Professional Documents
Culture Documents
Group 4 Marangal Chapters 1 5
Group 4 Marangal Chapters 1 5
Aquino Highschool
Basic Education Department-Senior High School 1
__________________________________
A thesis
Presented to
Senior High School
Pres. Corazon C. Aquino
Highschool
__________________________________
In Partial Fulfillment
of the Requirements for the Subject of
Practical Research 2(Quantitative)
__________________________________
Jeffrey Lebantino
Murphy Espregante
Amar Panga
Arjim Raagas
Helmer Panggao
Vic Ocasla
Justin Nacionales
Naida Zair Dimasangkay
Nilbert Moro
Ron Vincent Almanzor
February 2021
2
Acknowledgement
We, the researchers, would like to thank our God the Almighty for bestowing us the
initiative to establish a research. He is the one who gave us the knowledge and wide
understanding to further analyzed and study this research. He was our guide throughout the
formation of this study, that’s why it resulted to unity of all the members, and motivation to
continue looking for answers in order to achieve our goa, and that goal is to formulate a
research that will help the students and teachers. Above all, He is the center of our team,
We also want to give thanks to our teacher, who gave us the opportunity to make this
research. She was kind enough to hear our questions, and explains the answer to our queries.
She is patient with us in teaching the lesson and steps regarding the research. Also, she is
handling us well to address all our confusion and misunderstanding about the lesson. She is
We are sending our gratefulness to our parents who supported us from the very
beginning of this study. They are the reason we work hard and pursue this study. They cheer
us whenever we are in the verge of stress and giving up. They push us to our limit so we can
squeeze all our talents and skills out that are needed in our research. And, they have been
Chapter 1
The whole context of this chapter tackles about the problem and its background it
Hypothesis, Significant of the study, Conceptual framework, Scope and delimitation and
Introduction
Technology is very evident in todays era. Born with the presence of high
technology, majority of today’s set of student are into the usage of gadget to study and
entertain themselves. One of the things that they can do to Gadget is Mobile Gaming.
As phones are becoming more and more feature-rich, mainly due to their enhanced
hardware capabilities, mobile gaming is turning into a favorite past time for many
people. A mobile game is a video game that is played on a mobile phone (feature phone
Snake on Nokia 6110 sparked the beginning of a new era. Today we are spoiled by some
high resolution graphics on our mobile devices, but Snake was nothing more but few
black pixels moving on few green pixels. But that was before WAP broke into the scene -
the next step in the mobile gaming evolution. Either way, the general consensus is that
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hence it also brought negative impact especially for those young student.
Serious problem are currently in news in line with the improper use of mobile
gaming. It really do affect most especially Male students. This only shows that in very
innovation it also brought something destructive especially to those who does not now
are now facing. It divert their attention from doing things they could earn a knowledge to
putting their Full attention into playing mobile games. This fact also result to health
issues some student earn anxiety, insomnia, low blood pressure and sleep disorder
because of too much playing. Majority of student’s gender that suffers from Mobile
games addiction in PCCHS are Male student this only shows that this Gender population
are really into playing Games that actually doesn’t only entertain them but also bring
them something not good. What is only alarming is that playing mobile games affect the
students school performance Some student are having a low grade because of the
distraction from playing. Student can’t focus on their studies because they are too
Research Question
mobile gaming
3. How do PCCASH respond to the Mobile gaming addiction issue among their
students
4. What are the possible strategy for the prevention of Male student mobile
Gaming addiction
issue.
Assumptions
1. Mobile Gaming Addiction is a serious issue that must address by both the
2. Male student addiction greatly affect the future of the student in PCCAHS by
1. Not all Male student in PCCAHS are playing mobile games yet they are also
2. There are addicted Male student in PCCAHS that plays Mobile games but tend
3. Mobile gaming in Male student have both positive and negative impact
depends on how the male student manage their time and studies.
This paper is the study of the level of addiction on Online Games among Male
Student of PCCAHS as Basis for Possible Interventions. The importance of this study is to
To the Teachers. This study will help them on properly reaching out Male
student who is addicted to mobile gaming. Using this study teachers will know what
strategy they will use to understand and help those student overcome their addiction
To the Parents. This study will benefits the parents through helping them
use the proper ways to motivate, inspire and be aware that too much using of mobile
gadget and too much playing of mobile games has a bad side effect on their children.
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To the Students. This study will give them awareness about the side effect
of using gadget and playing mobile games. In addition this study will give student
a hint of the outlook of their lives and how the mobile games could greatly
To the PCCAHS School. This study will benefits the school through helping
them improve their teaching strategy as well as improving their equipment and materials
that they use to teach student their lesson to a more exciting and fun way so that
student will engage on school related stuff and not on mobile gaming
To the Future Researcher. This study will give the future researcher a
benefits by using this study as their reference of their study in line with mobile gaming
and addiction.
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Conceptual framework
Major Variable:
-Effect on Grade
-Student Performance Analysis and Possible
-Student Ranking Gathering of Data intervention for
-Bad Medical effect of through Online the Male student in
Mobile Gaming Survey in Google PCCAHS on Mobile
Minor Variables:
Documents form Addiction
-Year Level
-Age
-Section
-Type of Mobile
Gaming
FEEDBACK
Input– The Researcher include the above information on inputs because those are the
things that could greatly help the researcher understand the level of addiction the Male
student of PCCAHS on Mobile Gaming also to find out what majority of group of student is
more addicted on Mobile Gaming. In addition to this, those information could lead the
researcher to find out the possible intervention strategy for the addictiveness of Male
Student in PCCAHS
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form to gather and analyze data. This is for the safety measures of all researcher hence
conducting physical survey may lead to contamination and spreading of COVID-19 virus.
Output – The researcher is aiming to know and to create a possible intervention for
The study is in great focus on the level of addiction of male student in PCCAHS and
intervention strategy to help male student excel and divert their attention on studying and
This study will be conducted through online survey and will only be focus on Male
population. The researcher will create a survey form using google form and Male student
enrolled in PCCAHS is randomly selected by first division which is finding out who plays
online games and who doesn’t play online games then down to the second division survey
which focus only to those Male student that plays Mobile games
Definition of term
Mobile Games- A mobile game is a video game that is played on a mobile phone
novel one.
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aims of human life or, as it is sometimes phrased, to the change and manipulation of the
Nokia 6110- The Nokia 6110 was a GSM mobile phone from Nokia announced on
18 December 1997 and released in 1998. It is not to be confused with the newer Nokia
6110 Navigator. It was a hugely popular follower of the Nokia 2110, and the first of the
Pixel- In digital imaging, a pixel, pel, or picture element is a physical point in a raster
image, or the smallest addressable element in an all points addressable display device; so
Chapter 2
In the present times we can observe that technology and the world is parallel
to each other. As technology advances, the world learns and adapt to it way faster. And
while the people embrace technology, gradually it plays a big role in their everyday lives.
This role depend on how people use technology, and one of it is for leisure or
entertainment. Under this kind of role, mobile gaming is classified. Since mobile gaming
is done through the use of mobile phones, plenty of different gaming application are made
where people can choose from. These games may vary from the design which are either
compatible to men or women, sometimes for both. But, as well as these games causes
happiness, it also have its cons. One of its cons is addiction. So, we as researches, aims to
find articles and literature about the or that explains addiction towards this mobile gaming.
Foreign Literature
According to Jin-Liang Wang, Jia-Rong Sheng, and Hai-Zhen Wang (2019), the
article discusses a new type of addictive behavior on mobile gaming is arising which
may be the cause of bad effects towards mental health issues. But even with the fast
development of technology, there were less studies that assess the relationship of
mobile gaming addiction and mental health outcomes. The authors provided
questionnaire for their participants, and there they measured all thew answers by
their scale in mobile game addiction, social anxiety, depression, and loneliness. Then
examine and found out mobile game addiction is positively correlated with social
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anxiety, depression, and loneliness, which proved that the hypotheses and the result
is aligned. They have also performed analysis in the context of gender difference,
where it revealed that adult males have a higher chance of adapting social anxiety
(2018), their topic is about the in game purchases of gamers on the online gaming
revenue, wherein previous literature exhibits the purpose of online purchase has
numbers of determinants. And their recent study assessed the relationship of online
mobile gaming addiction and loyalty towards purchase intention of online mobile
game in-game apps. In which, a total of 430 students participated in a 28 item survey
form, that highlights their three variables. And the aftermath shows that online
mobile game addiction denotes a positive relationship with online mobile game
loyalty, while online mobile game addiction a positive relationship towards purchase
of online mobile in-game apps, and the online mobile game loyalty provoke the game
user to purchase online mobile in-game app. The first step in their study is to observe
loyalty and gaming addiction in relation to the purchase of in-game apps. They also
stated that the strategy of a game developer is to promote loyalty to its clientele, but
it turns out that they are using game addiction as a way to make their clients
purchase online mobile game in-game apps. And it leads to serious ethical inquiries
that opposes the corporate social responsibility strategy of the gaming industry,
As what stated in the article of Xiang Gong, Kem Z.K. Zhang et al(2019),
through the use of dual system theory, they evaluate the role of desire for online
group gaming in online social game addiction. They facilitated a longitudinal online
survey for the study, wherein they attested that he attitude anticipated enjoyment,
group norm, and social identity are factors that confer to the progression of the
desire for online group gaming. And individuals developed online gaming addiction
due to lack of habit and self-regulation deficiency, that roots down to the control of
the desire. They also want to bestow helpful information by presenting inferences in
In the article of Leon Y. Xiao (2020), it is stated that a notice was published by
the General Press and Publication of People’s Republic in China. The notice was
obligations among online gaming service providers, in order to ensure that the
juveniles, which ages ranges below 18 years old, won’t be exposed, or worst include
to the “online gaming addiction”. The notice which are summarized in the articles,
narrates obligations such as; (1) verifying identity of all users, (2) shutdown law to
stop online gaming service to juvenile from 10:00 p.m. to 8:00 a.m., (3) a maximum
of 3 hours gameplay on public holidays which include weekends, and 1.5 hours on
the rest of the days, (4) maximum of in-game spending limits, so as not to provide
(2017), they explained that higher education institutions are preparing students to be
the future professional, and to attain this goal, a new method of teaching like games
and simulations are constituted. So, the purpose of their paper is to systematically
review literature that is connected to game, where digital games are improving, and
simulation teachings of higher education. The researchers’ goal is to study the impact
objectives. Wherein they used qualitative method, coding and synthesizing of result
with many criteria in their systematic review. As a result, researchers have found
three outcomes whenever games are mixed with learning process, namely cognitive,
behavioral, and affective. And it only means that games and/or simulations have a
great impact on learning process. Lastly, they have collected and compiled evidence
so that academic and practitioner in higher education will gain information about
In the article authored by Sarah Kelleher (2020), she discussed that due to the
danger of the coronavirus that made the whole world stay at home, there is a sudden
category. Within the week of January 13-19, 2020 there were 19% visit in online
gaming in Germany and UK, while Spain have 44%, and this was because of the
growing consumers that looks for things to do in their leisure time. Even though
Europeans are busy in home schooling and working, they tend to spent most time
online. The graph shows how Spain have the highest percentage of consumer, with
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Italy on the next list, and France. She also explained the two sub-categories of online
gaming such as: (1) gaming information websites or apps, that contains gaming news,
review sites and forums, and (2) online gaming sites or apps where consumers can
play actual games. But among the two, gaming information website have a higher
increased among the European countries with 19%. This reveals that people are
using their time in lockdown to enjoy the gaming industry and learn new skills
According to the article of Hasan ÖZGÜR (2019), he stated that parenting roles
as significant role does not only apply in the development of a child, but also in the
usage of internet and technology, wherein it affects the actions and behavior of
high school participated. The study found out that parents' internet styles were
adolescents possess high level of disruption because of their online gaming habit and
that the most favorable gender were men. The study also learned that there is lesser
father and online game addiction were not connected, but the differences between
maternal education level, socio-economic level and playing time appears as factors.
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Local Literature
According to the article written by Bernie S. Fabito et al (2019), they stated that
was contradicted by the study of Samaha and Hawi (2016), where they shared that
smartphone addiction risk and academic performance aren’t associated with each
other at all, that creates another variance in the result of academic performance
between IGD and mobile phone addiction. On the other hand, cyberbullying affects
young adolescents and adults, especially in their school performance. In the prior
knowledge of the present study, no studies have determined if mobile game addiction
and cyberbullying are factors that has impacts on academic performance of students.
That’s why it becomes the main objective of the present study. The researcher
applied quantitative method to find out possible correlation between mobile game
questionnaire with the title the Game Addiction Questionnaire and Cyberbullying
Questionnaire, which was used as an online survey through google forms where 85
student’s from National University joined. They also used convenience sampling to
gather respondents for both survey. Consequently, both of the factors does not
appear to affect the academic performance of students. Thus, those who had
According to the article made by Bernie S. Fabito and Emeliza R. Yabut (2019),
engagement and motivate learning among students. But it is clear that this has
created setback, particularly Mobile Gaming and Addiction. These two are ethical
concerns, which needs to be solved, prevents students from doing their regular
individual activity. They revealed that very few or no studies at all are conducted
that shows the circulation of ethical concerns in mobile gaming specifically on Mobile
Game Addiction and Cyberbullying, here in the Philippines. So, the present study
addiction, while the 6 are already addicts. It also showed that mood modification is
one of the reason why the respondent’s play. While, it is not final to conclude that
majority of the respondents have undergone or even started cyberbullying, but few
In the article of Dennis O. Dumrique and Jennifer G. Castillo (2018), they want
to find out the impact of online gaming on the academic performance and social
behavior of the students, and its relationship to each other, focused in the
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that most of the player are male which ages range from 14-15 years old who are in
the Grade 8 level with an allowance of 101 to 500 pesos. They play games that makes
them participate in a group like League of Legends, Clash of Clans, Crossfire, etc.,
But based on their study, playing games do not affect their grades because they know
how to limit and control themselves in order to function well in class, while they play
Centillas Jr. (2017), they made an article wherein they have conducted a study to
students of PIT-Tabango Campus. During the school year 2015-2016, they have
found and involved 82 gamer students enrolled in all levels and all programs offered
questions. Using the evaluative measures of the school, results revealed that 62
percent of the student gamers have good performance in school, while the percent
have incomplete grades, and 6 percent were dropped out. Based on the result,
computer gaming may affect the student’s academic performance if; student gamers
play more than four hours a day, four times a week, and until midnight. They also
suggested to have further research to include the factors that they were not able to
Based on the article of Talabis, Dale Lemuel V. and Ocampo, Rodelando (2017),
they have conducted a research to identify the risk factors associated with time spent
playing online games among the participants, and which of those factors predicts
time spent online gaming the most. The particular respondents in total of 200, which
was selected utilizing purposive sampling, are female playing games online who lives
average level of self-esteem and life satisfaction, and low level of aggression and
narcissism. Above all, narcissism is the factor that is greatly associated with the time
spent playing online with moderate level of connection, and it highly predicts the
time spent of respondents playing online games. In conclusion, narcissism affects the
In the article released by the ABS CBN News (2019), they talked about the ratio
Inc., 81.6% out of 1,200 millenials tell that they play online games (where 1/3 play every
day, 1/3 play 2-6 times a week, and 18.33 plays once a week), while the rest does not.
Under the percentage of those who play, 55.3 percent are competitive. The survey was a
structured questionnaire that did not guarantee random sampling and the respondents
were registered voters who are active online and has one social media account they
followed twice a week. Google and Microsoft announced their plan to establish game
streaming services as the US video game industry generated a record $43.4 billion in
revenue in 2018, that increased 18% compared last year. The makers of PC also
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observed that sales of traditional desktops and laptops were unpurchaseable, sales of
impact of online games to children’s mental health. He stated that a person may
his family, social, education, work, and other important things. The diagnosis can
symptoms are transparent enough. Thus, the impact of online games to children are
seen through through a lack of focus on other daily activities, lack of attention in
class, and constant thinking about games. As a matter of fact, World Health
Organization identified gaming addiction as a mental disorder which can exist along
with other mental disorders, such as stress, depression and anxiety disorders. Bu
through being physically active and healthy, or being positive in thoughts, can avoid
Foreign Study
individual who are using it in a dangerous, prohibited, and dependent way. Their
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main goal was to assess the relationship of gaming in smartphones and the self-
perceived problematic use of smartphone. They used and managed an online survey
named as The Short Version of the Problematic Mobile Phone Use Questionnaire
(PMPUQ-SV) in the vicinity of Belgium and Finland, wherein 899 people joined. The
dependence subscale which anxiety is its predictor, but the scale also showed a low
prevalence rate regarding both of the countries. On the other hand, there are three
things that mostly contribute to the problematic smartphone use, which are
downloading, using Facebook, and being stressed. It is seen that one third may use
mobile gaming but that does not reveal its connection to the problematic smartphone
use. And few cross-cultural difference appeared in relation to gaming. The findings
was not parallel to the goal of the study which states that mobile gaming isn’t
A study was conducted by Gülşah Başol and Abdullah Bedir Kaya (2018),
which aims to establish a valid Online Game Addiction Scale (OGAS) and to test its
students, comprised of 92% males and 8% females were able to engage in this study.
And to assess the OGAS, they made a draft scale containing 69 items for validity and
reliability, and to assess the construct validity, they used the exploratory factor
analysis. On the other hand, to test the reliability, they used Cronbach’s alpha
acquired, ranging from 0.606 to 0.876, that proved the 59% of variance. While the
0.88 to 0.94, and outcomes of the test–retest reliability ranged from 0.71 to 0.94. In
conclusion, they have verified that the Online Game Addiction Scale (OGAS) is a
valid and reliable tool that has sufficed the standards of psychometric properties.
smartphones are fully embraced to Indians life way faster in the past years, which
entertainment, etc. It dominated the personal discussion and one on one interaction
of people, which lead into higher usage resulting into addiction. So, he conducted this
students including the effect of gender and relationship status. It was examined
through the factor of time spent and monthly bill on the smartphone. He established
addiction, effect on performance and smartphone usage, including the main utilities
of a smartphone and the demographic profile of the respondents. Results reveal that
female have higher usage, without any effect of addiction aside from changes in
behavior, but the effect on performance was worst in male because they tend to avoid
According to the study of Jianping Hu, Shuangju Zhen, et al (2017), their study
used a dual system theory and bio-social affect model as basis to adolescent sensation
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seeking and problem behaviors, where they analyze the how (affective associations
questionnaire was answered by 375 Chinese male adolescents about the factors
impulsivity, and online gaming addiction, which later on was proved to be associated
with online gaming addiction. The result says that positive affective associations
mediated the connection sensation seeking and online gaming addiction. On the other
online gaming, while the relevance between positive affective association and online
gaming addiction was stronger for high than for low impulsivity adolescents. They
also signified the usage of Dual System Theory and Bio-Social Model in being aware
how and when sensation seeking impacts adolescent online gaming addiction.
In the study made by Sung Yong Park, Sun Mi Kim, et al (2016), they
introduced that people with online gaming addiction (OGA) possess dysfunction in
the brain reward circuit found through neuroimaging studies. So, they hypothesized
that virtual reality therapy (VRT) would make the functional connectivity (FC) of
the cortico-striatal-limbic circuit better by reviving the limbic system. The study has
twenty four participants with OGA, where the severity of their OGA was assessed,
early and later in the study, using Young's Internet Addiction Scale (YIAS). And
then, they were assigned to a cognitive behavior therapy (CBT) group or VRT group.
Through the use of functional magnetic resonance imaging, the amplitude of low-
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frequency fluctuation (ALFF) and FC from the posterior cingulate cortex (PCC) seed
to other brain areas were analyzed. They also hire twelve casual gamers but they
only went through the baseline assessment. The latter part of the treatment revealed
a decrease in the YIAS scores of both CBT and VRT groups. In the beginning, the
OGA group displayed a smaller ALFF within the right middle frontal gyrus and
lower FC in the cortico-striatal-limbic circuit. While the VRT group showed that the
connectivity from the PCC seed to the left middle frontal and bilateral temporal lobe
increased after VRT. To conclude, the VRT seemed to lower the severity of OGA, in
accordance with the effects of CBT, and enhanced the balance of the cortico-striatal-
limbic circuit.
According to the study of Muhittin ŞAHİN and Sinan Keskin (2019), which
family support on game addiction among children, who are a major risk group for
game addiction. The study wants to explore (a) effects of the secondary school
students’ view of a family support in game addiction, (b) mediation effect of the
addiction, (c) moderating effect of gender on the mediation model. The group
involved in the study is composed of 575 secondary school students in the city of
Ankara. In assessing the data, the used factorial and structure validity analyses, a
variable analyses. As result, the study learned that family support may have
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significant effect on gaming addiction, but the major effect came from the person’s
Lastly, the study of Yi-Sheng Wang, Wei-Long Lee, and Tsuen-Ho Hsu (2017)
explore the deeper special context and genuine life experience of online role playing
game so that they can provide reflections about the interpretation of the situational
context model. The researchers used qualitative method such as netnography, and
online interviews, both offline and online, that offered a more consistent data
gathering, analyses and other processes. They even traveled physically to attend field
participation and observations that made the study more realistic. These method
supported the study to attain a more comprehensive and accurate research process.
The result of the study gave birth to three-stage situational context approach
developed.
Local Study
In the study made by Marris R. Reyes (2020), she wants to determine the risk
factors of internet gaming disorder (IGD). Her goals are to measure the severity of
and, identify which among the risk factors predict IGD. She used the Internet
Gaming Disorder Scale – Short Form (IGD9-SF) to find students with symptoms,
while their gaming characteristics was assessed through the Brief Self Control Scale
(BSCS) to identify self-control levels, and Mini-IPIP for the personality. The
gathered data were reviewed through descriptive statistics and linear regression
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analysis to find out the significant risk factors for IGD using SPSS 17.0. The risk
factors to IGD are internet gaming characteristics, specifically time spent, money
spent, and devices used. In addition, there is also psychological factors namely self-
control and personality traits (agreeableness and openness). She concluded that the
lower the self-control the higher the risk of cultivating IGD, as well as the more
agreeable and open the gamers are the higher the risk to IGD. She also suggested
methods that focus on decreasing the exposure on the device in order to lower the
time and money spent in gaming, and they should strengthen the self-control of the
gamers.
The study of Vicpher Garnada (2020) aims to determine the influence of online
schools of Salug Valley, Zamboanga del Sur, Philippines. His goal was to assess the
level of addiction in playing computer games, the academic attitudes with the
influence of computer game addiction and the relationship of the academic attitude
and online gaming addiction. Using the Conrad questionnaire to test the level of
addiction, and his self-made questionnaire to test the influence of online gaming
were illustrated. The outcome demonstrated that respondents have moderate level
online game addiction risk and their academic attitudes were equally affected by
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between online game addiction and students’ academic attitudes in the context of
with their presence in extra-curricular activities. In the end, he advised the school
the guidance counselor and parents of the students to guide, help, and motivate them
to improve their academic attitudes and lessen their exposure to computers so that
games online is a big break in the field of technology, but the aside from its positive
help, parents are worried about its tendency to be overused by the students until it
becomes an addiction, which arise as an issue in the society. So, the main objective of
performance to each other. 139 students of the first semester school year 2017-2018
participated in the study where the researcher used a descriptive survey method such
suggested in the end that this study may help the University in building policy
According to the study of Almina Ramos and Claudette Agnes (2020), the
overwhelming use of internet due to online gaming had cause some adolescent
students to poorly control their gaming behavior. They explained that lots of studies
may have been conducted but there are flaws in the therapy program that may
address the problematic thoughts and feelings associated with this behavior. The
(BMT) which can help minimize the frequency, intensity, and duration of their
the compilation and analysis of Internet Gaming Disorder (IGD) 20-Test, and
qualitative related literatures and studies, Focused Group Discussions (FGD) and
Training Needs Analysis (TNA) with sequential explanatory design. All these data
were where the eight (8) sessions of BMT design came from. The respondents are 11-
19 years old who have excessive internet gaming, from public high school. The
aftermath of the session, the post test of the Internet Gaming Disorder (IGD) 20-Test,
and the T-test were executed to spot any differences, and it revealed that the
symptoms of the participants, which only means that it can be used as psychotherapy
for IGD.
they discussed that the World of Health considers online game addiction as mental
in the Philippines with a number of 29.9 million gamers. And depression arises at the
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same time, so the study aims to evaluate the relationship of online game addiction
of the respondents, the 14-item Video Game Addiction Test (VAT) (Cronbach's
assess the levels of online game addiction and depression. They utilized multiple
regression analyses to know the association of online game addiction and depression.
The results shows that 53 adolescents were addicted to online games as seen in their
VAT scores. On the other hand, 37 respondents (6.7% males, 5.7% females) had
moderately severe depression and 6 (2.0%) females had severe depression. This
proves that online game addiction and depression are associated with each other.
And in the computation of the multiple regression analyses, depression was revealed
Based on the study of Kurt Garcia, Nelson Jarabe, and Jessie Paragas (2018),
performance with the participation of 154 Grade 11 senior high school students in
topic about playing online games and the level of negative effect on their academic
performance with the options of severe, moderate, neglectable. They want to find out
through the questionnaire, the level of effect of playing online games on the
examinations, and correlate said negative effects with their culture on playing online
games. The result showed that most of the respondents are online gamer’s with
average academic performance, while non-players have high. The male players
purpose to play online was for entertainment and preferred multi player games
which they spent their time for about average 2.14 hours a day and 4.45 days a week
in playing. The study also revealed that there is a moderate negative effect on the
works and examinations. The factor of this study appear to be connected to each
other like of respondents’ GPA in Grade 10, their daily and weekly hours spent in
playing, their motivation in playing online games and the level of negative effects on
their academic performance. So, the researcher advised the parent’s to make an
effort on limiting the their children’s fondness in online games while computer shop
cyberbullying and video games addiction becomes the reason of prosperity towards
relationship. This study aims to find how the state of Flow that affects Cyberbullying
and Video Game Addiction in playing PC Games. Where Flow is define as the
experience where players lose self- consciousness and forget their surroundings,
whereas they tend to focus on what they’re doing and just ignore the reality of their
environment. It may appear that there is a relationship between Flow and Video
Game Addiction, this study goes beyond which it determines the factor that the Flow
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influence the most. Also, the objective of the study aimed to know the relationship of
questionnaire with Google forms and 73 students joined with the snowballing
sampling technique. The aftermath showed that out of the eight (8) criteria of GAS,
Problems, and Conflict. Meaning, the higher the state of Flow, the more possible a
person can be addicted. However, the Flow isn’t a factor for Cyberbullying.
SYNTHESIS
The most common concept of all these is how the mobile gaming addiction
affects the mental health issues of everyone. These explains that mobile gaming
addiction isn’t only due to the excessive usage but it can also be a brain issue or
depression, etc. (Jin-Liang Wang, Jia-Rong Sheng, and Hai-Zhen Wang (2019),
Bernie S. Fabito et al (2019), Kevin Guerada (2021), Sung Yong Park, Sun Mi Kim,
et al (2016), Muhittin ŞAHİN and Sinan Keskin (2019), Marris R. Reyes (2020),
The second common theme of literature and studies we found is about the
effects of the online gaming addiction to the academic performance of the students.
These write-ups discuss the impacts of the addiction to online games on their
schooling and their study (Dennis O. Dumrique and Jennifer G. Castillo (2018),
Jogendra Kumar Nayak (2018), Vicpher Garnada (2020), Rommel Verecio (2020),
Other concepts under our topic includes effects of games to as a way of learning
(Dimitrios Vlachopoulos and Agoritsa Makri (2017), Bernie S. Fabito and Emeliza R.
(Janarthanan Balakrishnan, and Mark D. Griffiths (2018)), desire for online social
group in gaming addiction (Xiang Gong, Kem Z.K. Zhang et al(2019)), prevention of
online gaming addiction (Leon Y. Xiao (2020), Almina Ramos and Claudette Agnes
(2020)), the rise of patronization to online gaming (Sarah Kelleher (2020)), effects of
internet parenting to online game addiction (Hasan ÖZGÜR (2019)), risk factors
related to time spent in online games (Talabis, Dale Lemuel V. and Ocampo,
Rodelando (2017)), the numbers of millennials who play online games (ABS CBN
valid online gaming addiction scale ( Gülşah Başol and Abdullah Bedir Kaya
Shuangju Zhen, et al (2017)), life experience of online role playing games (Yi-Sheng
Wang, Wei-Long Lee, and Tsuen-Ho Hsu (2017)), and lastly the determination of
how the state of Flow affects cyberbullying video game addiction (Bernie S. Fabito,
These writings have greatly inculcated knowledge and opened our minds to the
Chapter 3
The content of this chapter include research method and procedure of how the
researcher gather the data. Evaluate and analyze the population in order to be
Research Design
The Design of the research that the research use for this study is Descriptive
gathering, analyzing, and presenting collected data. This allows the researcher to
provide insights into the why and how of research. Descriptive design helps others
better understand the need for the research. Hence the researcher decided to use
this type of research design is because this study is a Quantitative study by which
quantity data are collected and presented to formulate better presentation on the
Research Locale
BASECO Compound Port Area Manila. It was founded for the commemoration of
the late President Corazon C. Aquino and to meet the academic needs of the
student residing in the said area. The researcher choose this place to conduct their
study for the reason of, they are a student in PCCAHS and they have observe first
The population who will respond to the study is the male student enrolled in
PCCAHS and in currently in habit of playing online gaming. The researcher will be
confidently respond to the study needs. The researcher target a total number of 25
respondents, 5 male students per track from: TVL EIM, TVL COOKERY, TVL EFAS
The collection of data will be done through online survey. The researcher will
create a google form and deliver the link to the chosen respondents. Afterwards the
researcher will be analyzing and evaluating all the gather data from the online
survey form.
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Chapter 4
In this Chapter all the gather data from the survey done through online surveying
will be stated. In addition this section will also be the analyzation and presentation of the
gathered data to have a clear presentation of all the following information. At the end of this
chapter the data will be properly presented and explain in order to understand the perception
of this study.
17 Yrs Old 2 8%
23 Yrs Old 1 4%
Total 25 100%
The above table is the presentation of percentile of the ages of male respondents. 8%
of the respondents are 17 years old, 56% are 18 years old, 16% are 19 years old the other
16% of the data is 20 years old and only 4% are 23 years old. The result of the given data
will only show that majority of the respondents are 18 years old and the less are 23 years
36
old and above. This will only means that the younger age are most likely play online
games.
EFAS 4 16%
EIM 8 32%
COOKERY 5 2%
ICT 8 32%
Total 25 100%
The above table is the presentation of percentile of the strand of male respondents.
16% of respondent is from EPAS or Electronic Product Assembly and Servicing, 32% is
from EIM or Electrical Installation and Maintenance, 2% is From Cookery strand and
another 32% is from ICT or Information Communication Technology. The result above
shows that EIM or Electrical Installation and Maintenance and ICT or Information
Communication Technology have the same number of respondents and the less Strand that
respond is Cookery. Researcher are only perceiving that there are less male students
League of Legend 2 8%
8 Ball pool 2 8%
NBA 4 16%
Total 25 100%
The above table is the presentation of percentile of the chosen Online Games of male
respondents. 56% of respondence tell that they play Mobile Legend, 12% plays Call of
Duty, 8% play League of Legend and another 8% of respondents play 8 Ball pool and
lastly the 16% of population of respondents play NBA. The result of the given table
clearly shows that among the male student in PCCAHS majority of them are actively
playing Mobile Legend. The Researcher assume that it is because Mobile Legend among
1-3 9 36%
4-5 2 8%
6-8 7 28%
10-11 4 16%
Total 25 100%
The above table is the presentation of percentile of the time of male respondents
spend on playing online games. According to the table 36% of the respond states that they
play 1-3 hours a day, 8% respond that they play for 4-5 hours a day, 28% state that 6-8
hours is their playing time, 16% respond that they play for 10-11 hours and 12% state that
they play all day. The researcher therefor analyze that even though majority of male
student is PCCAHS are spending a 1-3 hours of playing online games. There is also a 28%
none 11 44%
10-20 5 2%
50-100 4 16%
500-1000 5 2%
Total 25 100%
The above table is the presentation of percentile of the spending habits on Online
Games of male respondents. 44% respond that they do not spend money on playing, 2%
said that they only spend 10-20 pesos for data so they can play online games. Another 2%
of the population respond that they spend more like 500-1000 pesos for their online
gaming habit and the 16% of the respond said that they spend 50-100 pesos for playing
online games. The hypothesis of this table shows that majority of the male student in
PCCAHS are not spending money to play online games, it maybe because they have Wi-
Fi or sponsor for their data connection to play online games but despite this, it is also
alarming that there is a 2% of Male junior high school spending a range of 500-1000 just
for them to play online games though it was not as many numbers, this was still a very
alarming result.
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YES 11 44%
NO 9 36%
MAYBE 5 2%
Total 25 100%
The above table is the presentation of percentile of the respondents perception if the
online games have effect on their study.44%of the population states that they agree that
playing online games has effect on their study. 36% of the respondents disagree on it and
2% is undecided if playing online games has effect on their study. The researcher could
say that majority of the students are aware of the possibility of bad effect of playing online
None 2 8%
Total 25 100%
41
The above table is the presentation of percentile of the respondents perception of the
advantage of learning how to play online games. 36% of the respondents said that when
playing they gain knowledge, 32% said that they improve their selves when they play
online games. 24% said that they play online games for stress relieving, and 8% said that
they don’t have something to gain when they play online games. The result of above
responses shows that male students in PCCAHS are not only playing online games for fun
that they tend to take advantage of the benefits that they will get out of playing.
Balance/addiction
None 3 12%
Total 25 100%
The above table is the presentation of percentile of the respondents perception of the
consequences of too much playing online game. 32% response that they are aware of
health issue that playing online games can cause. 28% said that when playing online
42
games it can distract them from their study, another 28% of the population response that
playing online games can break their time management and cause them addiction, and the
12% remaining population response that they don’t have any idea of the consequence of
playing online games. After analyzing the result would be the male students in PCCAHS
are clearly aware of bad things that gaming can cause this only shows that they are not
head over heels with the online games and they are the one that control the games and not
Frequency and percentage distribution of the respondents Play and study Time
Status Frequency Percentage
Total 25 100%
Play and study Time. 52% of the population said that they do their school stuff first before
playing online games. 32% said that they have a time management and 16% said that they
cant balance their gaming time and study time. After analyzing the given data the result
shows that male students in PCCAHS are doing their school or study a priority over online
gaming although there are some that needs to be properly guided in order for them to not
Chapter 5
This Chapter include the final analyzation of the study. The researcher will also be giving
Recommendation and final thoughts for the development of the said study.
Conclusion
After doing the process of the study the researcher therefore conclude that majority of the
Student playing online games in PCCAHS are age 18 years old. The track that have a higher
number of player are in EIM and ICT. Majority of this player plays ML or Mobile Legend.
Most Of the student spend 1-3 Hours Playing online games and spend more than 50-100
Pesos to meet the needs of their playing habits. Students are aware of the consequence of
Too much playing online games but they make sure that they have balance. They have this
Study now and play later rules. To be fair majority of the students said that playing online
Games Could also improve some aspect of their life like, gaining more knowledge
and skills. This Games could also help them with their social life. To sum it all the level
There was no evident factor showing bad effect of online games and the students are
very much aware about the bad result on their health and studies if they choose to play too
Recommendation
The researcher who is also a male students in PCCAHS that plays online games suggested
The following in order to help on developing the PCCAHS students to be more competent
And to avoid dipping up on online games that could possibly brought something bad to
them.
Creating event showcasing the skills of males students on playing online games in
order to promote the development of their competitive skills and social skills
student in order to find out who is not doing well in this way they could save early
Parents-Teacher Meeting, This strategy will help the students to be more focus on
their study since parents are well guided by teacher to be more vigilant on guiding