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Pres. Corazon C.

Aquino Highschool
Basic Education Department-Senior High School 1

“Survey on the level of addiction on Online Games among Male Student of


PCCAHS as Basis for Possible Interventions”

__________________________________

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,

which made us more capable of accomplishing this paper.

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

a good teacher to her students.

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

always in our back giving us the love we thought we never deserve.


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Chapter 1

THE PROBLEM AND ITS BACKGROUND

The whole context of this chapter tackles about the problem and its background it

includes Introduction, Statement of the problem, Research Question, Assumption,

Hypothesis, Significant of the study, Conceptual framework, Scope and delimitation and

last but not the least is Definition of terms

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

or smartphone), tablet, smartwatch, PDA, portable media player or graphing calculator.

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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gaming on smartphones is becoming an increasingly important issue for phone owners

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

the proper way of using its advantages

Statement Of The Problem

Mobile addiction is one of the serious problem majority of student

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

distracted by mobile phone games.


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Research Question

1. How do Mobile gaming exactly affect the Male student performance

2. How many percent of Male student population in PCCAHS are addicted to

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

5. How do parents connect to school to resolve such mobile gaming addiction

issue.

Assumptions

This study is based on the following assumption of the researcher;

1. Mobile Gaming Addiction is a serious issue that must address by both the

officials and parents

2. Male student addiction greatly affect the future of the student in PCCAHS by

diverting their focus on study to playing.


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Hypothesis of the study

The researchers predicted the following;

1. Not all Male student in PCCAHS are playing mobile games yet they are also

distracted and receive low grades

2. There are addicted Male student in PCCAHS that plays Mobile games but tend

to do well in their studies.

3. Mobile gaming in Male student have both positive and negative impact

depends on how the male student manage their time and studies.

Significant Of The Study

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

help or give benefit to the following:

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

and help them improve their study habits and grades.

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

damage their study and that might affect their future.

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

INPUTS PROCESS OUTPUT

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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Process – The researcher will be conducting an online survey in Google documents

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 addictiveness of Males student in PCCAHS.

Scope And Delimitation of the Study

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

not on playing mobile games.

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

Gadget- a small mechanical or electronic device or tool, especially an ingenious or

novel one.
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Technology- Technology, the application of scientific knowledge to the practical

aims of human life or, as it is sometimes phrased, to the change and manipulation of the

human environment. Britannica Quiz.

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

many Nokia 6xxx series business-targeted phones

WAP- Wireless Application Protocol, a set of protocols for connecting mobile

phones and other radio devices to the Internet.

Graphics- A graphic is an image or visual representation of an object.

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

it is the smallest controllable element of a picture represented on the screen.

Innovation- the action or process of innovating.


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Chapter 2

Review of Related Literature

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

whenever they play mobile games addictively.

On the article written by Janarthanan Balakrishnan, and Mark D. Griffiths

(2018), their topic is about the in game purchases of gamers on the online gaming

features. They explained that it is the significant stream of a game developer’s

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,

causing them to take action and solve this issue.


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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

managing addictive gaming, and theorizing a type of nomological network of desire

for online group gaming on online social game addiction.

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

about the prevention of Online Gaming addiction of Juveniles. It contains legal

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

paid service on a monetary limits depending on the age of the juvenile.


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In accordance with the journal of Dimitrios Vlachopoulos and Agoritsa Makri

(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

of games and simulation linked to the accomplishment of particular learning

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

efficient use of games and simulations for pedagogical purposes.

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

change in online behavior, particularly in gaming where there is a rise in EU5

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

through interacting with experts in forum.

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

adolescents. So, the study, which is descriptive in method, and designed as

correlational survey, aims to determine the effect of internet parenting style on

online game addiction of adolescents. 1336 students comprising of secondary and

high school participated. The study found out that parents' internet styles were

commonly considered as being laissezfaire and followed by authoritative,

authoritarian and permissive parental styles. Whereas it showed that 14.22% of

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

online game dependency if the parents were warmth, authoritative and

authoritarian. Hence, the difference on age of adolescents and education level of

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

mobile gaming addiction, particularly video gaming addiction, causes user to be

exposed in physical and psychological health problems, which in specific, is named as

Internet Gaming Disorder (IGD). Often, this disorder is connected to Gaming

Addiction which results to poorer academic performance of students in school. But it

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

addiction and cyberbullying with student academic performance. They made a

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

undergone cyberbullying, can cause it on another occasion.


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According to the article made by Bernie S. Fabito and Emeliza R. Yabut (2019),

they explored mobile gamification to understand the application in order to promote

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

wants to know the prevalence of Cyberbullying and Addiction in the context of

Mobile Gaming among students of one University in the Philippines utilizing

Quantitative Approach. Existing surveys are used to determine the prevalence, as

well as discussion on the consequentialism about the ethical dilemma in mobile

gaming is addressed utilizing Qualitative approach. The aftermath of the Game

Addiction Test shows that in 88 respondents, 36 of it were in risk of Mobile Game

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

have been a victim. Ethical discussion on Consequentialism and recommendations

are in the next part of the paper.

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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Polytechnic University of the Philippines-Laboratory High School. They revealed

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

mostly during vacation and weekends.

According to Charles Lumbay, Christian Caben M. Larisma, Catalino L.

Centillas Jr. (2017), they made an article wherein they have conducted a study to

provide a reference information about the academic performance of computer gamer

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

in Palompon Institute of Technology-Tabango Campus. They used the student’s

grades as secondary information and questionnaire to answer some of the research’s

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

see, and to help students with bad performance in school.


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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

in BF Homes Parañaque City, Philippines. Results revealed that participants possess

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

time spent playing online games by the participants.

In the article released by the ABS CBN News (2019), they talked about the ratio

or 4 out of 5 millenials aged 23 to 28 play online games according to a survey released

by Singapore-based firm Lightspeed Research. In the poll of PUBLiCUS Asia

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
20

observed that sales of traditional desktops and laptops were unpurchaseable, sales of

computers that were made for gamers were patronized.

According to the article of Kevin Guerada (2021), he want to examine the

impact of online games to children’s mental health. He stated that a person may

show a symptom or pattern of game addiction and can be diagnosed by a

psychologist or a psychiatrist if it worsen resulting in negative impacts upon himself,

his family, social, education, work, and other important things. The diagnosis can

only be executed if the pattern lasted up to 12 months, or can be shortened if

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

such mental disorder.

Review of Related Studies

Foreign Study

According to Olatz Lopez-Fernandez, Niko Männikkö, et al (2018), this article

tackled about gaming application which became superior in the aspect of

entertainment of smartphones, and how could it bestow problematic effects to minor

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

survey resulted in a good validity, sufficient reliability, particularly in 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

problematic at all in Belgium and Finland.

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

properties. A total number of three hundred and twenty-seven secondary school

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

coefficient, Spearman–Brown split-half reliability, and test–retest reliability. As

result, on the exploratory analyses, a three-factor structure comprising 21 items was


22

acquired, ranging from 0.606 to 0.876, that proved the 59% of variance. While the

reliability assessment result is as follows: Cronbach’s alpha coefficients ranged from

0.83 to 0.91, coefficients of the Spearman–Brown split-half reliability ranged from

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.

In the study made by Jogendra Kumar Nayak (2018), he discussed that

smartphones are fully embraced to Indians life way faster in the past years, which

they use for communicating, searching for information, mobile banking,

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

study which measure the addiction on smartphone to the academic performance of

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

a questionnaire which was answered by 429 higher education students to determine

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

work, be anxious, and lose control.

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
23

seeking and problem behaviors, where they analyze the how (affective associations

with online games as a mediator) and when (impulsivity as a moderator) did

sensation seeking influence online gaming addiction in adolescence. An anonymous

questionnaire was answered by 375 Chinese male adolescents about the factors

namely; sensation seeking, positive affective associations with online games,

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

hand, impulsivity moderated the relationship of positive affective associations and

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-
24

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

study for the objective of understanding psychological constructs of loneliness and

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

feeling of loneliness experienced by children due to family support on game

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

reliability analysis, a structural equation model, and mediator and moderator

variable analyses. As result, the study learned that family support may have
25

significant effect on gaming addiction, but the major effect came from the person’s

definition of loneliness, that is commonly seen in females.

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

presented in the form of propositions, and particularly a situational context was

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

internet gaming to Filipino students, describe their internet gaming characteristic;

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
26

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

that therapists and researchers should pay attention to formulating an intervention

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

computer game addiction on the academic attitudes of students in the tertiary

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

addiction, he was able to conduct a descriptive-survey and analysis which was

participated by 365 students. Using the frequency counts, percentage, rank,

Weighted Average Mean, and Pearson correlation coefficient participant’s answer

were illustrated. The outcome demonstrated that respondents have moderate level

online game addiction risk and their academic attitudes were equally affected by
27

online computer games. However, there was no sign of significant relationship

between online game addiction and students’ academic attitudes in the context of

study habits, achieving goals, academic responsibility, while it has something to do

with their presence in extra-curricular activities. In the end, he advised the school

administrators to establish engaging and interactive activities that will divert

students’ attention and promotes mass participation. While he also recommended to

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

they may spend their time on much worthy things.

Based on the study published by Rommel Verecio (2020) he discussed how

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

the study is to determine the relationship of online gaming and academic

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

as questionnaire, interviews, and observations. The results showed that the

respondent’s has experienced unfavorable effects of online gaming to their academic

performance saying “I cannot focus on my studies” calculated as (49.61%; n=69). He

suggested in the end that this study may help the University in building policy

measures that will definitely benefit the stakeholders.


28

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

objective of this study is to plan a program named Behaviour Modification Therapy

(BMT) which can help minimize the frequency, intensity, and duration of their

online gaming. To formulate the program, a mixed of quantitative method, through

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

Behaviour Modification Therapy is helpful and effective in decreasing IGD

symptoms of the participants, which only means that it can be used as psychotherapy

for IGD.

From the study of Ryan V. Labana, Jehan L. Hadjisaid, et al (2020), wherein

they discussed that the World of Health considers online game addiction as mental

health condition, and in accordance to that, excessive gaming appears to be an issue

in the Philippines with a number of 29.9 million gamers. And depression arises at the
29

same time, so the study aims to evaluate the relationship of online game addiction

and depression to Filipino adolescents. The researcher distributed a self-made

questionnaire to a total of 300 adolescents that contains socio-demographic profiles

of the respondents, the 14-item Video Game Addiction Test (VAT) (Cronbach's

α=0.91) and the Patient Health Questionnaire-9 (Cronbach's α=0.88) to consecutively

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

as predictor of online game addiction.

Based on the study of Kurt Garcia, Nelson Jarabe, and Jessie Paragas (2018),

they want to determine negative effects of online games on students’ academic

performance with the participation of 154 Grade 11 senior high school students in

Pangasinan State University-Lingayen Campus in SY 2017-2018. Their research

method was a descriptive-correlational wherein they used a questionnaire containing

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

respondents’ performance in assignments, quizzes, class recitation, paper works and


30

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

student’s academic performance in assignments, quizzes, class recitation, paper

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

owners must prevent student’s from playing during class hours.

According to the study of Bernie S. Fabito, Arlene O. Trillanes, et al (2020),

cyberbullying and video games addiction becomes the reason of prosperity towards

Pc Video Games, and hinders individual activities, and breaks interpersonal

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
31

influence the most. Also, the objective of the study aimed to know the relationship of

Flow to Cyberbullying and Game Addiction to Cyberbullying. They utilized existing

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,

Salience had the highest relationship followed by Mood Modification, Tolerance,

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

Plenty of literatures, articles, studies, and researches that are published by

authors have contributed to finding information about our topic.

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),

Ryan V. Labana, Jehan L. Hadjisaid, et al (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),

Charles Lumbay, Christian Caben M. Larisma, Catalino L. Centillas Jr. (2017),


32

Jogendra Kumar Nayak (2018), Vicpher Garnada (2020), Rommel Verecio (2020),

Kurt Garcia, Nelson Jarabe, and Jessie Paragas (2018)).

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.

Yabut (2019)),relationship of mobile gaming addiction and loyalty to online purchase

(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

News (2019)), relationship of smartphone gaming and the self-perceived problematic

use of smartphone (Olatz Lopez-Fernandez, Niko Männikkö, et al (2018)), building a

valid online gaming addiction scale ( Gülşah Başol and Abdullah Bedir Kaya

(2018) ), sensation seeking as influence to online gaming addiction (Jianping Hu,

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,

Arlene O. Trillanes, et al (2020)).

These writings have greatly inculcated knowledge and opened our minds to the

information about the topic we chose to study.


33

Chapter 3

RESEARCH METHODS AND PROCEDURES

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

confident about the information that they will be giving.

Research Design

The Design of the research that the research use for this study is Descriptive

research. The researcher is solely interested in describing the situation or case

under their research study. It is a theory-based design method which is created by

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

level of addiction in male student in PCCAHS.

Research Locale

The study is done in PCCAHS a senior high school institution inside

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

hand the addiction of male student in Online gaming.


34

Population of the study

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

analyzing and evaluating each respondent in order to get a perfect data to

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

and TVL ICT.

Data Collection Procedure

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.
35

Chapter 4

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

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.

Frequency and percentage distribution of the respondents Age

Status(AGE) Frequency Percentage

17 Yrs Old 2 8%

18 Yrs Old 14 56%

19 Yrs Old 4 16%

20 Yrs Old 4 16%

23 Yrs Old 1 4%

Total 25 100%

ANALYSIS AND PRESENTATION

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.

Frequency and percentage distribution of the respondents Strand

Status(Strand) Frequency Percentage

EFAS 4 16%

EIM 8 32%

COOKERY 5 2%

ICT 8 32%

Total 25 100%

ANALYSIS AND PRESENTATION

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

enrolled in cookery strand.


37

Frequency and percentage distribution of the respondents Chosen online games.


Status Frequency Percentage

Mobile Legend 14 56%

Call of Duty 3 12%

League of Legend 2 8%

8 Ball pool 2 8%

NBA 4 16%

Total 25 100%

ANALYSIS AND PRESENTATION

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

other Online Games are the most Popular One.


38

Frequency and percentage distribution of the respondents time on playing Online


games
Status Frequency Percentage

1-3 9 36%

4-5 2 8%

6-8 7 28%

10-11 4 16%

All day 3 12%

Total 25 100%

ANALYSIS AND PRESENTATION

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%

which spend too much time on playing online games.


39

Frequency and percentage distribution of the respondents spending habits on online


games.
Status Frequency Percentage

none 11 44%

10-20 5 2%

50-100 4 16%

500-1000 5 2%

Total 25 100%

ANALYSIS AND PRESENTATION

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.
40

Frequency and percentage distribution of the respondents perception if the online


games have effect on their study
Status Frequency Percentage

YES 11 44%

NO 9 36%

MAYBE 5 2%

Total 25 100%

ANALYSIS AND PRESENTATION

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

games on their study.

Frequency and percentage distribution of the respondents perception of the


advantage of learning how to play online games
Status Frequency Percentage

Gain Knowledge 9 36%

Improve one self 8 32%

Stress Reliever 6 24%

None 2 8%

Total 25 100%
41

ANALYSIS AND PRESENTATION

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.

Frequency and percentage distribution of the respondents perception


of consequences of too much playing online game
Status Frequency Percentage

Cause Health Issue 8 32%

Cause Distraction in study 7 28%

Break Time 7 28%

Balance/addiction

None 3 12%

Total 25 100%

ANALYSIS AND PRESENTATION

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

the other way around.

Frequency and percentage distribution of the respondents Play and study Time
Status Frequency Percentage

Time Management 8 32%

Study now play later 13 52%

Cant Balance 4 16%

Total 25 100%

ANALYSIS AND PRESENTATION

The above table is the presentation of percentile of the respondents perception of

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

to destroy their study due to playing online games.


43

Chapter 5

CONCLUSIONS AND RECOMMENDATIONS

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

of addiction of male students in President Corazon C. Aquino Highschool is average.

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

much online gaming.


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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

 Monthly Homeroom Meeting, teacher will be checking up the standing of their

student in order to find out who is not doing well in this way they could save early

those who fall into addiction of online gaming.

 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

their children about the cost of playing too much.

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