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Video Game Addiction Among the Different Gender Groups of the Grade 12

Senior High School STEM Students of University of Cebu-Main Campus.

A Thesis Presented to The


Faculty of the Senior High
School Department University
of Cebu — Main
Cebu City

In Partial Fulfillment of the


Requirements for the Grade
12 Senior High School
Students of First Semester
S.Y. 2022 - 2023 in Practical Research 2

Nicolas Anton C. Autida


Randolph John L. Baring
Feli Sity P. Campanilla
Rizelle R. Caumeran
Dianne Denolan
Christian Dave Digap
Tiffany Tia E. Laran
Aira Mae V. Villacorta
Mark Rainier C. Ybiernas

12 STEM 5A

NOVEMBER 2022
CHAPTER 1

The Study and Its Scope

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

experience sleep deprivations. According to Esposito et al. (2020), gaming

disorder is characterized by a pattern of persistent gaming behavior. The

pathological students were assessed based on their daily gaming frequency and

frequency of occurrence. It can have an impact on attention deficit, aggression,

sleep problems, anxiety, violence, and gaming spending. Therefore, excessive

video gaming can have a negative impact on our health.

According to Schmitt et al. (2017), the key to psychological gender

differences is the parental experience. Men and women have basic differences in

personality in the universal gender role socialization process. Therefore, there are

many differences between men and women from every angle.

Furthermore, video games have been very misleading to some women and

men. They can provide entertainment or cause stress in some adolescents.

According to Fernandez et al. (2020), men played more video games compared to

women, while women used gaming as entertainment. Men select competitive

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

the same anxiety, stress, and personality changes.


Recently, with the sudden rise of people with video game addiction, the

World Health Organization (WHO, 2020) included gaming disorder into their

International Classification of Diseases under Mental Health. More than 2 billion

people play video games globally; 3-4 percent of gamers are addicted to video

games (Surya & Sivakumar, 2022).

In addition, with Asia having a significant number of video game addiction,

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,

10.7% were severely addicted.

Furthermore, the prevalence of video game addiction among pupils is not

limited to those in Cebu. In a study conducted by Gevana et al., (2020) out of

1,681 students in University of Cebu- METC, 10 respondents were found to have

signs of online game addiction.

Moreover, Video game addiction is a critical challenge and a growing concern

over time, especially since both male and females are affected. Gaming is

common among adolescents and has traditionally been viewed as a male-

dominated activity (Leonhardt & Overå, 2021). Nonetheless, according to the

Entertainment Software Association (ESA), the number of female video game

players has increased. As a result of the increasing number of female gamers,

there is a growing curiosity about whether or not there is a difference between

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

gender differences on video game addiction level.

Furthermore, the purpose of this study will serve as a precaution and

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

lead to personality issues (such as a desire for stimulation, depression, and

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

are vulnerable to and struggling with video game addiction.

Theoretical Background

This study is anchored on Cultivation Theory by Gerbner (1969). The long-

term impacts of television viewing on viewers' perceptions of social reality are

investigated by this theory. According to the Cultivation Theory, frequent

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

marginal but significant influence on society's attitudes and opinions. Which

means individuals with more media consumption increases one's likelihood of


being influenced. Television viewing can have long-term effects that gradually

affect the audience. Consequently falls on the effects of viewing in the attitudes

of viewer as opposed to created behavior.

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

portrayed on television is an accurate representation of reality. In addition, a

findings of nearly four decades of cultivation research on television message

systems have unveiled a ‘distorted’ reality: exaggerated crime rates, over

representation of violence, gender-role stereotyping, nontraditional family

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

extent to which they consume media, thinking of themselves as moderate

watchers while they are more likely heavy viewers.

Subsequently, this theory contends that those who consume media on a

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.

The Cultivation Theory is supported by the Uses and Gratifications Theory by

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

user/audience-centered approach to understanding why and how people actively

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.

Audiences create their own meaning after searching these media.

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.

A study conducted by Salman et al., (2022) investigates the reasons why

players continue to play online games and the goals they have for doing so. For

the purpose of this exploratory study, 30 qualitative interviews were conducted.

The Uses and Gratifications Theory was employed in order understand and

analyze the acquired data. Escapism, virtual relationships, leisure, and

entertainment were a few of the major motives mentioned by the respondents.

The study highlights further ways in which certain components of gaming

behavior vary across genders, such as the degree of sexism and toxic conduct

encountered in both offline and online gaming groups.

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

(Communication Theory, 2018). Cognitive needs is the utilization of media to

acquire knowledgeable facts and information and to help oneself comprehend the

social environment. Affective needs comprise all human feelings, pleasures, and

moods. Personal Integrative is when media is used by people to boost or retain

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.

Salman et al., (2022) their study consequently analyzes the motivations

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

escapism needs based on recurring themes that were gathered from

the interviews.

Lastly, the Socio-Cognitive theory by Bandura (1986). Social cognition

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

surroundings. He argued that humans learn by observing and imitating the

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

goal, which emphasizes the self-regulatory mechanism through which individuals

observe their behavior, judge it in relation to personal and social standards or

norms, and adapt it to the environment by using self-reactive incentives.

Expectations encompass the anticipation of a certain action's consequence and the

significance and worth of these outcomes. Self-efficacy refers to a person's


assurance in engaging in a specific behavior. Self-control is the capacity to

govern one's behavior.

Moreover, Uncontrolled media intake is the result of a person's intentional

effort to control a bad psychological state, such as stress, boredom, or loneliness.

The person and environment interaction is described in the general aggression

model that Anderson and his colleagues created to explain how video games

affect human emotions and the development of aggressive actions (Anderson et

al., 2002). Personal distress as a mediator between self-esteem, self-efficacy,

loneliness, and problematic video gaming in female and male gamers. At

baseline, females sought social support more frequently than males. In addition,

males reported a small decrease in the frequency with which they used this

method over time, according to Jenzer et al.

Literature Reviews

Video Game Addiction

According to Continisio et al., (2020) stated that Gaming addiction is a

novel issue for public health. A pattern of repeated or chronic gaming behavior is

the hallmark of a gaming disorder. A major participation of relationships from the

family, the community, the workplace, or other settings is suggested by the

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

attention needs to be paid to potential addictive behaviors in terms of video

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

showed a moderately negative association between problematic video gaming and

psychological findings. Furthermore, gamers’ reasons for engaging in video

games are related to psychological functioning.

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

study’s results showed that higher addiction to video gaming

Moreover, a study conducted by Nielsen (2017) shows how tolerance plays a

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

from 5.1 hours per week to 6.5 hours per week.

Additionally, Mustafaog lu et al., (2018) explained in this study that mood

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

gaming consumption is everyday developing and it is very challenging for people

to set boundaries for this kind of addiction. These characteristics include easy

accessibility, the ability to play alone without supervision, or lack of social

interaction. Additionally, the absence of parental restrictions hinders the

awareness of these issues.

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

the activity show signs of frustration

Additionally, The World Health Organization [WHO] (2018) found that

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

people or interpersonal problems.

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

someone's decision-making ability. It can have an impact on their personality and

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.

These individuals experienced enhanced levels of stress, anxiety, and depression.

Among children and adolescents, the symptoms of gaming addiction are in

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

phenomenon has increased steadily.


In addition, by Pallavicin (2022) stated that during the COVID-19 phase,

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

the pandemic during 2020.

Furthermore, a study conducted by Saddhono et al., (2020) shows that by

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

hours in a day. Therefore, it is important for parents to monitor and be aware of

their children's online gaming activity because it has a negative impact on their

learning and motor development in particular.

Gender Differences in Video Game Addiction

In addition, a study conducted by Dorgan (2018) examines the differences

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

significant differences between gender, and mode of play in engagement levels.


According to Rohilla (2018), in terms of the intensity of gaming addiction,

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

are more aggressive than female adolescents.

Additionally, Jamak et al., (2018) conducted a study involving 235 video

game players ranging from 16 to 19 years old. The results showed that male

gamers are most likely to become intellectually, emotionally, and behaviorally

immersed in the digital gaming environment than female gamers.

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.

Additionally, Siste (2021) conducted a study on Potential Correlates of

Internet Gaming Disorder Among Indonesian Medical Students. 13 of the 639

respondents that were evaluated were found to have an internet gaming disorder.

The findings further revealed that there is a statistically significant gender

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

systematic review on cross-sectional and longitudinal epidemiological studies on

Internet gaming disorder. The analysis showed that the prevalence of video game

addiction in 37 cross-sectional studies ranged from 0.7% to 27.5%. With males

having larger percentages than females in the vast majority of studies.

In addition, Meizaha et al., (2020) conducted a study including 263

respondents. The study determined the prevalence of video game addiction using

a monothetic approach. The results showed that males had a higher significant

difference from females in video game addiction levels.

Also, a study conducted by Leonhardt & Overå (2021) included adolescents

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

gender-related experiences of video gaming.

Furthermore, a study conducted by Barcenilla & Mohedano (2022) included

711 respondents, ranging from 18 to 30 years old. The findings showed that there

were no significant differences in terms of hours spent playing video games

between the two genders. The results further showed that although there were

motivational differences in the reasons for playing, specifically in terms of

competition and challenge.


THE PROBLEM

Statement of the Problem

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.

Specifically, it seeks to answer the following question:

1. What is the gender frequency distribution of the students?

2. What is the students’ video game addiction level in terms of;

2.1 Salience,

2.2 Tolerance,

2.3 Mood Modification,

2.4 Relapse,

2.5 Withdrawal,

2.6 Conflict, and

2.7 Problems
3. Is there a significant difference between male and female students’

video game addiction level?

Statement of the Null Hypothesis

At 0.05 level of significance, the following hypothesis will be tested:

Ho: There is no significant difference between male and female video game

addiction level.

Significance of the Study

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

factors that instigate their addiction towards video games.

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

and how they perform academically.

Teachers. The findings of the study may aid teachers in identifying

students that need the utmost attention regarding the issue of video game

addiction. As well as the challenges that their students are experiencing.


Identify, avoid and mitigate what risk factors contribute to the student’s video

game addiction from the academic environment.

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

mechanisms used by the gender group. In order to conduct successful and

effective them to webinars, seminars, and other educational events to spread

awareness of the problem of video game addiction.

Researchers. This study will benefit the researchers as it serves as the latest

account of information concerning the significant differences between male and

female video game addiction.

Future Researchers. The conducted study will bare data for future

researchers to refine and use to expand studies in relation to the video game

addiction of different gender groups. This study may serve a source of

information on the risk factors and effects of video game addiction between

male and female senior high school students.

Scope and Delimitation

This research study will cover the significant difference between males and

females in video game addiction during the first semester of the school year

2022-2023 at the University of Cebu-Main. The primary subjects of this study

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

Senior High School of the University of Cebu.

Furthermore, the level of online gaming addiction will be measured through

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

Salience, Tolerance, Mood Modification, Relapse, Withdrawal, Conflict and

Problems. While respondent profiling will be used to identify the gender

differences in video game addiction levels.

RESEARCH METHODOLOGY

This section covers the standardized methodologies that are utilized in this

study. It discusses the research design, locale, respondents, instruments, data

gathering procedure, and data analysis procedure.

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

similarities. (Kosmützky, 2018)


Research Locale

This study will be carried out at the University of Cebu-Main Campus,

Senior High School, located at J. Alcantara Street, Baranggay Sambag I, Cebu

City. The University of Cebu was founded by Atty. Augusto W. Go where the

school offers Science, Technology, Mathematics, and Engineering strands;

Humanities and Social Science strands; Accounting and Business Management

Strand, General Academic Strand, Technological Vocational Track, Cookery,

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

transform lives. The school's mission is to provide affordable and quality

education responsive to the demands of local and international communities. It

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

smartphone, laptops,and computers. The researchers decided to focus on those


students in order to increase their chances of finding the ideal research

respondents.

According to Gay (1976), having 15 respondents each group in a

comparative study is already sufficient to produce useful data, so the researchers

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

sampling is a non-probability sampling procedure where respondents are chosen

because they meet the criteria the researchers are looking for in their sample

(Kassiani Nikolopoulou, 2022).

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

utilized with adults as well. The scale is comprised of 21 items on a 5-point

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.

Data Gathering Procedure

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

to identify potential respondents. When there are already potential respondents,

informed consent forms will be used and distributed. The researchers will

contact and clarify the respondents, in order to fully comprehend and avoid

misunderstandings. This study will be conducted online.

The researchers will then contact 30 Grade 12 STEM students (15 males, 15

females). Once the informed consent forms have been signed, the survey

questionnaires will be distributed via Facebook messenger. After the

questionnaires were distributed, the completed questionnaires would be received

within a week and then evaluated to make data analysis.


Data Analysis

To analyze the data, the researcher used the following statistical methods:

Frequency and Percentage will be utilized to determine the gender frequency of

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

game addiction or not.

Independent sample t-test will be used to determine whether there is a

significant difference in the level of video game addiction between males and

females.
DEFINITION OF TERMS

The following terms are defined operationally:

1. Salience: A person's life becomes focused on playing video games, which

takes over their thoughts, feelings, and actions

2. Tolerance: The process by which someone begins playing games more

frequently and subsequently increases their time spent playing games over

time.

3. Mood modification: The subjective experiences that an individual report as a

result of playing games.

4. Withdrawal: The negative feelings and physical effects that occur from

playing video games are abruptly stopped.

5. Relapse: The tendency to frequently revert to previous game-playing

practices. After periods of restraint or abstinence, excessive playing habits are

rapidly returned.

6. Conflict: All interpersonal disputes brought on by excessive gaming

7. Problems: Problems brought on by excessive gaming are discussed here.


CHAPTER 2

RESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

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

thoroughly presented, analyzed, and interpreted.

Table 1. Gender Frequency

Gender Frequency Percentage

Male 15 50%

Female 15 50%

Total 30 100%

Table 1 shows the gender frequency of the respondents, it revealed that there

are 15 (50%) male respondents and 15 (50%) female respondents, summing up to

30 respondents (100%). It also showed that the number of respondents in each

group that participated in the research is equal in a number of 15 respondents per


group. According to Gay (1976) it is already acceptable in several forms of

research to have 15 respondents per group in comparative study.

Table 2. Video Game Addiction Level

Factors Male Female


Mean SD Mean SD
Salience 3.42 0.90 3.11 1.23

Tolerance 3.27 0.99 3.18 0.89

Mood Modification 3.67 1.08 3.53 1.11

Relapse 2.98 0.99 2.76 0,77

Withdrawal 2.16 0.89 2.20 1.05

Conflict 1.98 0.84 2.36 1.05

Problems 2.71 1.13 2.91 1.20

Weighted Mean 2.88 2.86

Average Standard Deviation 0.97 1.04

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

videogame addiction namely: Salience, Tolerance, Mood Modification, Relapse,

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

females possess a higher level of self-control compared to males, contradicting to

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,

resulting in makes having more difficulty controlling their gaming sessions.

Secondly, the respondents who are experiencing a progression from short

gaming sessions to prolonged sessions are progressively increasing the amount of

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

tendency to progressively extend gameplay sessions.

Thirdly, the respondents who experience emotional satisfaction under the

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

acknowledge that they belong to a social group feels connected to other

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

depiction might increase social comparisons, lower self-esteem, sadness, and

other negative effects on wellbeing.

Sixthly, The respondents who experience social disputes due to arguments,

neglect, as well as dishonesty and deception revolving or caused by excessive

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)

females showed a high level of videogame addiction and relatively experienced

intrapsychic conflicts due to their depression.

Lastly, the respondents who experience issues brought on by excessive

gaming wherein the addiction predominates over other activities such as in

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

mean of 2.91and the males with a weighted mean of 2.71.

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

questions are in an innocuous level of addiction.

Table 3. Gender Difference in Video Game Addiction

P-Value Decision Interpretation

Accept the null


0.945 Not Significant
hypothesis ( H 0).

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

null hypothesis is accepted. This merely indicates that there is no significant

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

of video game addiction between male and female. As a result, there is no

significant difference between genders. In consideration of the strong evidence

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

data being presented there is no significant difference at all. Also according to

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

statistically significant difference between male and female attitudes regarding

video game addiction, so this suggests that gender differences are not a problem in

terms of the severity of video game addiction.

CHAPTER 3

SUMMARY OF FINDINGS, CONCLUSION, AND RECOMMENDATIONS

This section encapsulates the findings of the study based on the analyzed

quantitative data which diligently underwent careful interpretation.

Summary of Findings

This study revealed the following 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.

3. There is no significant difference between male and female towards video

game addiction.

Conclusions

In conclusion, it is seen that both male and female students encounter the same

level of video game addiction.


Recommendations

1. Students may need to be more aware about their video gaming addiction

level in order to prevent issues corresponding to this phenomenon.

2. Parents and Guardians may provide better house rules so their children will

be able to control their video gaming addiction; helping them perform

better academically.

3. Teachers may opt to provide more interactive school activities so students

may easily understand the consequences that excessive video gaming poses.

4. Future researchers may focus on their respondent’s characteristics before

selecting them as a part of the sample size.


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APPENDIX A

UNIVERSITY OF CEBU
Senior High School
J. Alcantara St., Cebu City

October 13, 2022

DR. ABELARDO T. TEJO JR.


Senior High School Principal
University of Cebu – Main Campus
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

knowledge exposure and experience in achieving competencies in research


I’m looking forward to your favourable response regarding this matter. Thank you very

much for your support

Sincerely yours,

NICOLAS ANTON C. AUTIDA


Researcher

Noted by:

KRYSTEL JANE GERZON, LPT PHOBE T. ANGA, LPT


Research Adviser Research Coordinator

Approved by:

DR. ABELARDO T. TEJO JR.


Senior High School Principal
APPENDIX B

INFORMED CONSENT

Title of the study: Video Game Addiction Among The Different Gender Groups Of The

Grade 12 Senior High School Stem Students Of University Of Cebu-Main Campus.

Purpose of the Research

Determine the significant difference between male and female video game addiction

among Grade 12 STEM students in University of Cebu-Main Campus.

Risks and Discomforts

There are no known risks associated with the study, but discomfort could occur because

the subject may be sensitive to certain individuals.

Benefits of the Research and Benefits to You

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

your relationship to the researchers and the University.


Withdrawal from the Study

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

Researcher: Nicolas Anton C. Autida


Email: Nacaantonautida123@gmail.com
Contact Number: 09222161574

Signature:

By signing below, you are granting your voluntary assent to participate in the above- de-
scribed research study.

Full Name: ________________________

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

Grade 12 Senior High School STEM Students of University of Cebu-Main Campus.”

The following information that we will take from you will remain highly confidential and

will only be utilized for research-related distinctions.

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.

______________________________

Signature over Printed Name/ Date

I. Profile

Name: Age:

Grade & Section: Strand:

Contact Number: Gender: Male/Female

II. Gaming Addiction

Titile Of The Scale: Gaming Addiction Scale

Authors: Lemmens JS, Valkenburg PM, Peter J


Year: 2009

Direction: Read carefully each item and place a check mark on the corresponding

number on the choices.

Legend: Never – 1 Rarely - 2 Sometimes – 3 Often – 4 Very

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?

3. Have you felt addicted to a game?

4. Did you spend increasing amounts of time on games?

5. Did you play longer than intended?

6. Were you unable to stop once you started playing?

7. Did you play games to forget about real life?

8. Have you played games to release anger or stress?

9. Have you played games to feel better?

10. Have others unsuccessfully tried to reduce your game use?

11. Were you unable to reduce your game time?

12. Have you failed when trying to reduce game time?

13. Have you felt bad when you were unable to play?

14. Have you become angry when unable to play?

15. Have you become stressed when 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?

20. Has your time on games caused sleep deprivation?

21. Did you feel bad after playing for a long time?

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