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Online Gaming Attitudes and It's Effect On The Mental Health of MSU-CETD Students
Online Gaming Attitudes and It's Effect On The Mental Health of MSU-CETD Students
CHAPTER 1
INTRODUCTION
In this modern era, Internet use has become widely popular. The Internet has taken
center stage in many people's lives as they can obtain myriad information from it. The 2018
statistics issued by the Malaysia Communications and Multimedia Commission (MCMC) show
that the percentage of Internet users increased from 76.9% in 2016 to 87.4% in 2018 at the
national level.
Fadil, Mohd, and Abdul (2010) indicated that 95% of Internet users are adults with college
or graduate degrees. Meanwhile, online games have become very popular globally, especially
among the young generation, leading to the proliferation of online game attitudes. Indeed, the
most addictive Internet activities nowadays are online gaming (Wan & Chiou, 2006).
Newzoo (2017) mentioned that more than two billion people spend their leisure-time
activity playing online games. This is because the players are provided entertainment and fun,
which may lead to attitudes. Some tasks are given to the players to discover and solve. They
have to play until they win to move to the next level, and if they lose, they can make other
attempts to win. This scenario may result in health problems, both physically and mentally.
In addition to the widespread use of the Internet in the modern era, its impact on society
has been profound. With the ability to access vast information, the Internet has revolutionized
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how people obtain knowledge and interact with the world. The Malaysia Communications and
Multimedia Commission (MCMC) reported a significant increase in Internet users, from 76.9% in
2016 to 87.4% in 2018 at the national level, highlighting the growing reliance.
While the Internet caters to diverse activities, online gaming has emerged as a trendy and
addictive pastime, especially among the younger generation. Fadil, Mohd, and Abdul (2010)
revealed that 95% of Internet users with college or graduate degrees engage in online gaming.
Moreover, on a global scale, Newzoo (2017) reported that over two billion people spend their
The appeal of online games lies in their ability to provide entertainment, fun, and
challenges to players, fostering the development of certain attitudes and behaviors. Players are
often tasked with overcoming obstacles, solving puzzles, and advancing through levels, each
success serving as a reward for their efforts. However, the addictive nature of these games can
As the popularity of online gaming continues to soar, it becomes crucial to delve deeper
into its effects on individuals and society. Understanding the implications of excessive online
gaming and its impact on various aspects of life is paramount in developing effective strategies to
promote healthy and balanced Internet usage. This research explores the psychological and
social ramifications of online gaming, shedding light on the potential health problems associated
with this phenomenon. By examining the intricate relationship between online gaming and its
This study determined the relationship between online gaming attitudes and students'
3. Is there a significant relationship between the level of Online Gaming Attitudes and the
Null Hypothesis:
There is no significant relationship between the level of Online Gaming Attitudes and the
The study focuses explicitly on MSU-CETD students, providing insights into their attitudes
toward online gaming and its potential effects on their mental well-being. The study's findings
raise awareness among students, educators, and mental health professionals about the potential
risks associated with online gaming and the importance of promoting healthy gaming habits. It
can also inform the development of interventions and programs to reduce the adverse effects of
particularly in behavioral addiction and the impact of technology on mental health. By exploring
the attitudes and behaviors of MSU-CETD students towards online gaming, the study can
In addition, it is essential to highlight a few more points. It identifies potential risk factors
by focusing specifically on MSU-CETD students. The study can shed light on the unique factors
that may contribute to the development of problematic online gaming behaviors among this
population. Understanding these risk factors can help educators, mental health professionals,
and policymakers design targeted interventions and preventive measures to address the issue
effectively. By promoting mental health and well-being, the study can act as a catalyst for raising
awareness about the potential impact of online gaming on mental health among MSU-CETD
students. By highlighting the potential risks associated with excessive or problematic gaming, the
between online gaming and other aspects of life. This can ultimately contribute to the student's
In conclusion, this study has the potential to raise awareness, inform interventions, and
healthy gaming habits and improve the mental well-being of MSU-CETD students.
5
The conceptual framework for this study is based on the hypothesis that online gaming
attitudes can directly or indirectly impact the mental health of MSU-CETD students. The
framework is grounded in the Cognitive Behavioral Theory, which posits that an individual's
The independent variable in this study is online gaming attitudes, which encompasses a
range of factors, including time spent gaming, gaming preferences, and attitudes toward gaming.
The dependent variable is mental health, which encompasses a range of psychological factors
The correlation between the two variables will give us more information about the current
mental well-being of the student while online gaming, while finding the correlation between the
two will help us find one of the many factors that cause mental disorders, i.e., depression and
personality disorders. With the correlation, we will know that our friend is going through
something, and we can talk it out with them and ease their burdens.
This study determined the relationship between Online Gaming Attitudes and Mental
currently enrolled in S.Y 2022-2023. The researchers used survey questionnaires as a method
for data collection. The researchers will use the Purposive Sampling Method to gather our
desired respondents.
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Definition of Terms
Online Gaming Attitudes. Refers to the action, generally defined as the problematic,
compulsive use of video games that significantly impair an individual's ability to function in
Mental Health. Refers to a person's condition concerning their psychological and emotional
well-being.
Level of Online Gaming Attitudes. Refers to the level of which a person's attitude while online
Level of Mental Health. Refers to a person's mental instability level, with higher levels being
more unstable.
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CHAPTER 2
Cognitive and emotional deficits characterize online gaming attitudes. Previous studies
have reported the co-occurrence of Internet attitudes and depression. In addition, a longitudinal
study found that Internet game attitudes/depression severity at an earlier time positively
predicted the depression/Internet game attitudes severity at a later time, which indicated that a
possible bidirectional relationship existed between online gamers' depression symptoms and
attitudes. People cope with their emotional distress by playing online games. However, the
excessive use of online games for a long time may separate individuals from real-life
relationships, thus causing severe mental health problems, such as depression. Therefore, in this
study, we would expect a positive relationship between mobile game attitudes and depression.
network of social relationships. Previous studies have consistently confirmed the connection
Furthermore, loneliness is not only the cause of online gaming attitudes but also the
consequence; there is a possible reciprocal relationship. Prior research has indicated that,
although playing online games may temporarily provide an escape from the negative feelings
associated with social deficiencies, excessive gaming does little to facilitate the development or
real life may exacerbate the deterioration of existing social relationships, thereby increasing
loneliness. Thus, we expect a positive association between mobile game attitudes and loneliness
in this study.
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Social anxiety, the most common anxiety disorder in adolescence, is the tension or
mobile game attitudes and adolescent social anxiety is essential, considering that approximately
one-third of adolescents meet the criteria for an anxiety disorder. Some literature indicates that
Internet, smartphone, and online game attitudes are all associated with an individual's social
anxiety. Individuals with a severe tendency to online gaming attitudes have significantly higher
social anxiety levels than those who use online games usually. Lo et al. investigated the potential
effects of online games on the quality of interpersonal relationships and levels of social anxiety.
The results indicated that the quality of interpersonal relationships may be undermined, and
social anxiety may increase when teenagers spend more time playing online games. In the
current study, we would expect a positive association between mobile game attitudes and social
anxiety.
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Related Studies
The study "Adolescent online gaming addiction" by Griffins et al. (2012) was conducted to
assess and determine the impact of online gaming on the social behavior of the students at the
Polytechnic University of the Philippines-Laboratory High School. Furthermore, this study sought
answers on the significant relationship between playing online games and the social behavior of
the students.
The study revealed that boys are more a player than girls, who often play games
requiring three or more players, like League of Legends, Clash of Clans, Crossfire, and many
more. It is also stated that those who play online games are around 14-15 years old and are
believed to be in the Grade 8 level. These students who often play games have an average
weekly allowance of 101 to 500 pesos. Playing online games does not affect their grades badly
because they know how to limit themselves. They know they need to control themselves to
function well in their class. That is why they only play games during vacations and weekends with
Even though they play online games, they know how to socialize well, and they can
perform very well academically. However, it is inevitable not to play even for half an hour,
especially when they are accustomed to it. Therefore, it is just a matter of discipline.
As a source of information, the Internet plays a vital role in developing one's mind and life
experiences by creating productive work in schools, offices, and even at home. Nowadays, this
can be a person's most efficient strategic tool for enabling himself to take charge and cope with
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the fast-growing technology. Because people live an informative lifestyle where everything is
updated, the Internet has become one of the necessities of human beings regardless of age or
sex in today's society. However, the influence of this helpful machine on youth is undeniably
questionable. As to what Rock, Dave. (2009, October 4) said all these technologies are very
good at distracting people. In line with this development, online gaming was created to entertain
people. Online gaming is one of the widely used leisure activities by many people. For some
people, it is said that playing video games has several reasons to be played, for it can be a
stress reliever, challenge and competition, relaxation, enjoyment, social interaction, and even
mentally escaping from the real world. For most people, online gaming is one of the best
pastimes they acquire, especially for teenagers, youngsters, and students. According to Kuss &
Griffiths (2012), teens who play online games are just having fun. They do not just play because
of some seriousness but also because they want to feel relief. Students tend to feel stressed
during school hours due to loads of schoolwork, and playing it will relieve their stress.
The benefits of online games are subject to question, as they provide something unique
that cannot be easily replicated. Extensive research suggests that online gaming can have
positive effects. Engaging in puzzle-based games, for instance, can significantly enhance
cognitive abilities and mental agility. Players are challenged to solve intricate problems,
situations commonly found in adventure games. These games demand quick thinking, strategic
planning, and effective decision-making, keeping players alert and actively engaged. The ability
to navigate and succeed in these virtual scenarios can also translate to improved
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attitudes toward online gaming can sometimes lead to unexpected consequences. Inappropriate
usage and excessive time spent playing games can result in problems, particularly in academic
settings. Students may need to be more focused, reducing focus and productivity in school.
Balancing the enjoyment of online gaming with academic responsibilities is crucial to avoid
The cycle starts with gaming; then, there are two possible outcomes; positive and
negative. The two outcomes can give the people in question some symptoms over time. As time
passes and people spend most of their time gaming, they cannot spend time on other activities
such as biking, spending time with their family, watching movies, etc. As it continues, they may
experience loneliness and depression, and so the cycle repeats. Further, "the displacement
theory" (Gentile et al., 2017) explains how media consumption might replace essential activities
like sleeping and socializing. Building on this, we propose a model to explain the mutual
upholding mechanisms between depression, loneliness, and pathological gaming in one cycle.
Initially, gaming might be an activity to occupy adolescents with emotional problems (Lemmens
et al., 2011a).
Gaming can, as such, provide immediate relief from an unpleasant state, for instance,
agony caused by depression and loneliness, along with positive online experiences. Therefore,
symptoms of pathological gaming might be elevated and upheld by, for instance, being more
salient in adolescent life and becoming an important strategy for mood modification. This might,
in turn, result in the loss of real-life experiences and displacement of other activities (Gentile et
al., 2017) and further result in increased emotional problems. This might explain how
adolescents with pathological gaming can struggle to escape this self-enhancing vicious cycle.
To be clear, the model tries to explain the mechanisms acting between emotional problems and
pathological gaming found in this study, not the magnitude of distress. The proposed model
does not imply that gaming, in general, will lead to depression or loneliness but rather explains
CHAPTER 3
METHODOLOGY
3.0 Introduction
This chapter explains various methodologies used in gathering data and analysis
relevant to the research. The methodologies will include areas such as the location of the study,
research design, sampling and sample size, types of data, data collection method, and
management.
exploring the relationships among variables related to online gaming attitudes and their effects
on the mental health of MSU-CETD students. The study seeks to describe the relationship
between online gaming attitudes and mental health without establishing a causal connection.
The study's sample consisted of MSU-CETD students who would be recruited through a
primary data collection tool. Data collected would be analyzed using descriptive statistics and
correlation analysis to determine the strength and direction of the relationship between online
gaming attitudes and mental health outcomes. The study's findings are expected to provide
16
valuable insights into the impact of online gaming on the mental health of MSU-CETD students
and inform the development of interventions to promote healthy online gaming behaviors among
The chosen respondents are MSU-CETD students that play online games or have
experienced playing them in the past; choosing other respondents could lead to ruination in the
data collected and may prove the null to be correct. During our data-gathering phase, we
higher-education institution committed to offering affordable and excellent education to its clients
the most efficient place to gather the information and data we need.
In purposive sampling, you set out to identify members of the population who are likely to
possess specific characteristics or experiences (and to be willing to share them with you). Our
selection criteria would be the students currently or who used to be online gamers.
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Our research questionnaire is an adapted questionnaire that uses the 5-point Likert
scale. It specifies their level of agreement to a statement typically in five points: (1) Strongly
disagree; (2) Disagree; (3) Neither agree nor disagree; (4) Agree; (5) Strongly agree. It scores in
the level of agreement as (1) Strongly disagree as Very Low; (2) Disagree as Low; (3) Neither
agree nor disagree as neutral; (4) Agree as High; (5) Strongly Agree as Very High. Our research
questionnaire was adapted from a questionnaire conducted by Nur Shazreen Zul Kamal and
Saodah Wok. We will use the rating scale table below for the level of online gaming attitude and
mental health.
Legend
1.00 - 1.49 - Very Low 2.50 - 3.49 - Moderate 4.50 - 5.00 Very High
1.50 - 2.49 - Low 3.50 - 4.49 - High
Our questionnaire was validated by 3 validators. Our validity/reliability scores are 4, 4.29,
and 4.57 respectively. Our data gathering procedure is using printed copies of our
questionnaires and distributing them to our desired respondents. As we conducted our pilot
study, we computed our data and got these results from the pilot study. Our Online Gaming
Attitudes questionnaire has a cronbach alpha of 0.89, with a rating of “good”. Our Mental Health
questionnaire has a cronbach alpha of 0.93, with a rating of “excellent”. This proves that our
questionnaire is valid and reliable. For our actual data gathering, the respondents had given us
their permission to collect personal information via means of adapted questionnaires. The
personal information collected had been kept in safe hands and was not released to the public.
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This study employed different types of statistical treatment that answered the statement
of the problem.
The mean was utilized to ascertain the level of Online Gaming Attitudes and Mental
between the level of Online Gaming Attitude and the level of Mental Health of MSU-CETD
students.
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CHAPTER 4
1) I'll get upset when people call me while I’m playing online games 3.00 Moderate
2) I'll get upset when someone or something interrupts me when 3.14 Moderate
I'm playing online games.
3) I feel upset whenever I can't connect to the Internet to play 3.14 Moderate
online games.
4) I'll curse others if I lose when playing online games. 2.38 Low
5) I'll get angry and tend to insult other players who make mistakes. 2.38 Low
6) I feel like my life is nothing if I can't connect to the Internet to 2.03 Low
play online games.
7) I tend to sleep very late at night just to play online games. 2.66 Moderate
8) I'll easily get angry if I cannot play online games. 2.16 Low
9) I spend a longer time playing online games rather than studying 2.64 Moderate
or doing assignments.
10) I neglect important activities (e.g., class, study, assignments) 2.27 Low
just to play online games.
Legend
1.00 - 1.49 - Very Low 2.50 - 3.49 - Moderate 4.50 - 5.00 Very High
1.50 - 2.49 - Low 3.50 - 4.49 - High
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In the study conducted on MSU-CETD students regarding their online gaming attitude,
Table 1 displays the various levels of attitudes observed. The highest statistical mean was
recorded for the statement, "I will get upset when someone or something interrupts me when I'm
playing online games," with a mean value of 3.14. This finding resonates well with the general
understanding that online gamers typically become frustrated when their gaming experience is
interrupted. This sentiment can be compared to a non-gamer engaged in an online quiz nearing
its deadline, only to face an unexpected Wi-Fi disconnection or constant distractions from
others.
On the other hand, the lowest statistical mean was found for the statement, "I feel like my
life is nothing if I cannot connect to the Internet to play online games," with a mean value of
2.03. When questioned about their low score, one student responded, "There is more to life than
just playing online games. Why not enjoy it and spend time with family and friends so we can
live our life to the fullest and with no regrets." This statement touched us, the researchers, as it
revealed a perspective beyond the typical gaming mindset. It emphasized the importance of not
neglecting other aspects of life, such as socializing with loved ones and pursuing diverse
experiences. The student's remark was heartwarming because it challenged the notion that
gamers often sacrifice meals, responsibilities, and meaningful interactions to prioritize gaming.
This study highlights the contrasting attitudes among online gamers regarding the
significance of online gaming in their lives. While some gamers may become highly frustrated by
interruptions, some recognize the value of a well-rounded life and prioritize meaningful
6) I lost interest in all things that were important to me before. 2.87 Moderate
7) I feel that I’m not playing a useful part in life. 3.13 Moderate
8) I feel on the whole that I’m not doing well. 3.07 Moderate
11) I’ve been feeling guilty for everything I do. 3.10 Moderate
12) I’ve been very irritated and angry recently. 2.84 Moderate
13) I’ve been having little to no interest in doing things. 2.85 Moderate
14) I’m feeling that everything I’ve done has been a failure. 2.96 Moderate
17) I’ve been feeling constantly overwhelmed and stressed. 3.30 Moderate
19) I’m having trust issues with everyone around me. 3.03 Moderate
20) I’m having trouble with all of my relationships (home as well as professional). 2.63 Moderate
Legend
1.00 - 1.49 - Very Low 2.50 - 3.49 - Moderate 4.50 - 5.00 Very High
1.50 - 2.49 - Low 3.50 - 4.49 - High
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In Table 2, the focus shifts to the level of mental health among MSU-CETD students. The
data collected revealed interesting findings. The statement "I have been feeling constantly
overwhelmed and stressed" received the highest mean value of 3.30. This result resonates with
us, the researchers, as we acknowledge the presence of stress and overwhelming feeling
among the student population. Factors such as the ongoing pandemic and the approaching
graduation may contribute to these heightened levels of overwhelming stress. We, the
researchers, can relate to these sentiments, as we have experienced similar emotions during
this demanding period. The month under study has proven particularly challenging, further
Conversely, "I've been having suicidal thoughts" received the lowest mean value of 2.50.
While this score is the lowest among the items in the questionnaire, it still indicates a moderately
high level of prevalence. We, the researchers, express our shock and concern upon discovering
these results. We had expected a lower score for this statement, as a lower score would
typically indicate better mental health outcomes. Even a moderately high score was obtained,
highlighting the importance of addressing mental health concerns among MSU-CETD students.
We, the researchers, sincerely hope for the betterment of our fellow students' mental health and
emphasize the significance of providing a supportive and nurturing environment within the
school community.
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The findings presented in Table 2 shed light on the mental health landscape among
MSU-CETD students. The high scores for feeling overwhelmed and stressed underscore the
challenging circumstances students face, including the pressures of the pandemic and
impending graduation. The institution must acknowledge and address these stressors, providing
Moreover, the average score for suicidal thoughts serves as a reminder of the
importance of mental health awareness and intervention. It highlights the need for accessible
mental health services and initiatives prioritizing early intervention, destigmatization, and
approach to student mental health, fostering an environment that promotes resilience, coping
By acknowledging these findings and striving for improvement, we, as students and the
institution, can work together to prioritize mental health, creating a positive and supportive
Table 3. Relationship Between Level of Online Gaming Attitudes and Level of Mental Health
the level of online gaming attitudes among MSU-CETD students and the level of mental
health among MSU-CETD students. The results are shown in Table 3 above. Since the
p-value (0.0001) is less than the level of significance of 0.05, the null hypothesis is
rejected since a lower p-value would result in the chances of the null happening to be
lower and would be better to be rejected than accepted. Also, the correlation coefficient
gaming attitudes among MSU-CETD students and the level of mental health among
MSU-CETD students. Although not high, we still proved that there was a significant
relationship between our variables, meaning that if your friend has a bad attitude while
online gaming, there is a chance that your friend will have a concerning issue about
mental health. In some cases, gamers use video games to alleviate their symptoms of
depression. They turn to gaming as an escape and way to cope with their depression,
but in the end, gaming worsens their depression, not fix it.
25
CHAPTER 5
The summary and conclusion are procured in the study's conduct, which
explores the effect of Online Gaming Attitudes and its effect on the Mental health of
MSU-CETD Students.
SUMMARY
Our study has found that Online Gaming Attitudes have a significant relationship
with the Mental Health of MSU-CETD Students. The research involved 231 students
who completed a survey on their online gaming attitudes and mental health status. The
results show that most respondents tend to have worse attitudes when playing online
games, affecting their mental health. Some of the respondents have lower tendencies
than most; according to our findings, about 62.34% of our respondents showed a high
FINDINGS
CONCLUSION
With the time we had for our research, we concluded the following:
● Based on the study, it can be concluded that the students generally express a
moderate level of dissatisfaction rather than experiencing a significant shift in
their attitudes when playing online games. This conclusion is supported by the
fact that three of the questions in the study had a mean score higher than 3.
● Based on the study, it can be concluded that some students utilize online gaming
as a coping mechanism for everyday stress. They may also express their anger
through interactions with other players in the game.
● Based on the statistical analysis, it can be concluded that a significant
relationship exists between the level of online gaming attitudes and mental health
among MSU-CETD students. This conclusion is supported by a p-value lower
than the chosen significance level, indicating a low probability of the null
hypothesis being true.
RECOMMENDATIONS
1. Future researchers should also try adding or using new variables, for example,
The effects of losing an online game with and without friends on students' mental
health. They should also look at other variables, such as the child's environment
and physical health.
2. Someone like the students who are constantly stressed should have a little break
anytime and spend time on things that may be valuable for students, like their
studies and spending time with their loved ones.
3. As student researchers, we should talk and ask more professionals and
experienced people like psychiatrists or experts to understand our research
better.
27
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APPENDICES
APPENDIX A
Title: Online Gaming Attitude and Its effects on the Mental health of MSU-CETD
Students
Name (optional): ______________________________________________________
General Direction: This questionnaire requires you to assess your level of Online
Gaming Attitude and the level of your mental health. Please give your honest answer in
terms of the following situations in each indicator by checking the appropriate box that
matches your real reaction to the statement. There is no right or wrong answer and
please do not leave any questions unanswered.
Questions 1 2 3 4 5
Questions 1 2 3 4 5
14) I’m feeling that everything I’ve done has been a failure.
APPENDIX B
1) I'll get upset when people call me while I’m playing online games 3.00 Moderate
2) I'll get upset when someone or something interrupts me when 3.14 Moderate
I'm playing online games.
3) I feel upset whenever I can't connect to the Internet to play 3.14 Moderate
online games.
4) I'll curse others if I lose when playing online games. 2.38 Low
5) I'll get angry and tend to insult other players who make mistakes. 2.38 Low
6) I feel like my life is nothing if I can't connect to the Internet to 2.03 Low
play online games.
7) I tend to sleep very late at night just to play online games. 2.66 Moderate
8) I'll easily get angry if I cannot play online games. 2.16 Low
9) I spend a longer time playing online games rather than studying 2.64 Moderate
or doing assignments.
10) I neglect important activities (e.g., class, study, assignments) 2.27 Low
just to play online games.
Legend
1.00 - 1.49 - Very Low 2.50 - 3.49 - Moderate 4.50 - 5.00 Very High
1.50 - 2.49 - Low 3.50 - 4.49 - High
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6) I lost interest in all things that were important to me before. 2.87 Moderate
7) I feel that I’m not playing a useful part in life. 3.13 Moderate
8) I feel on the whole that I’m not doing well. 3.07 Moderate
11) I’ve been feeling guilty for everything I do. 3.10 Moderate
12) I’ve been very irritated and angry recently. 2.84 Moderate
13) I’ve been having little to no interest in doing things. 2.85 Moderate
14) I’m feeling that everything I’ve done has been a failure. 2.96 Moderate
17) I’ve been feeling constantly overwhelmed and stressed. 3.30 Moderate
19) I’m having trust issues with everyone around me. 3.03 Moderate
20) I’m having trouble with all of my relationships (home as well as professional). 2.63 Moderate
Legend
1.00 - 1.49 - Very Low 2.50 - 3.49 - Moderate 4.50 - 5.00 Very High
1.50 - 2.49 - Low 3.50 - 4.49 - High
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Table B3. Relationship Between Level of Online Gaming Attitudes and Level of Mental Health
APPENDIX C