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“LET’S PLAY”

THE LIVED EXPERIENCE OF AN ONLINE GAMER OF

SENIOR HIGH SCHOOL STUDENT

__________________________________________________

A Thesis Presented to the

Senior High School Department

Of San Jose National High School

__________________________________________________

In Partial Fulfillment of the Requirements in

Practical Research 1

__________________________________________________

By:

Hondanero Shanice B.

Casucot Mark Elged A.

Villaver Stiphine John

Torreon Eduardo P.

Auxtero Jaynos G.

Gulis Jhennybhe

Ramos Rezel

June 2023
SAN JOSE NATIONAL HIGH SCHOOL

APPROVAL SHEET

This thesis entitled “Let’s Play” The lived experience of an online


gamer of the Senior High School in SJNHS S.Y. 2022-2023 submitted by
EDUARDO TORREON, JHENNYBHE GULIS, STIPHINE JHON VILLAVER,
SHANICE HONDANERO, JAYNOS AUXTERO, REZEL RAMOS, MARK
ELGED CASUCOT in fulfillment of the requirements in PRACTICAL RESEARCH
1 has been examined and is recommended for acceptance and approval for
ORAL EXAMINATION.

JOSEPH MUNALEM

Adviser

Approved by the Committee on Oral Examination with grade of PASSED


on June 29, 2023.

SHARMAINE SHEENA C. AUTENTICO CHERADIE T. AUTENTICO

Member Member

JASON E. CURIBA

Chairman

MA. MABETH M ARRO,

HT-III, SIC
ACKNOWLEDGEMENT

First, we would like to acknowledge the students who broke their silence

and let us hear their lived experienced. We are really honored to have the

opportunity to listen and learned from you. We will forever be grateful to you and

hope that sharing your experienced may lift up some of your burdens. Your

stories had moved and awaken us in one way or another. We would also like

acknowledge the adviser of Senior High School for helping us find the participant

of our study.

To our Thesis Adviser, Mr. Joseph Munalem, thank you for all the

guidance, resources, feedback, reassurance and time you have spared for us.

Thank you for the encouragement, your timely, constructive and detailed

feedback and for sharing your wealth of knowledge about qualitative research.

Without you, this study would never have started or finished.

We are also grateful to our parents who unceasingly support us

especially in financial aspect. Thank you for understanding us during those times

that were so busy and we forget to help in doing the household chores.

To our friends, classmates and colleagues who help and encouraged us

in this endeavor, thank you very much, your endless motivations during those

times that we lost hope, the jokes that you fired to us during those challenging

times had help us enlighten our mood to continue our study.


We also want to acknowledge our school, San Jose National High School

for allowing us to conduct this research study.

To our Almighty Father, we give our greatest thanks for empowering us with

knowledge and strengths to withstand all odds, for guiding us all throughout our

research study. This study would like not be possiblele without thee help and

guide from Him.

Collectively, our thesis adviser, he student participants, school faculties and

staffs, our parents and friend are all the heart of this research project. We are

beyond fortunate and thankful to have them from beginning till the end.

The Researcher
ABSTRACT

This study aims to explore the lived experience of an online gaming addict

among senior high school students at SJNHS (San Jose National High School).

Online gaming addiction has become a prevalent concern in recent years,

particularly among adolescents. However, there is a scarcity of research

specifically focusing on the subjective experiences of online gaming addicts in

the context of senior high school students. 

Through qualitative research methods, including in-depth interviews and

thematic analysis, this study delves into the narratives of senior high school

students who identify themselves as online gaming addicts. The research

participants were selected through purposive sampling, ensuring a diverse range

of experiences and perspectives. The data collected from the interviews were

transcribed, coded, and analyzed thematically, allowing for the emergence of key

themes and patterns. 

Preliminary findings indicate that the lived experience of an online gaming

addict in senior high school students is characterized by a complex interplay of

factors. The participants described the initial attraction of online gaming, the

gradual progression towards addiction, and the subsequent negative


consequences in various aspects of their lives, including academic performance,

relationships, physical health, and emotional well-being. Additionally, the study

sheds light on the coping mechanisms employed by participants to manage their

addiction and the support systems available to them. 

The findings of this study have several implications for educational

institutions, mental health practitioners, and parents/guardians. By gaining a

deeper understanding of the lived experience of online gaming addicts in senior

high school students, interventions and preventive measures can be developed

to address this growing issue effectively. Furthermore, the study contributes to

the existing literature on gaming addiction, offering valuable insights into the

subjective experiences of this specific population.


TABLE OF CONTENTS

APPROVAL SHEET……………………….…..................
…………………………………………i

ACKNOWLEDGEMENT ………………….…………………………....
………............…………ii

ABSTRACT ……………………………………………………………......................
……………….iv

Chapter 1 - THE PROBLEM AND ITS SCOPE -------------------------------------------


1

Rationale of the study --------------------------------------------------------------------


1

Review of Related Literature ----------------------------------------------------------2

Statement of the Problem and Sub Problem ---------------------------------5

Scope and Delimitation -----------------------------------------------------------------6

Significance of the Study ---------------------------------------------------------------6

RESEARCH METHODOLOGY -------------------------------------------------------


6

Research Design ---------------------------------------------------------------------------


7

Research Environment ------------------------------------------------------------------


7

Research Participants -------------------------------------------------------------------7


Sampling Procedure ---------------------------------------------------------------------8

Research Instrument --------------------------------------------------------------------8

Data Gathering Procedure -------------------------------------------------------------9

Definition of Terms ---------------------------------------------------------------------10

Chapter 2 – DATA PRESENTATION AND ANALYSIS -----------------------------11

Chapter 3 – SIGNIFICANT FINDING, CONCLUSION, AND

RECOMMENDATION --------------------------------------------------------------------------17

Significant Findings --------------------------------------------------------------------17

Summary of Findings ------------------------------------------------------------------18

Conclusion --------------------------------------------------------------------------------
18

Recommendation -----------------------------------------------------------------------19

APPENDIX A ………………………...................
…………………………………………..…….. vi

APPENDIX B ………………………….........………..........
…………………………………..….. vii
APPENDIX C ……………………………………………………………....................
……….….. viii

APPENDIX D ……………………………...................
………………………………………….... ix

APPENDIX E ………………...................
……………………………………………………..….. xi

APPENDIX F ………………..................
…………………………………………………….......xvii

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