Professional Documents
Culture Documents
AMONG SFSASHS
An Undergraduate Thesis
Presented to the
Tacloban City
Course PR2
(Practical Research 2)
by
Karylle C. Mollejon
Shamel Motabato
SY: 2023-2024
1
ABSTRACT
The relationship between online gaming and academic performance has garnered
substantial attention in recent years. Numerous studies have attempted to explore the
the negative correlation often attributed to excessive gaming habits. Research suggests that
prolonged engagement in online games may lead to reduced study time, increased
procrastination, and a subsequent decline in academic performance. The immersive and time-
consuming nature of these games can create challenges for students in maintaining a healthy
online games may offer. Some studies suggest that strategic and problem-solving games can
enhance cognitive skills, critical thinking, and spatial awareness. Proponents argue that a
improved academic performance. However, the nuances of this relationship are complex,
with individual differences playing a significant role. Factors such as the type of games
played, the duration of engagement, and the capacity of students to manage their time
effectively all contribute to the intricate dynamics between online gaming and academic
success. Further research is crucial to unravel the intricacies of this correlation and inform
educators, parents, and students about the potential implications of online gaming on
academic performance.
2
TABLE OF CONTENTS
I. Abstract…….…………………………………………………………………………2
Definition of Terms……………………………………………………………….…...8
Literature Review………………………………………………………………….9-14
Theoretical Framework………………………………………………………………15
Conceptual Framework………………………………………………………………16
V. Methodology……………………………………………………………………..17-22
Research Design……………………………………………….……………….…….18
Research Respondents………………………………………………………….…….18
Research Locale……………………………………………………………….……..18
Sampling Procedure………………………………………….....................................19
Research Instruments………………………………………………………………...19
Data Analysis………………………………………………………………………...21
22
3
VI. Presentation, Analysis, and Interpretation of Data…………………………...23-29
4
CHAPTER I
THE RESEARCH PROBLEM
Then recreational activity of playing video games online has become immensely
popular among individuals (Islam and Other, 2020). Online gaming is favored for various
reasons such as stress relief, providing challenges and competition, offering a way to unwind
and have fun, and enabling social connection. For many students and young people, internet
student’s cognitive growth. Gaming offers a unique opportunity for learning while having
fun. It enhances logic and problem-solving skills, improves multitasking abilities, quicker
decision making, faster creativity and can serve as a source income for students. Furthermore,
online games can inspire students to be responsible for academic obligations while enjoying
This synergy between gaming and academic can lead to positive outcomes, including
personal development, a fulfilling social life, and improve academic success. Test scores
improve life and work skills, enhance brain function, and increase physical activity among
the correlation between gaming and studies. Many individuals are concerned that gaming
5
procrastinate. It’s crucial for students to recognize both sides of this relationship to
The academic achievement of students is influenced by numerous factors, and the role
of video games, particularly among teenagers, this industry has become highly profitable.
Video games, defined as computational surfable that immerses user in virtual environments,
have faced criticism, particularly violent games, for their potential harm to individuals.
complex and evolving one while video games offer various benefits including cognitive
growth and personal development, they also pose risks such as distractions and academic
neglect. It is essential for students to strike a balance between gaming and their studies to
role in shaping the academic landscape providing students with valuable resources for their
educational journey.
Statement of the problem This study aimed to determine the relationship of online
games to the academic performance of the students under General Academic Strand (GAS).
1.1 Age
1.2 Sex
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2. What are the negative and positive relationships of online games towards the academic
This study will cover the relationship of online games and academic of the students.
The primary subjects of this research study will consist of the senior high school students
enrolled in academic year 2023-2024 in Sta. Fe Stand Alone Senior High School at Brgy.
Pilit Sta. Fe, Leyte. Additionally, the study will rely on how the students make a level
between their academic and online games. On behalf of it, there will be an expected instance
that the researchers might include some discussion that has little value, yet it’s still connected
to the study.
Other that the relationship of online games and academic performance of the students,
no other topics will be covered in this research study. The researchers will use survey
The purpose of the study is to gather on the relationship of online games and
academic performance of Sta. Fe Stand Alone Senior High School Students in the year 2023-
2024. Every survey response that shows the same opinion and idea to the following is useful
to this study.
Students - Students who don’t play online games can acquire advice and suggestions on
Teachers - Teachers will give more attention to the academic progress on their pupils.
7
Readers - Readers may learn about the relationship between senior high school students’
Definition of Terms
For the clarification and understanding of this study, the following terns are defined in
Academic Performance – Work or a workplace that prioritize academic and critical thinking
Online Games – It refers to a video game that either partially or primarily played through the
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CHAPTER II
The relevant research and literature are presented in this chapter to examining the
correlation between online gaming and academic performance among SFSASHS students is a
correlation between excessive online gaming and academic performance. Their research
suggested that prolonged engagement in online games may contribute to decrease study time
Cheng and Li’s (2017) research focused on the impact of specific games genres on
certain game type, particularly, those requiring strategic thinking, might have different
Gupta and Jain (2018) explored the role o parental involvement and supervision in
mitigating the potential negative effects of online gaming on academic performance. Their
study suggested that active parental engagement could influence students’ time management
Huissain and co-authors (2019) investigated the psychological aspects of gaming and
academic performance. Their research indicated that the relationship might be influenced by
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factors such as gaming addiction and mental well-being shedding light on the intricate
Lin and Wang (2020) focusing on cognitive benefits, Lin and Wang’s study suggested
that moderate engagement in certain online games could enhance cognitive skills such as
Zhang and Cheng (2023) recent work delved into socioeconomic factors influencing
the correlation between online gaming and academic performance. Their findings indicated
that economic disparities could contribute to differentiated experiences, emphasizing the need
Today’s educational system is based by several and challenges, not the least of which
is the impact of rapidly advancing technology. Mass-scale progress is being made in the
development of information technology. The global world community has replaced the
dominant form of society thanks to technology. The goal of adolescent development is for
them to be able to socialize with classmate and people of the opposite sex and gain emotional
independence, but in practice, may teenagers still struggle with these development goals.
Many youngsters who are learning and feel overwhelmed by the academic expectations they
encounter they encounter in the classroom become stressed, most of them find relief from
Being a woman and having virtues lessened the likelihood of developing a light
gaming addiction, but competitiveness increased. The likelihood of being a serious online
game addict was found to rise with perception of appearance value. Online gaming addiction
competition, and academic proficiency from the most popular types of online games. The
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probability of developing a mild gaming addiction rises with preference for social media and
multi-user games. The likelihood of being hooked to high-level online gaming was found to
rise with beauty and competitive value perception, while decreasing with academic
competency. In terms of identifying the deafferenting characteristics, the study’s finding will
The entertainment factors were their main driving force when they played. Playing online
assignments, tasks, class recitations, papers, and exams. Their daily and weekly playing time,
motivation of playing online games, and the severity of the detrimental impacts on their
academic performance were all significantly correlated. Based on the study’ findings, the
researcher suggested that parents take steps to curb their kids’ love of online games while in
class players of online gamed performed academically on part with non-players, who
Academic, online games marketers, and developers are all very interested in the
elements that affect the adoption of online games. The research model in this (social
antecedents, this study explores the moderating effects of gender. According to this study,
players’ intention to play online games are highly influenced by self-efficacy, social
influence, trust, and expectations of utilitarian and hedonic outcomes gender moderates are
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The impact of learners’ online gaming experiences and self-efficacy on learning
outcomes is then looked at, in the meantime. The relationship between the key variables that
affects the outcomes of learning are examined. According to path analysis, only academic
accomplishment and learning time have a direct impact on how well students learning
outcomes. Since it may grab more students’ interest, the study’s’ online game-based learning
mathematics courses. Due to this, researchers created two ratio and proportion related
educational computer games called proportional Tetris and Proportional Clown. Researchers
employed a survey that asked participants about math classes and instructional video games
on two likert-style scale in addition to a demographic data form. For the pupils in two
primary school in Balikesir, Turkey, educational computer games survey was used.
The paired samples t test was used to see whether educational computer games had
any impact on students’ views regarding both the mathematics course and educational
classes and students’ attitudes. The person correlation test was used to examine students’
sentiments toward instructional video games improves as a result. However, students who
played proportional Tetris and proportional clown did not see change in their attitude.
Over past 20 years, there has been an increase in mobile gaming addiction. The study
investigated the relationship between teenage students’ academic performance and their
participation in online gaming in Aceh’s elementary schools. According to the study, boys
are better than girls who frequently play games and those who play online.
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The Game Addiction scale (Lemmens et. Al. 2009) was used in the study. Regression
analysis was then used to evaluate the hypothesis. We can inter from the result that online
gaming has a negative impact on academic performance. This is because playing video
gam4s for extended periods of time makes ur harder for them to concentrate on academic
work. This research can be used as a source. Internet gaming habit of teenagers, which may
The worse teenagers’ attitude regarding online games is, the more addicted they are to
them (Jeong and Kim, 2011). Many teenagers who enjoy online games are subject to
limitations or prohibitions from their parents over the amount of time spent online or in other
ways. For instance, parental limitations were 1,9 times higher among adolescents who were
excessively addicted to online games than among other adolescent in a study of 2,021
teenagers (Wu et. Al., 2016). Children who are neglected by their parents may turn to internet
games to escape uncomfortable feeling about their families (Xu et. Al., 2021).
Online game has progressively gotten more common place among people in recent
is thought that using digital games as a catalyst can make them particularly effective tools.
According to a report on the use of broadband networks provided by Taiwan Institute for
Information Industry in 2010, Online games services are the most popular among Taiwanese
internet use, Teachers must therefore improve their students’ capacity for learning and
knowledge by providing them with temporary aid like information technology. History
should be historically tied to the digital world since it is a subject of facts. Being a junior high
history teacher, the researchers discovered that it would be preferable to utilize or playtue
method- learning via a play- and that we can use some digital help to boost kids’ academic
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Addiction to smartphone is detrimental to mental health and well-being. Two goals in
order to add to the body of knowledge of this subject. One was to investigate the link between
smartphone addiction risk and life satisfaction, as mediated by stress and academic
achievement. The second object was to investigate if smartphone addiction is made easier by
life satisfaction as mediated by stress and academic success. Systematic random sampling
was used to obtain demographic data and scale answer to identify test subjects. The primary
variables pearson correlation and a multivariable analysis of variance were included in the
data analysis. The findings revealed that whereas perceived stress was inversely correlated
with perceived stress. A smartphone addiction risk was also inversely correlated with
academic performance.
In 2007, Manila, the capital city of the Philippines, received concerns from schools
about students becoming more and more dependent on playing online video games. However,
even though the Department of Education (DEPED) or the Government values how online
computer gaming also aids in the young generation to become highly skilled users of
contemporary digital trends. DEPED also acknowledges that the internet and computer stores
serve students research needs, especially those without a home internet connection.
Additionally, it is believed that playing computer games is a change from the common views
of young people. Today’s students like drinking and smoking. Critics of video games for
computer seem to be demanding that there be owners of internet and computer stores.
One of the most popular pastimes for many individuals is playing video games online.
Some claim that there are many good reasons to play video game, including stress relief,
challenges and competitiveness, enjoyment, relaxation, social contact, and even mental
14
Online game is one of the most popular pastimes among most people specifically
teenagers and students. Teens who play online games are merely having fun, say kuss &
Griffiths. They play not only because they feel relieved. Students often experience stress
during school hours owing to the amount of work they must do and because they are playing
game.
gaming addiction were both disregarded. But it may be said that those who have experienced
cyberbullying are more prone to engage in or start it. The study also discusses further finding.
The usage of mobile gaming raises the chance of users developing physical and mental health
issues, which is growing worries. A common correlation between is the so-called internet
Due to vast and numerous protections for the installation of gaming and internet
stations the issuance of business licenses by local government units (LGU). There maybe be
sufficient time to miss class & enjoy playing video games in class well after their scheduled
Additionally, today’s pupils have their own mobile phone devices are permitted for
online courses. They can easily access the gadgets and laptops to use the internet and engage
in computer games playing video games at their homes or internet cafe but in setting that are
instructional (Sahin, Gumus, & Dincel, 2014). Age and gender are significantly computer
consideration games addiction, duration of use, and selection (Xu, Tuel, & Yuan, 2012) of
Within Asia, internet addiction has become a significant issue with behavioral health,
but there are no current country comparisons. The Asian teenage Risk Behavior Survey
(ATRBS) examines and contrast teenage internet use and addiction prevalence in six Asian
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nations (Philippines, Malysia, Hongkong, South Korea, Japan, and China). An organized
survey on internet usage during the 2012-2013 academic year was completed by participants.
Using the Internet Addiction Test (IAT) and the Revised Chen Internet Addiction Scale
(CIAS-R), internet between nations were looked at the general ownership rate of smartphone.
Addiction t the internet is widespread among teenagers in Asian nations. Risky cyber
Theoretical Framework
The effects of media on children’s development are open to interpretation. The term
television, and the world wide web. When new technology is introduced, these has
historically been anxiety, especially when it comes to children and young people (Quigley &
Blashki, 2003). Early societal integration of new technology research is sometime “governed
by the myths of general cultural pessimism to address many design and interactivity concerns
in multiplayers games, online games interactivity. The defines interactivity on the three
different levels: player to player, player to game and player to computer. Predicated on the
idea that a player’s cultural social and physical experiences and circumstances help to shape
model emphasizes an authentic setting for skill development (Brown et al 1989). When
learning materials are grounded in interpersonal relationship and mirror real-life experiences.
Learning is organic, meaningful, and successful (Herrington & Oliver, 1995). The use of
digital game-based learning as supplemental resources of the university level is skill in its
early stages of developmental (Herro & Clark, 2016; Itolmes & Gee, 016; Kanthan & Senger,
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2011; Moy Ian, Burgess, Figley, & Bermstein, 2015). Students persists academically when
course lessons are more relevant to the lived experiences (Park & Choi, 2009) school and
college.
Conceptual Framework
The correlation between online games and academic performance has become a
online gaming continues to rise among students, educators and parents are keen to understand
how these digital experiences might influence traditional academic outcomes. This
conceptual framework seeks to illuminate the dynamics between online gaming and academic
performance by delineating key components within the input, process, and output categories.
The two-way arrow shows how the online gaming will affect the behavior of the
selected Grade 11 and 12 students’ respondents of the study. The online gaming addiction
(independent Variable) includes the number of hours spent in playing online games. The
17
researchers want to find out if the online gaming addiction will affect the behavior of the
To perform the above procedures, the researchers will gather the necessary data
CHAPTER 3
In this chapter, the research methodology used is described. The geography where the
study is conducted, the study design, and the population and sample. The Research
instrument used to collect the data including the data gathering procedures and statistical
treatment used are also described by the research in the study. This study scoured the internet
for articles, these, and research papers to gather more reliable and valid information to be
Research Design
This study will employ the correlational type of research design to investigate the
a statistical test to identify propensity or pattern or two even variable of two sets of data to
Research Respondents
The respondent of this study were the Senior High School students of Sta. Fe Stand
Alone Senior High School, Brgy. Pilit, Sta. Fe, Leyte who had enrolled for the S.Y 2023-
18
2024. Out of 139 students’ population under grade 12 general Academic Strand (GAS)
Research Locale
This study will be conducted at Sta. Fe, Sand Alone Senior High School located in
Brgy. Pilit Sta. Fe, Leyte with approximately 400 Grade 12 students enrolled in academic
year
Research Instruments
The tool used in gathering the data survey questionnaires. The researchers will make
structured questions to be asked to the participants of the study. The researcher will analyze
answer for the quantitative data results. The participants’ answer will remain confidential and
private.
Sampling Procedure
Probability sampling was employed by the researchers, every member of the population had
an equal chance of being selected as a respondent. More specifically, each participant had an
equal chance of being selected since a section of the population was chosen at random using a
simple random sampling technique. According to Bhardwaj (2019), simple random sampling
is chosen for extremely homogeneous populations in which research participants are chosen
at random. Since there are six strands in School including General Academic strand (GAS),
Servicing and Organic Agriculture, the researcher will get 5 students in each strand to be the
respondents. To do that, the researchers crafted a frame, the class will look into the class list,
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and for those who have are in the first 6 students from skip counting by 6 will be considered
the participants.
Prior to performing the research, researchers will make necessary modifications and
revisions in obtaining the teachers approval to conduct the study. In making questionnaire,
researchers use related questions to achieve the desired outcome of the study. The
questionnaire will be given out to the respondents and simple random sampling will be used
to determine the number of students selected. Data gathered from the Grade 12 Gas Students
Data Analysis
A series of steps leading to the study’s conclusion will be included in the data analysis
plan using the collected data. The following are the protocols that must be followed.
responses provided by the participants to a particular survey question. After that, the
Method of Scoring
To ascertain the respondents' characteristics, including their age, average weight, and
sex. And, to show data in a complete manner, the researcher used a frequency count and
percentage.
Likert Score
20
Range Description
Range Description
90-100 OUTSTANDING
80-84 STATISFACTORY
17 years old
18 years old
19 years old
21
20 years old
21 years old
The responses will be analyzed using statistical tools. The following statistical tests
Frequency count:
The tally of frequency count is the calculation of how many people fit into a certain
category of the number of times a character occurs. This calculation is expressed by both the
Percentage
The tool is used to know the proportion of distribution of the respondents by the group.
P=f/n x 100
Where:
P - Percentage
f - frequency of distribution
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Mean:
∑x
mean x=
n
CHAPTER IV
gathered from the field participants responses to questionnaire. According to the precise
questions posed on the statement of the problem, they were provided in tabular, and graphical
forms.
Table 1
Distribution of the Respondents in Terms of Age
Age Frequency (f) Percentage (%)
17 6 20%
18 9 30%
19 10 33.33%
20 3 10%
21 2 6.61%
Total 30 100%
23
6.61%
20.00%
10.00%
33.33%
30.00%
17 18 19 20 21
Figure 1: Age Distribution of the Respondents
Table 1 and figure 1 show the age distribution of the 30 respondents. Most of the
respondents were 19 years old, which is 33.3% of the whole population. Followed by 18
years old respondents which is 30%, the 20% of the respondents has the age of 17 years old,
the 10% of the respondents has the age of 20 years old. And lastly, the 21 years old of the
Table 2
Distribution of the Respondents in Terms of Sex
24
Sex Frequency (f) Percentage (%)
Female 11 36.7%
Male 19 63.3%
Total 36.70% 30 100%
63.30%
Male Female
Figure 2: Sex Distribution of the Respondents in Terms of Sex
Table 2 and figure 3 shows the sex distribution of the randomly selected 40
respondents. Based on the results, 36.7% of the total population were females while on the
other hand, 63.3% were males. The table above clearly shows that male respondents are
90-100 11 35.7%
85-89 7 23.3%
80-84 5 16.7%
75-79 4 13.3%
25
Below 75 3 10%
12
10
6
11
4
7
5
2 4
3
0
90-100 85-89 80-84 75-79 Below 75
The data above shows the average number of students playing online games. 90-100 got the
26
Temple Run 4 13.3
0.35
0.3
0.25
0.2
33.30%
0.15
26.70%
0.1
16.70%
13.30%
0.05 10.00%
0
Mobile Legend Special Force Candy Crush Temple Run NBA moile Basketball Game
From the data above, the most played online game is Mobile legend with the percentage of
33.3%, while the least commonly played game is NBA mobile Basketball Game.
Table 5
Negative Relationship of Online Games to the Students’ Academic Performance
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2.Playing online 2 6.67 5 16.6 14 46.6 6 20 3 10
games takes much
more of my time
than studying
28
50.00%
45.00% 43%
40.00%
35.00%
30.00%
25.00%
10.00%
5%
5.00%
0.00%
SD D N A SA
percentage of 43.28% answer Neutral, whereas the least respondents with the total percentage
of 4.6% answered Strongly Agree, which leads to the findings that there is something a
negative relationship between Online Games and Academic Performance of the students
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Table 6
Positive Relationship of Online Games to the Students’ Academic Performance
Statement Strongly Disagree Neutral Agree Strongly
Disagree Agree
f % f % f % f % f %
1.Playing 2 6.67 7 23.3 11 36.6 7 23.3 3 10
Online
games is one
way to
develop my
high level of
thinking
skills
2.Playing 0 0 7 23.3 12 40 7 23.3 4 13.3
online games
enhance my
intelligence
as a student
3.Playing 2 6.67 4 13.3 10 33.3 11 36.6 3 10
online games
improve my
multi-tasking
skills
4.Playing 9 30 9 30 8 26.6 3 10 1 3.3
online games
makes me
smarter
5.Playing 1 3.3 8 26.6 12 40 7 23.3 2 6.67
online games
increase my
overall
motivation
Total 9.33% 23.3% 35.3% 23.3% 8.65%
Percentage
%
30
40.00%
35.30%
35.00%
30.00%
20.00%
15.00%
5.00%
0.00%
SD D N A SA
35.3% answered Neutral, while on the other hand, the least respondents with the total
percentage of 9% answered Strongly Agree, which leads to the findings that is something a
positive relationship of Online Games and Academic Performance of the student based on the
The Pearson r in correlation to the topic is 2.62. Therefore, the result is neutral.
CHAPTER V
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SUMMARY OF FINDINGS, CONCLUSION, RECOMMENDATION
SUMMARY OF FINDINGS
The study on the relationship between online gaming and academic performance was
carried out on the Sta. Fe Senior High campus. Specialized General Academic Strand GAS
pupils at Fe Standalone Senior High School. 30 Grade 12 students will be randomly chosen
under General Academic Strands (GAS) from a population of 139 students, though, and they
the main objective of this study. The data acquired demonstrated how the two factors were at
odds with one another. Many students dispute the claim that there is no link between playing
online games and students' academic performance as evidenced by the findings. According to
the data results, there is no correlation between online games and a student's academic
performance. In this interpretation of the data, neither positive nor negative relationships have
CONCLUSION
Indeed, both academics and virtual addictions to video games can have adverse
consequences, involving social isolation and a sense of detachment from reality. Lower
grades: games that interfere with learning. They produce less because of incomplete duties at
home or at school. They consequently are inadequate academically. The researcher concluded
that there was no positive correlation between the study of online games and students'
academic performance. Failure would result if the students spent less time on their academic
work and more time playing online games. Everyone is aware that in certain circumstances,
32
playing online games can help students learn more effectively by boosting their intelligence,
enabling them to be more creative, and other benefits. Nevertheless, not every individual
finds success with it. In fact, most participants disagree with the relationship. Furthermore,
RECOMMENDATION
Although the researcher considers that there are many more things to be understood by
how the data was selected and how the study was conducted, the researcher encourages some
other researchers to preserve this investigation. This research could potentially be beneficial
to some students to discover details for comprehending the connection between online
gaming and academic performance. Regardless of the results of this study, certain instructors
will still add legitimate data. The researchers make the following suggestions for additional
research on the relationship between Online Games and Students Academic Performance
2. Make an analysis to find out what is the most significant and helpful solution to end
3. Parents should be aware of the effects of online games on the academic performances
of their children and that proper guidance and supervision on their extra-curricular
4. Students must find other activities where they can engage in other than online games.
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