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"What are the impacts of online gaming addiction to a student?

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A SENIOR HIGH SCHOOL RESEARCH PAPER


PRESENTED TO THE
FACULTY OF SENIOR HIGH SCHOOL
OF AMACC ORMOC

IN PARTIAL FULFILLMENT OF THE REQUIREMENTS

OF THE SUBJECT INQUIRIES, INVESTIGATION AND IMMERSION

06/01/22
Title : "What are the impacts of online gaming addiction to a student?"

Researchers : JOHN SELWYN M. ENECITO


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MIGUEL ANGELO U. TAN

Degree working for :ICT-PROG

ICT-ANIM

Name of Institution : SENIOR HIGH SCHOOL

OF AMACC ORMOC

Adviser : Jocel Pepito


REVIEW OF RELATED LITERATURE
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Foreign Literature

Kuss DJ, Griffiths MD. Internet and Gaming Addiction: A Systematic

Literature Review of Neuroimaging Studies. Brain Sciences. 2012. In the past

decade, research has accumulated suggesting that excessive Internet use can

lead to the development of a behavioral addiction. Internet addiction has been

considered as a serious threat to mental health and the excessive use of the

Internet has been linked to a variety of negative psychosocial consequences.

The aim of this review is to identify all empirical studies to date that used

neuroimaging techniques to shed light upon the emerging mental health

problem of Internet and gaming addiction from a neuroscientific perspective.

Neuroimaging studies offer an advantage over traditional survey and

behavioral research because with this method, it is possible to distinguish

particular brain areas that are involved in the development and maintenance of

addiction.

Veronica Rosendo-Rios, Sangeeta Trott, Paurav Shukla, Systematic

literature review online gaming addiction among children and young adults: A

framework and research agenda, Addictive Behaviors, Volume 129, 2022.

Online gaming addiction refers to a persistent and recurrent use of internet to

engage in games leading to significant impairment or distress in a person’s life.


Melodia, F., Canale, N. & Griffiths, M.D. The Role of Avoidance

Coping and Escape Motives in Problematic Online Gaming: A Systematic


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Literature Review. Int J Ment Health Addiction 20, 996–1022 (2022). Over the

past two decades, research into Internet Gaming Disorder (IGD) has markedly

increased due to worldwide spread of online videogames. The reasons and

motivations for playing greatly contribute to its popularity. Escapism and

avoidance coping strategies have been studied extensively and conceptualized

as motives to play. A growing research base has demonstrated a strong

association between these motives to play and negative gaming outcomes.

Consequently, the aim of the present systematic review was to provide a

comprehensive overview of the role of avoidance coping and escape motives

in problematic online gaming.

Mohamed Basel Almourad, John McAlaney, Tiffany Skinner, Megan

Pleva, Raian Ali. Defining Digital Addiction: Key Features from the

Literature. Journal: Psihologija, 237-253 (2020). Within recent years there has

been increasing societal concern around the compulsive and excessive use of

digital and Internet-enabled devices, such as the use of social media or online

video gaming, and associated psychological and physical harms. However,

problematic use or addictive behaviours are not yet included as diagnosable

mental health issues in any major diagnostic system in Western countries and

the conceptualisations of the phenomena are still inconsistent.


Griffiths, M.D. The Role of Context in Online Gaming Excess and

Addiction: Some Case Study Evidence. Int J Ment Health Addiction 8, 119–
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125 (2010). Research into online gaming addiction is a relatively new area of

psychological study. Furthermore, there are studies that have claimed that

online gaming addiction may be addictive because of self-report accounts of

very excessive use of up to 80 h a week. This study uses data from two case

studies to highlight the role of context in distinguishing excessive gaming from

addictive gaming. Both of the gamers in this study claimed to be playing for up

to 14 h a day yet and although they were behaviorally identical in terms of

their game playing, they were very different in terms of psychological

motivation and the meaning and experience of gaming within their lives. It is

argued that one of the players appears to be genuinely addicted to online

gaming but that the other player is not based on context and consequences. The

two cases outlined highlight the importance of context in the life of a gamer

and demonstrates that excessive gaming does not necessarily mean that a

person is addicted. It is argued that online gaming addiction should be

characterized by the extent to which excessive gaming impacts negatively on

other areas of the gamers’ lives rather than the amount of time spent playing. It

is also concluded that an activity cannot be described as an addiction if there

are few (or no) negative consequences in the player’s life even if the gamer is

playing 14 h a day.
Local Literature

Kwok-Kei Mak, Ching-Man Lai, Hiroko Watanabe, Dong-Il Kim,


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Norharlina Bahar, Milen Ramos, Kimberly S. Young, Roger C.M. Ho, Na-Rae

Aum, and Cecilia Cheng Cyberpsychology, Behavior, and Social Networking

17:11, 720-728, (2014). Internet addiction has become a serious behavioral

health problem in Asia. However, there are no up-to-date country comparisons.

The Asian Adolescent Risk Behavior Survey (AARBS) screens and compares

the prevalence of Internet behaviors and addiction in adolescents in six Asian

countries. A total of 5,366 adolescents aged 12–18 years were recruited from

six Asian countries: China, Hong Kong, Japan, South Korea, Malaysia, and the

Philippines. Participants completed a structured questionnaire on their Internet

use in the 2012–2013 school year. Internet addiction was assessed using the

Internet Addiction Test (IAT) and the Revised Chen Internet Addiction Scale

(CIAS-R). The variations in Internet behaviors and addiction across countries

were examined. The overall prevalence of smartphone ownership is 62%,

ranging from 41% in China to 84% in South Korea. Moreover, participation in

online gaming ranges from 11% in China to 39% in Japan. Hong Kong has the

highest number of adolescents reporting daily or above Internet use (68%).

Internet addiction is highest in the Philippines, according to both the IAT (5%)

and the CIAS-R (21%).


B. S. Fabito and E. R. Yabut, "Prevalence of Cyberbullying and

Addiction in Mobile Gaming among Tertiary Students in one University in the Page | 7

Philippines: An Ethical Discussion in the lens of Consequentialism," 2018

IEEE 10th International Conference on Humanoid, Nanotechnology,

Information Technology,Communication and Control, Environment and

Management (HNICEM), pp. 1-6, (2018) Mobile gamification has been

explored to understand the possibility of its application to promote engagement

and motivation for learning among students. However, it cannot be disputed

that the growing market for mobile games has drawn several ethical setbacks.

Two of the setbacks arising from mobile gaming are addiction and

cyberbullying. Mobile Game Addiction and Cyberbullying are ethical concerns

that should be addressed respectively as it hampers regular individual activities

particularly of students in an academic institution.

Chia DXY, Ng CWL, Kandasami G, Seow MYL, Choo CC, Chew

PKH, Lee C, Zhang MWB. Prevalence of Internet Addiction and Gaming

Disorders in Southeast Asia: A Meta-Analysis. International Journal of

Environmental Research and Public Health. 2020. This meta-analytic review

aimed to examine the pooled prevalence rates of Internet addiction and gaming

disorders in Southeast Asia. The findings revealed a pooled prevalence rate of

20.0% (95% confidence interval: 14.5%–27.0%) and 10.1% (95% confidence

interval: 7.3%–13.8%) for Internet addiction and gaming disorders

respectively.
Yik Shen New, Donna May Rodriguez and Micaela Santos. Gaming

Addiction and Depression among Students Ages 15-19 Years Old in Cavite, Page | 8

Philippines. 2020. Gaming, in many ways and forms, has turned from an

entertainment to addiction, especially among the younger generation.

Excessive gaming, pathological gaming and gaming addiction are having

negative impact on the gamers and are also related to depression.

Danilo B. Buctot, Nami Kim, Sun Hee Kim, The role of nomophobia

and smartphone addiction in the lifestyle profiles of junior and senior high

school students in the Philippines, Social Sciences & Humanities Open,

Volume 2, Issue 1, 2020. Nowadays, adolescents spend a lot of their time on

smartphones. They find it difficult to go about their daily lives without using

their smartphones. Losing a mobile phone or Wi-Fi connection can be

distressing to anyone. This study examined the prevalence of nomophobia and

smartphone addiction among Filipino adolescents and their association with

adolescent lifestyle profiles (ALPs). Furthermore, gender and grade (i.e., junior

vs. senior high school students) differences in nomophobia, smartphone

addiction, and ALPs as well as their differences in four nomophobia groups

and among participants with and without smartphone addiction are determined.
Foreign Study

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Marloes L.C. Spekman, Elly A. Konijn, Peter H.M.P. Roelofsma, Mark

D. Griffiths, Gaming addiction, definition and measurement: A large-scale

empirical study, Computers in Human Behavior, Volume 29, Issue 6, Pages

2150-2155, 2013. Although the general public appears to have embraced the

term ‘videogame addiction’, the scientific debate as to whether ‘gaming

addiction’ can actually be considered an addiction similar to substance

addictions of DSM-IV is still unsettled. To date, research on gaming addiction

has focused on problematic behavior from the gaming activity itself and there

has been little empirical research related to pathological personality patterns

that usually are associated with substance addictions.

Chih-Hung Ko, Gin-Chung Liu, Sigmund Hsiao, Ju-Yu Yen, Ming-Jen

Yang, Wei-Chen Lin, Cheng-Fang Yen, Cheng-Sheng Chen, Brain activities

associated with gaming urge of online gaming addiction, Journal of Psychiatric

Research, Volume 43, Issue 7,Pages 739-747, 2009. The aim of this study was

to identify the neural substrates of online gaming addiction through evaluation

of the brain areas associated with the cue-induced gaming urge. Ten

participants with online gaming addiction and 10 control subjects without

online gaming addiction were tested.


Zaheer Hussain, Glenn A. Williams, Mark D. Griffiths, An exploratory

study of the association between online gaming addiction and enjoyment Page | 10

motivations for playing massively multiplayer online role-playing games,

Computers in Human Behavior, Volume 50,Pages 221-230, 2015. Massively

multiplayer online role-playing games (MMORPGs) are a popular form of

entertainment used by millions of gamers worldwide. Potential problems

relating to MMORPG play have emerged, particularly in relation to being

addicted to playing in such virtual environments. In the present study, factors

relating to online gaming addiction and motivations for playing in MMORPGs

were examined to establish whether they were associated with addiction.

Yuan K, Cheng P, Dong T, Bi Y, Xing L, et al. Cortical Thickness

Abnormalities in Late Adolescence with Online Gaming Addiction. 2013.

Online gaming addiction, as the most popular subtype of Internet addiction,

had gained more and more attention from the whole world. However, the

structural differences in cortical thickness of the brain between adolescents

with online gaming addiction and healthy controls are not well unknown;

neither was its association with the impaired cognitive control ability. High-

resolution magnetic resonance imaging scans from late adolescence with

online gaming addiction (n = 18) and age-, education- and gender-matched

controls (n = 18) were acquired.


Tiziana Mancini, Chiara Imperato, Federica Sibilla, Does avatar's

character and emotional bond expose to gaming addiction? Two studies on Page | 11

virtual self-discrepancy, avatar identification and gaming addiction in

massively multiplayer online role-playing game players, Computers in Human

Behavior, Volume 92,Pages 297-305, 2019. This study aims to analyze virtual

self-discrepancy (VSD), avatar identification, and gaming addiction in

Massively Multiplayer Online Role-Playing Games (MMORPGs). Two studies

were conducted to test the relations between VSDs (i.e., idealized vs utopian

avatar), avatar identification, and gaming addiction. In the cross-sectional

survey (Study 1; 770 MMORPGs players) we assumed that higher MMORPG

addiction was directly predicted by the construction of an idealized avatar (vs.

utopian avatar) and by the avatar identification, which also mediated the

relationship between the VSDs and gaming addiction.


Local Study

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B. S. Fabito, R. L. Rodriguez, M. A. Diloy, A. O. Trillanes, L. G. T.

Macato and M. V. Octaviano, "Exploring Mobile Game Addiction,

Cyberbullying, and its Effects on Academic Performance among Tertiary

Students in one University in the Philippines," TENCON 2018 - 2018 IEEE

Region 10 Conference, pp. 1859-1864, 2018. Mobile gaming addiction is a

growing concern that increases the user's risk for physical and psychological

health problems. Video game addiction is part of the so-called Internet Gaming

Disorder (IGD) and is often associated with Gambling Addiction. In general,

IGD has been linked to a poorer academic performance of students in

educational institutions. However, a study conducted by Samaha and Hawi

(2016) revealed that there is no relationship between smartphone addiction risk

and academic performance. This denotes a disparity on the result of academic

performance between IGD and mobile phone addiction. Cyber-bullying, on the

other hand, is also an ethical concern that has affected several young

adolescents and adults. Previous studies on traditional bullying and

cyberbullying revealed that both can greatly impact school performance of

students among others.


Dumrique, D. O., & Castillo, J. G. Online Gaming: Impact on the

Academic Performance and Social Behavior of the Students in Polytechnic Page | 13

University of the Philippines Laboratory High School. KnE Social Sciences,

3(6), 1205–1210, (2018). This study was conducted to assess and find out the

impact of on-line gaming on the academic performance and social behavior of

the students in the Polytechnic University of the Philippines-Laboratory High

School. Furthermore, this study sought answers on the significant relationship

between playing on-line games and academic performance and to social

behavior of the students.

Rommel L. Verecio, Online Gaming Addiction among BSIT Students of

Leyte Normal University Philippines its Implication towards Academic

Performance, Vol. 11 (47) Pg.1-4, (2018). Games online is one of the

technologies that caught attention over the last decade. Despite the positive

effects, parents frowned because of the potential on the overuse of this

technology which leads to addiction by students. The dark side of playing

online games becomes an issue of debate in society.


Donna May D. Rodriguez, New Yik Shen, Micaela Gouveia, Mary Jane

Yap and Miriam Estrada, Level of Addiction to Gaming and Risk Depression Page | 14

among 15-19 year-old Gamers in Cavite, Philippines, Vol. 4 No. 1, (2021).

Addiction to gaming is becoming a public health issue and its prevalence

among adolescents is not abating but escalating. Literatures are largely

unanimous when it comes to its negative effects on mental health. There are

several studies related to gaming and depression done in countries of Korea,

China, Hong Kong, and Singapore but there are limited data available in the

Philippines. Therefore, this correlational study investigated the level of

addiction to gaming and its relationship to depression among gamers in Cavite.

Yin, K. (2019). Prevalence of cyberbullying and addiction in mobile

gaming among tertiary students in one university in the Philippines: An ethical

discussion in the lens of consequentialism. 2018 IEEE 10th International

Conference on Humanoid, Nanotechnology, Information Technology,

Communication and Control, Environment and Management, HNICEM 2018.

Mobile gamification has been explored to understand the possibility of its

application to promote engagement and motivation for learning among

students. However, it cannot be disputed that the growing market for mobile

games has drawn several ethical setbacks.


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