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Video Game Addiction and It's Health-Related Problems Among High School Students
Video Game Addiction and It's Health-Related Problems Among High School Students
Video Game Addiction and It's Health-Related Problems Among High School Students
A Research Paper
Presented to the Faculty of
The English Department
Francisco P. Felix Memorial National High School
Cainta, Rizal
MARCH 2020
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Chapter 1
Introduction
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In a study done by Hull (2020), the statistics showed that more than 2
billion people play video games, globally and 4 out of 5 Filipinos, locally. Thus,
with gaming activities that have been around for almost 50 years, studies then
explained that video games are designed to be addictive using state-of-the-art
behavioral psychology to keep you hooked. Games are immersive experiences
that provide you with a high amount of dopamine, and overexposure to this level
of stimulation can cause structural changes to your brain (Griffiths, 2017). With
this study, the researchers would like to address the on-going video game
addiction and related health-illnesses as the researchers immerse into the lives
of high school gamers. Jjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj
Statement of Purpose
The findings of the study will benefit the local community as the
researchers determine early signs of video game addiction and related illnesses.
Specifically, the benefactors of the study include the following:
Students. They will be more susceptive in managing their time and schedule. It
will also help them in preventing their addiction to worsen. The students will also
be able to develop a sense of responsibility as they become knowledgeable to
the side effects of video game addiction.
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Parents. It will be easier for them to determine on set signs of video game
addiction amongst their children. Parent will also be more flexible in handling
instances like this as they become more familiar with addressing this concern.
1. What are the factors that affect the use of video games in terms of:
1.1. Entertainment and Leisure;
1.2. Accessibility; and
1.3. Students’ Disposition and Attitudes
2. What are the effects of video game addiction in terms of:
2.1. Physical Health;
2.2. Mental Health; and
2.3. Emotional Health
3. Is there a significant relationship between the factors that affects the use
of video games and effects of video game addiction?
Hypothesis
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There is no significant relationship between the factors that affects the use
of video games and effects of video game addiction.
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Conceptual Framework
FEEDBACK
A Conceptual Framework of the study on Francisco P. Felix Memorial National High School
Students
Figure 1
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Figure 1. encapsulates the whole plan for the study by devising a
framework that presents the inputs, processes, and outputs to achieve the
desired outcome. The research paradigm is divided into four significant parts;
namely the input, process, output, and feedback. It also includes arrows that
represent the flow of the research project.
The input is composed of the different variables that are relevant for the
study. The demographic profile, factors that affects the use of video games, and
general experiences and observations of students when gaming.
The process includes the procedures that would be taken throughout the
research project. The formulation of the research project will start from
discussing the research problem and then gradually continue to conducting a
survey that would give the necessary data to be analyze and interpreted.
The output states that by following the IPO model the researches will be
able to come up with the advantageous or disadvantageous effects of video
games to the health of a human being.
The feedback will be the basis of all of the necessary changes that will be
done to the output.
Definition of Terms
Accessibility – this is how video games can be easily obtained by high school
students.
Emotional Health – the effects of video games towards students’ feelings and
how they perceive their environment,
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Entertainment and Leisure – the use of video games as a form of stress-
reliever or for enjoyment.
Mental Health – the effects of video games towards critical thinking and analysis
of students.
Students’ Disposition and Attitude – these are the feelings of students in using
video games
Video Game Addiction – in the study, is the prolonged use of video games
resulting to lack of productivity.
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Chapter 2
Foreign Literatures
In Bangkok, 32.6 percent of respondents spent three to five hours per day
playing online games during weekends and holidays. Teenagers often play for
more than 8 hours a day. Addicted gamers are vulnerable to several mental
conditions, such as anxiety, impulsiveness, and attention deficit. Moreover,
gamers who spend time on the computers and don't have the right meals have
lower weight and height than normal. (Khidir, 2020)
The articles describe both physical and mental effects of game addiction
especially amongst teens. It includes the different symptoms that may be induced
from game addiction. It is vital as it also explains the statistics of internet users
within Southeast Asian countries. Information like these are deemed crucial for
the study since the researchers have justifications for their findings and
observations.
Local Literatures
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Elicay (2018) reported that the behavioral trend in gaming addiction
affects a person's relationship with his / her environment (friend, family, and the
likes). The incapacity to regulate the desire to play inhibits a person from
conducting daily activities and developing relationships with others.
Foreign Studies
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are also negative relationship between addictions to computer games and
impaired social functioning. This supports numerous studies regarding video
game addiction and its multi-faceted effects to a person’s health.
Local Studies
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Cortes, Alcalde, and Camacho (2012) stated in their study, “Effects of
Computer Gaming on High School Students' Performance in Los Baños, Laguna,
Philippines” computer gaming addiction, contributed to the probability of a
student to fail. Additionally, given that 78 students (32.5%) spend Php 39.00 on
playing, the estimated total effect on the demand for computer games is Php
1,267.50. Food is 56% of the expenses which means that 56% of those who
spend part of the allowance on computer games sacrificed their food
consumption resulting to fatigue and lack of nutrition.
The different local studies were able to enumerate the different factors that
may affect the time for video game use. It also established the connection
between the time of day and the population of playing at that given time. Hence
its relevance for the researchers’ study. Aside from these, the studies were able
to give numerous insights about video game addiction locally.
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Chapter 3
RESEARCH METHODOLOGY
A Satellite Map of Francisco P. Felix Memorial National High School (Rosepack Main)
Figure 2
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Research Design
The focal point of the study are the characteristics of high school students
from Francisco P. Felix Memorial National High School and their on-set
symptoms or reactions from prolonged video gaming. They best fit the study
since they are most vulnerable for video game addiction. Students who
experienced excessive game addiction may affect the way they contribute to their
community and academic performance. It is vital to determine the related
illnesses associated with this type of addiction since students’ skills are being
hindered to develop when they become addicted.
Sources of Data
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The researchers will use primary and secondary sources of data in order
to justify the study’s findings and conclusions. The primary sources include the
survey questionnaire that will be answered by the respondents and other
observatory analysis of the researchers amongst their schoolmates. In addition,
secondary sources are the different foreign and local studies or literature that are
relevant to the study being conducted.
Part II. Includes the different variables for the study that would be
statistically treated.
After the validation of the instrument the researchers will have to seek
approval from the head of the institution to fully inform him with the study and its
objectives. A letter will be addressed to him to allow the researchers distribute
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their survey questionnaire for the study. Another set of letters will be sent out to
the respondents along with the questionnaire after being approved to administer
the study. The researchers will be setting dates during school hours that are
convenient for the respondents to ensure no classes will be interrupted. Once
data was gathered from the respondents, the results of the questionnaire will be
transcript, tabulate, and statistically interpreted with the different statistical tools.
Chapter 5
BIBLIOGRAPHY
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Hull, M. (2020, January 28). Video Game Addiction Statistics.
therecoveryvillage.com. Retrieved on February 10, 2020, from:
https://www.therecoveryvillage.com/process-addiction/video-game-addiction/
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Jaymalin, M. (2018, June 22). WHO: Compulsive video gaming now a mental health
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https://www.philstar.com/headlines/2018/06/22/1826885/who-compulsive-video-
gaming-now-mental-health-problem
Khidir, S. (2020, February 06). Gaming: The latest Thai addiction. Retrieved on
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addiction
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the-philippines/
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