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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL

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ONLINE GAMEADDICTION, DEPRESSION AMONG BNHS-SHS STUDENTS

Danard Gabriel V. Minoc ,Cathlene Tan Garcia , Kristel Esberto Marcha, Frank Pangan,
Patricia Isabel Dionisio ,Joahna Joy Bautista Chua, Claren Castro ,Angelica Mercado,
Jaychelle Ramirez Yumul ,Dustin Medina, Chen Alonzo

Bataan National High School-Senior High School

frankpangan224@gmail.com, cathlenetangarcia@gmail.com, castroclaren942@gmail.com,


yumuljaychelle@gmail.com, pd977744@gmail.com, joahnachua@gmail.com,
kriscrossmarcha@gmail.com, alonzoxstien7@gmail.com, danardminoc2.0@gmail.com
mercadoangelica0929@gmail.com, dustinmedina0831@gmail.com

Introduction online game addiction include spending most or

all available hours playing a online game,


In the past decade, research has accumulated
diminished job and/or educational productivity,
suggesting that excessive Internet use can lead to
choosing to play online games rather than
the development of a addiction (Kuss DJ,
socialize and/or sleep, lying or being secretive
Griffiths MD et al,2012). There are many needs
about online game use, and avoiding or no longer
that individuals can meet with the aid of
participating in other activities in order to spend
technology. Especially with the widespread use
more time playing online games.
of the Internet, individuals can meet needs such

as access to information, communication, as well Newzoo (2017) mentioned that more than two

as shopping and entertainment via the Internet billion people spend their leisure-time activity by

(Demir & Kumcağız, 2019) playing online games. This is because the players

are provided with entertainment and fun, which


online game addiction typically begins in early
may lead to addiction. Some tasks are given to
adolescence. Early indicators or warning signs of
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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

the players to discover and solve. This scenario impairment in personal,(Saunders et al., 2017).

may result in health problems, both physically Some of these reasons can be listed as a sense of

and mentally. curiosity developed by an individual towards

certain games, the sense of achievement, as well


(Abbas 2020 ) examines gaming disorder and
as the need to socialize and pass time. When
depression. The study found that gaming
individuals achieve success in these online
disorder and depression co-occurred in 526
games, the pleasure they feel draws them further
participants of the study. It also found that most
into the gaming world. In addition, recent studies
of these gamers used video games to alleviate
have revealed that individuals prefer online
depression, making depression even
games played on the Internet due to Depression
worse.Building on our definition of general
in the real world (Melodia et al., 2020; Tham et
technology addictions, online game addiction is
al., 2020).but these antecedents may have
defined as a state of maladaptive psychological
different roles in forming addictions.
dependently on online games that is manifested

through the obsessive-compulsive pattern of These include mental disorders such as,

seeking and use that take place at the expense of obsessive-compulsive and depression,(Aldalier

other important activities. The disorder is A. ,2012),and dissociation. Hazar and Hazar

characterized by impaired control over online (2018) indicated that attractions to video games

gaming, increasing priority given to online among young people could lead them to many

gaming over other activities to the extent that problems. Such issues have caught the attention

online gaming takes precedence over other of mental health professionals and psychologists

interests and daily activities, and continuation of to focus on the effects of online games.

online gaming despite the occurrence of negative


When the literature is examined, it can be seen
consequences. The gaming behavior pattern is
that online games are preferred not only because
of sufficient severity to result in significant
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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

they meet our entertainment needs, but for other • Cause anger disorders

reasons too (Duran, 2019; Topal, 2016).In the


• Sometime cause nervousness issues in some
research conducted by Rigby and Ryan (2016), it
people .
was determined that the pleasure obtained from
• Usually increase stress level of people (King,
online gaming places individuals in a good
Delfabbro, & Griffiths,2013).
mood, even if just for a short time (as cited in

Yıldırım, 2019). However, individuals who Write to

constantly crave wanting to be in this state may


OBJECTIVE OF THE STUDY
also increase their use of online games. As the

use of online games increases, individuals may In this study we therefore focus on online game

start to consider that the only source of such a addiction, and try to explain its formation among

good mood is therefore through game-playing adolescents. By understanding the antecedents of

(Yıldırım, 2019). As a result, when individuals this psychological state, better prevention,

return to their real lives, their life satisfaction screening, and intervention techniques can be

may be negatively affected. developed. This also represents a gap in the

literature that we intend to fill.


Whenever we hear that excessive video gaming

can cause stress and depression issues we STATEMENT OF THE PROBLEM

/RESEARCH QUESTION
often start to think that how can online gaming

cause physical and emotional disorders and The aim of the study are,to find out the exposure

to online gaming among BNHS Adolecense in


problems. Consistent gaming can:
Senior High School ,to determine the level of

• Decreases our patience level online gaming addiction among the students,to

determine the levels of depression, among the


• Increases frustration level

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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

students of BNHS, to determine the relationship

between online gaming addiction and depression,


REFERENCES
Kuss DJ, Griffiths MD. Internet and
among the Senior High School in BNHS and to
Gaming
Addiction: A Systematic Literature
determine on preventing it.
Review of
Neuroimaging Studies. Brain Sciences.
This sought to answer the following question. 2012; 2(3):347-374.
https://doi.org/10.3390/brainsci2030347.
1.) How may the profile of the respondent be Demir, Y., & Kumcağız, H. (2019).
Üniversite öğrencilerinin sosyal
described in term of: medya bağımlılığının farklı değişkenler
açısından incelenmesi
1.1 Their Age *Investigating the effects of several
variables on university
1.2 Their Gender students’ social media addiction+. Türk
P iko ojik ışm R
hberlik
Dergisi, 9(52), 23-42 .
https://dergipark.org.tr/tr/pub/tpdrd/issu
2.) How may the Online Game Addiction of the e/44557/550132
respondents be described in terms of: Daniel L. King, ... Mark D. Griffiths, in
Principles of Addiction,
2013
2.1 How Long they play
Daniel L. King, Paul H. Delfabbro, in
Adolescent Addiction
2.2 What game they play (Second Edition),2020,(2017)
Abbas 2020 The Relation between
2.3 Internet usage depression and addiction
online games in Kuwait
3.) How may the depression of the respondent
be described in term of: January 2020Transylvanian Review of
Administrative Sciences 26(1):1-19
3.1 Patient Health Questionnaire Project: Impacts of Online Gaming
Adalier A. The relationship between
3.2 Their Age Internet addiction and psychological
symptoms. Int. J. Glob. Educ.
3.3 Their Strand 2012;1:42–49.
Newzoo. (2017). 2017 Global games
market report: Trends,
4.) Is there a significant correlation set the insights, and projections toward 2020.
respondents in online game addiction and Retrieved from:
http://progamedev.net/wp-content/uploads
level of depression? Newzoo_Global_Games
_Market_Report_2017_Light.
4
www.bataannationalhighschoolshs.com | bnhs.shsbalangacity@gmail.com
“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

Hazar, Z., & Hazar, M. (2018). Effect of games (2006). The motivational pull of video
including physical activity on digital game games:
addiction of 11-14 age group middle- A selfdetermination theory approach.
school Motivation and Emotion, 30(4), 344-360.
students. Journal of Education and Training https://doi.org/10.1007/s11031-006-9051-8
Studies,
http://6(11),243253.DOI:10.11114/ King, D. L., Delfabbro, P. H., & Griffiths, M. D.
jets.v6i11.3645, (2013). Trajectories of problem video gaming
Melodia, F., Canale N., & Griffiths M. D. among adult regular gamers: an 18-month
(2020). longitudinal study. Cyberpsychology,
The role of avoidance coping and escape behavior, and social networking, 16(1), 72-76.
motives in problematic online gaming: A https://psycnet.apa.org/record/2013-01640-013
systematic literature review. International
Journal of Mental Health and Addiction.
Advance online publication.
https://doi.org/10.1007/s11469-020-00422-w.

Tham, S. M., Ellithorpe, M. E., & Meshi, D.


(2020). Real-world social support but not in-
game social support is related to reduced
depression and anxiety associated with
problematic gaming. Addictive Behaviors;
106, Article 106377.
https://doi.org/10.1016/j.addbeh.2020.106377
.
https://doi.org/10.1007/s11469-020-
00422-w.
Duran, E. (2019)regulation on the relationship
between maternal attitude and online game
addiction] *Unpublished Master’s
thesis].Tokat Gaziosmanpaşa University,
Turkey.http://www.diva-portal.org/smash/get
/diva2:602320/FULLTEXT01.pdf

Yıldırım, E. (2019) social support and basic


psychological needs] (UnpublishedMaster’s
Thesis, Yıldız Technical University,
İstanbul,
Turkey.
http://www.diva-portal.org/smash/get/diva2:602
320/FULLTEXT01.pdf
Topal, A. (2016). T t-based communication in
online games and the case of “World of
Warcraft”] [Unpublished Master’s thesis,
Kocaeli University, Turkey]. http://www.diva-
portal.org/smash/get/diva2:602320/FULLTEXT
01.pdf
Ryan, R. M., Rigby, C. S., & Przybylski, A.
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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

6. How often do you think about the internet,


even when not online?

7. How often do you look forward to your next


internet session?

Likert Scale 8. How often do you think you should use the
internet less often?

Gender: 9. How often have you unsuccessfully tried to


spend less time on the internet?
Age:
10. How often do you rush through your (home)
Strand: work in order to go on the internet?

What Game Do you play? 11. How often do you neglect your daily
obligations (work, school or family life) because
For how long you paly online games? you prefer to go on the internet?
30min.-1 hr , 1hr- 2hr , 3hr and above.
12. How often do you go on the internet when
Instruction you are feeling down?
The following questions should be answered 13. How often do you use the internet to escape
about your use of the internet for private from your sorrows or get relief from negative
purposes. feelings?
Answers can be given on a 5-point scale: (1)
Never, (2) Seldom, (3) Sometimes, (4) Often, (5) 14. How often do you feel restless, frustrated, or
Very often. irritated when you cannot use the internet?
Internet Usage
1.How often do you find it difficult to stop using Online Game Addiction
the internet when you are online? 1. Firstly, do you spend a lot of time thinking
about games even when you're not playing,
2.How often do you continue to use the internet or planning when you can play next? This
despite your intention to stop? question is required.*Gaming becomes the
dominant activity in your daily life.

2. Do you feel restless, irritable, moody, angry,


3.How often do others (e.g. partner, children,
anxious, bored, or sad when you try to cut
parents, friends) say you should use the internet
down or stop gaming, or when you are
less?
unable to play? This question is required.*
4. How often do you prefer to use the internet
3. And do you feel the need to play for
instead of spending time with others (e.g.
increasing amounts of time, play more
partner, children, parents, friends)?
exciting games, or use more powerful
equipment to get the same amount of
5. How often are you short of sleep because of
excitement you used to get?This question is
the internet?
required. *

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“ALPAS”: BATAAN NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL RESEARCH JOURNAL
__________________________________________________________________________________________________________________

4. Have you felt you should play less, but are


unable to cut back on the amount of time 2. Feeling down, depressed, or hopeless?
you spend playing games?
3. Trouble falling or staying asleep, or
5. And have you lost interest—or reduced sleeping too much?
participation—in other recreational activities
due to gaming?This question is required.* 4. Feeling tired or having little energy?
Like hobbies, meeting friends
5. Poor appetite or overeating?
6. Have you continued to play a game even
though you knew about the negative 6. Feeling bad about yourself — or that you
consequences, such as not getting enough are a failure or have let yourself or your
sleep, being late to school/work, spending family down?
too much money, having arguments with
others, or neglecting important duties?This 7. Trouble concentrating on things, such as
question is required. * reading the newspaper or watching
television?
7. Have you been deceptive, or lied to family,
friends, or others about how much you
game? Or tried to keep your family or 8. Moving or speaking so slowly that other
friends from knowing how much you game?
people could have noticed? Or so fidgety
This question is required. *
or restless that you have been moving a
8. Do you game to escape from or forget about
lot more than usual?
personal problems, or to relieve
uncomfortable feelings such as guilt,
anxiety, helplessness, or depression?This
question is required. * 9. Thoughts that you would be better off
dead, or thoughts of hurting yourself in
9. have you risked or lost significant
relationship, job, educational, or career some way?
opportunities because of gaming?This
question is required. *

Patient Health Questionnaire

Not at all =1

Several days =2

More than half the days =3

Nearly every day =4

1. Little interest or pleasure in doing things?


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