributed to poor
tenacity and affection from the surroundings. There is a huge preference for
action games, so it is both rewarding and frustrating. Gamers that don’t engage in
conflict is a factor and plays a role in gaming addiction. It shows that gaming
addiction separates the person from friends, family, and society, so the person
becomes less interactive with others. It also detaches the person from real-life
activities like studies and physical activities. This leads to conflict with other
Furthermore, a study conducted by Lee et al. (2022) shows that people who
have an abundance of time are the possible reasons why adolescents in each
country have an increasing amount of time to play. There are negative
consequences for individuals who have video game addictions. It can affect
behavior as well as their mental and physical health problems, potentially leading
to heart failure when they play too many video games. As a result, each country
faces a problem with video game addiction in both men and women.
Additionally, Billieux J, et al. (2020) stated that Gaming had benefits during
the pandemic. However, the routine of some individuals may lead to risk of
problems. The gaming during 2020 may have harmful effects on individuals.
debate. There are more negative consequences gaming disorder can give, this
includes poor sleep, hygiene, problems with social interactions, depressive moods
etc.
Moreover, a study by Burleigh et al., (2019), stated that video gaming has
become a daily hobby for most adults. However, it is potentially addictive and it
can lead to possible problematic gamers. Most of the gamers gain positive
outcomes from their experiences but excessive gaming had a relation to gaming
disorder. These consequences have been researched for many years, and the
video games have been the sources of entertainment used by individuals. There
are studies that investigated gaming disorder and loneliness. Other studies
suggested that video gaming may help during hard times of the individual’s
experience, however other studies suggested that it may have harmful effects. In
the case of at-risk individuals, video gaming had detrimental effects even though
video gaming mitigated stress for people during stay-at-home restrictions during
using the certainty factor method, it can determine the level of online gaming
addiction among adolescents. The result shows from the sample of data which
have analyzed addiction level toward online games is relatively moderate. Most
of the users are adolescents between 12 and 15 years old and spend about 4 to 6
their children's online gaming activity because it has a negative impact on their
of video game engagement levels across single and multiplayers, and males and
females. The study includes Ninety-nine participants of mixed gender that were
recruited through an online survey. The results showed that there were no
it was stated that a clear disparity between male and female pupils has developed.
Male pupils have been discovered to have a greater gaming addiction than female
students. The findings also indicated that, in comparison to male students, female
students are happier with their home lives. There is evidence that male adolescents
game players ranging from 16 to 19 years old. The results showed that male
Moreover, a study carried out by Göldağ (2020) included 456 students from
9th to 11th grade. The study made use of the digital game addiction scale (DGAS-
7) to determine the level of digital game addiction among the students. The results
showed that there was a statistically significant difference between female and
male students in terms of digital game addiction and violence tendency in favor of
female students.
respondents that were evaluated were found to have an internet gaming disorder.
difference, with males 4 times more likely than females to have an internet
gaming disorder.
Moreover, a study conducted by Saunder et al., (2017) included a
Internet gaming disorder. The analysis showed that the prevalence of video game
respondents. The study determined the prevalence of video game addiction using
a monothetic approach. The results showed that males had a higher significant
aging from 11 to 19 years old. Using a mixed-method approach the results showed
that boys use video games 5 times more than girls. The findings further revealed
that girls feel less encouraged than boys to play video games due to different
711 respondents, ranging from 18 to 30 years old. The findings showed that there
between the two genders. The results further showed that although there were
This study aims to determine the significant difference between male and
2.1 Salience,
2.2 Tolerance,
2.4 Relapse,
2.5 Withdrawal,
2.7 Problems
3. Is there a significant difference between male and female students’
Ho: There is no significant difference between male and female video game
addiction level.
The following entities will benefit from the results of the study:
Students. As the study’s main concern, the findings of the research will
provide awareness among students by addressing the effects of their habits and
Parents and Guardians. This study will help parents be aware of their
children’s level of video game addiction, and the underlying factors that put
their children at risk. As well as how it affects their children’ behavior, health
students that need the utmost attention regarding the issue of video game
School Guidance Counselors. This research will help them identify the
factors that influence or put a certain gender group at a much higher risk of
video game addiction. How and why these specific factors contribute to the
level of video game addiction, to be aware of the difficulties and the coping
Researchers. This study will benefit the researchers as it serves as the latest
Future Researchers. The conducted study will bare data for future
researchers to refine and use to expand studies in relation to the video game
information on the risk factors and effects of video game addiction between
This research study will cover the significant difference between males and
females in video game addiction during the first semester of the school year
will consist of the Grade 12 students enrolled in the academic year 2022–2023.
The respondents will be limited to thirty (30) G12 students, which will consist
of 15 respondents per group who are in the STEM section of the Academic
the Gaming Addiction Scale (Lemmens et al., 2009), which has been developed
for adolescents, It is a 21-item scale that assesses the level of adolescent gaming
addiction that overlooks the major factors of video game addiction which are
RESEARCH METHODOLOGY
This section covers the standardized methodologies that are utilized in this
Research Design
The study will make use of a comparative research design to assess the difference
between male and female video game addiction level. This kind of study gathers and
contrasts information from at least two groups in order to identify differences and
City. The University of Cebu was founded by Atty. Augusto W. Go where the
Travel Service, Computer System Servicing Strand, and Arts; Arts and Design.
Along with its core values, the University of Cebu's vision is to democratize
quality education, to be a visionary and industry leader, and to give hope and
also aims to produce graduates who can perform competently in the workplace,
with the technical expertise to do their job, the stability to understand and translate
complex material, and the discipline and attitude needed to get the job done.
Research Respondents
The Researchers will select 30 students in the University of Cebu Main senior
high school G12 STEM students as a respondent of their study. There will be 15
males and 15 females respondents. Since most G12 students at the University of
Cebu Main senior high school that are enrolled in the STEM strand have
respondents.
decided to use 30 respondents as their sample size. Also this study will use the
Purposive Sampling in selecting its respondents for the study. The qualifications
for a respondent are that they play at least 5 or more video game applications and
spend an average of more than an hour each day playing video games. Purposive
because they meet the criteria the researchers are looking for in their sample
Research Instrument
To obtain the data needed, the researchers will have questionnaires consisting
of two (2) sections which are: (1) The Profile, (2) Video Game Addiction Level.
The first section will be the profile of the respondents. The tool used for the
collection of the profile data of the respondents was made by the researchers;
which will inquire about their name, age, gender, grade level, strand, and
section.
The second section is the tool used to determine the video game addiction of
the students. To measure the level of video game addiction, the researchers
utilized the Gaming Addiction Scale, developed by Lemmens 2009 which was
designed for adolescents, although there is no clear reason why it cannot be
Likert-type frequency scale. The 21 item scale assesses the following computer
addiction criteria for the last 6 months: Salience, Tolerance, Mood modification,
Withdrawal, Relapse, Conflict, and Problems. There are two versions: a long and
a short version. The long version has 21 questions, whereas the short version has
only 7. Regarding the scale’s validity, both have a high level of reliability.
The researchers will secure the transmittal letter first which will be submitted
to the research teacher and the senior high school principal, requesting
permission to conduct the study. Purposive sampling will be used after approval
informed consent forms will be used and distributed. The researchers will
contact and clarify the respondents, in order to fully comprehend and avoid
The researchers will then contact 30 Grade 12 STEM students (15 males, 15
females). Once the informed consent forms have been signed, the survey
To analyze the data, the researcher used the following statistical methods:
the respondents.
Mean and Standard Deviation will be used to assess the respondents' level of
addiction to video games. This will reveal whether the respondent has a video
significant difference in the level of video game addiction between males and
females.
DEFINITION OF TERMS
frequently and subsequently increases their time spent playing games over
time.
4. Withdrawal: The negative feelings and physical effects that occur from
rapidly returned.
This chapter presents the data analysis and interpretation using the data
gathered from the carefully selected respondents who are Grade 12 STEM
Students from University of Cebu - Main Campus. The purpose of this study was
to determine the significant difference between male and female video game
addiction among Grade 12 STEM students. The data collected and the results are
Male 15 50%
Female 15 50%
Total 30 100%
Table 1 shows the gender frequency of the respondents, it revealed that there
Extremely Low 1.00-1.79, Low 1.80-2.59, Average 2.60 - 3.39, High 3.40 - 4.19, Extremely High 4.20 - 5.00
Table 2 illustrates selected male and female respondents’ level of videogame
addiction on the basis of the following factors that Identify and validate
Withdrawal, Conflict and Problems. The overall mean of both male and female
have little to no difference in terms of the mean score, thus both genders have
experienced moderate levels of video game addiction. With the males possessing
a weighted mean of 2.88 and the females with a weighted mean of 2.86
respectively.
Primarily, the table illustrates the respondents who are experiencing having
their lives focused on playing video games, which also takes control of their
thoughts, feelings and behaviour under the factor Salience are the males with a
mean of 3.42 and females with a mean of 3.11 Most studies have found that
our study in which has revealed the male respondents to have exhibited poor self-
control due to accumulated addiction and inability to quit the habit at a high level,
time spent playing games under the factor Tolerance are the males with a mean of
3.27 and females with a mean of 3.18 This reveals the male respondents to have a
factor Mood Modification are the males with a mean of 3.67 and females with a
mean of 3.53 This demonstrates that males, on the matter of having an outlet to
express their feelings and frustrations as well as to have the satisfaction that they
individuals have the tendency to use the game to satisfy such needs.
Fourthly, the respondents who experience the natural tendency to constantly
return to previous gameplay routines under the factor Relapse are the males with
a mean of 2.98 and females with a mean of 2.76. This demonstrates that males are
prone to relapse during their recovery due to temptations bought by peer pressure.
Fifthly, the respondents who abruptly stop a game session due to experiencing
irritation, moodiness and physical discomforts under the factor Withdrawal are the
females which demonstrate a higher mean of 2.20 while the males have a mean of
2.16. According to Fernandez et. al. (2019) Video games are usually related to
sexualized content and stereotypically aggressive male traits in men, among other
things. It would appear that female gamers seek coping mechanisms to deal with
online harassment. For instance, overly sexualized and exaggerated female avatar
gaming under the factor Conflicts are the females with a higher weighted mean of
2.30 and the males at a weighted mean of 1.98. According to Labana et. al (2020)
academics and socialising as these individuals may also have internal issues such
as intrapsychic conflict and subjective thoughts of helplessness over resolving
ones addiction under the factor Problems are the females with a higher weighted
In conclusion the total average of both genders is 2.9, which indicates the
level of “moderate addiction” this means that the individuals who answered these
Table 3 discusses the significant difference in both males and females towards
Video Game Addiction level. The P-Value 0.945 is greater than 0.05, hence the
difference in the level of video game addiction between males and females. Using
Independent sample T-test, the mean scores of the respondent by genders were
compared. The sample data does not indicate a significant difference in the level
supporting the null hypothesis's validity, the null hypothesis must therefore be
accepted.
Video gaming is viewed as a male dominated activity but according to the
Leonhardt and Overa (2021), gender differences in video game addiction are not
necessarily the problem, they may reflect gender specific motivation and interest,
but not in video game addiction level. According to the statistics, there is no
video game addiction, so this suggests that gender differences are not a problem in
CHAPTER 3
This section encapsulates the findings of the study based on the analyzed
Summary of Findings
1. There are equal number of male and female respondents of this study
2. Both male and female respondents have Average Video Game Addiction
Level.
game addiction.
Conclusions
In conclusion, it is seen that both male and female students encounter the same
1. Students may need to be more aware about their video gaming addiction
2. Parents and Guardians may provide better house rules so their children will
better academically.
may easily understand the consequences that excessive video gaming poses.
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APPENDIX A
UNIVERSITY OF CEBU
Senior High School
J. Alcantara St., Cebu City
Dear Sir:
Good day!
The undersigned, a Grade 12 senior high school student from Science Technology
Engineering and Mathematics (STEM) strand, is acting as the group representative and is
currently working on their thesis entitled “Video Game Addiction Among the Different
Gender Groups of the Grade 12 Senior High School STEM Students of University of
Cebu-Main Campus.” This study when finished will serve as a partial fulfillment of the
requirements for the subject Practical Research 2. This study aims to determine the
significant difference between male and female video game addiction among Grade 12
STEM students in University of Cebu-Main during the first semester of SY: 2022-2023.
In line with this, I humbly ask your permission to administer the survey tools
needed for this quantitative study. The respondents will be the Grade 12 senior high
school students from STEM strand. The results will substantially suffice a contributory
Sincerely yours,
Noted by:
Approved by:
INFORMED CONSENT
Title of the study: Video Game Addiction Among The Different Gender Groups Of The
Determine the significant difference between male and female video game addiction
There are no known risks associated with the study, but discomfort could occur because
The present study will provide us a better knowledge of the differences between genders
with regard to video game addiction and raise awareness of those genders that are more
vulnerable.
Voluntary Participation
Your participation in this study is completely voluntary and you may choose to stop par-
ticipating at any time. Your decision not to volunteer will not influence the nature of
You can stop participating in the study at any time, for any reason, if you so decide to.
Your decision to stop participating will not affect your relationship with the researcher,
University of Cebu, or other groups associated with this project. In the event that you
withdraw from the study, all associated data collected will be immediately destroyed
whenever possible.
Confidentiality
Any information obtained from you will remain highly confidential and will be used for
research related-purposes.
Contact Information
Signature:
By signing below, you are granting your voluntary assent to participate in the above- de-
scribed research study.
Signature: _________________________
Date: ____________________
APPENDIX C
Sample Survey Questionnaire
Dear Respondents:
As a part for the fulfillment of the requirements of our Research 2, we are conducting our
thesis entitled, “Video Game Addiction Among the Different Gender Groups of the
The following information that we will take from you will remain highly confidential and
Conform: I fully understand and agree on the terms and conditions set by the
researchers. I therefore attest that I answered the questions below with all honesty.
______________________________
I. Profile
Name: Age:
Direction: Read carefully each item and place a check mark on the corresponding
Often - 5
Statements 1 2 3 4 5
How often during the last six months...
1. Did you think about playing a game all day long?
1.
2. Did you spend much free time on games?
13. Have you felt bad when you were unable to play?
Did you have fights with others (e.g., family, friends) over your time spent
16.
on games?
Have you neglected others (e.g., family, friends) because you were playing
17.
games?
18. Have you lied about time spent on games?
Have you neglected other important activities (e.g., school, work, sports) to
19.
play games?
21. Did you feel bad after playing for a long time?