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Jazeera Insail - Research Manuscript - Google Docs
Jazeera Insail - Research Manuscript - Google Docs
Jazeera Insail - Research Manuscript - Google Docs
JAZEERA P. INSAIL
2024
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ACKNOWLEDGEMENTS
he researcher would like to extend her deepest gratitude to the exceptional
T
individuals and groups whose unwavering support, guidance,andparticipationhave
been indispensable throughout the completion of this research paper:
Firstly, to Mrs. Nancy B. Barrot and Mrs. Arelene C. Adducul, our High
chool Academic Supervisors, the researcher would like to express her heartfelt
S
appreciation for their invaluable guidance in making this research.
Sincerest and heartfelt thanks go to Mrs. Irish Mae. M. Caspe,ourPractical
esearch 2 and Capstone Project teacher, for her expertise, dedication, and
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unwavering commitment to my academic development. Her mentorship has
significantly influenced the methodology and execution of this study.
TheresearcherisimmenselygratefultoMr.JesusL.GuintoJr.,ourInquiries,
I nvestigation, and Immersion teacher, for his critical recommendations and
suggestions that allowed me to make necessary revisions to this research paper.
Special appreciation is extended to Mrs. Teresa V. Garcia, our School’s
uidance Counselor, for her invaluable expert advice, support, and encouragement,
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which have been a source of comfort and guidance throughout this academic
endeavor.
Theresearcherwouldalsoliketoacknowledgetheinvaluablecontributionsof
r. John Randolph O. Tiongzon, my class adviser, whose unwavering support and
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mentorship have played a significant role in my personal and academic growth.
To my dearest friends and classmates, I extend my sincere appreciation for
y our camaraderie, encouragement, and unwavering support. Their collaboration,
support, and friendship have made this academic journey both fulfilling and
enjoyable.
nd to the Grade 7, 8, and 9 respondents of the International Philippine
A
School in Al Khobar, thank you for the participation and cooperation that were
essential in gathering the necessary data for this research.
Finally, I would like to sincerely thank my parents, Jul-Amri and Jarzum
I nsail,fortheireverlastingsacrifices,love,andsupport.Myacademicendeavorshave
been propelled by their unwavering support and belief in my abilities.
hank you all for your unwavering support, guidance, and participation. Your
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contributionshavebeeninvaluable,andIamprofoundlygratefulfortheroleyouhave
played in my academic success.
JAZEERA P. INSAIL
3
ABSTRACT
This study investigates the correlationanddifferencesbetweenvideogaming
andmentalhealthamongGrade7to9studentsattheInternationalPhilippineSchool
gaming on daily functioning and well-being, and the association between internet
gamingdisorderanddepressivesymptoms.Thestudyalsoexamineshowsymptomsof
depression vary by gender and grade level within this student population.
Existing literature highlights the potential benefits and risks of gaming,
especiallyduringtimesofstresssuchastheCOVID-19pandemic.However,concerns
persist regarding the impact of excessive gaming on mental health, particularly
amongadolescents.Usingaquantitativeapproach,thisresearchemployssurveysand
behaviorsanddepressivesymptoms,withcertaingenresandhighgamingfrequencies
and grade level differences influence both gaming patterns and mental health
outcomes.
habits and their potential effects on adolescent mental health. Recommendations
TABLE OF CONTENTS
PRELIMINARIES
Title Page………………………………………………………………...i
Acknowledgment…………………………………………………...…...ii
Abstract……………………………………………………………........iii
Table of Contents……………………………………………………….iv
A. Introduction.………………………………….………………….………..07
C. Instrumentation..………………………………….……………………..24
A. Introduction………………………………………………………………..27
A. Summary………………………………………………………………….37
B. Conclusions……………………………………………………………….38
C. Recommendations……………………………………………………...…38
REFERENCES……………………………………………………………...40
APPENDICES…………………………..………...………………………...36
PERSONAL INFORMATION………………………………...…………..51
LIST OF FIGURES
LIST OF TABLES
1.2 – Comparing frequent games played between the different grade level..……….27
2.1 – Comparing high Internet Gaming Disorder scores between different genders..29
6
2.2 – Comparing high Internet Gaming Disorder scores between the different grade
levels………………………………………………………………………………...30
4.1 – Results of the Correlation Analysis between IGD and depression scores…….32
LIST OF APPENDICES
Page
Appendix A…….………………………………………………………………..47
Appendix B…….………………………………………………………………..48
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CHAPTER I
INTRODUCTION
A. Introduction
The WorldHealthOrganizationreportsthatadolescence,whichismarkedby
changes in social, emotional, and physical aspects of life, is a critical time when
people are more vulnerable to mental health issues. The global impact of the
CoronavirusDisease2019in(COVID-19)pandemichasbeenenormous.Restrictions
health. Since the start of COVID-19, video games have permeated more and more
aspects of daily life and have a big impact on young people's leisure activities all
around the world. For example, the Philippines anticipates a 14.3% growth rate in
The significant effects of screen usage on young people's behavior and
development are explored in an article, Children spend six hours or more adayon
screens, written by Jane Wakefield (2015) for BBC News. According to thereport,
kidsandteenagersspendalmostsixhoursadayinfrontofscreens,underscoringthe
widespread impact of digital media on their lives. Concerns around accessibility to
In a study titled, The Effects of Playing Video Games on Stress, Anxiety,
Depression, Loneliness, and Gaming Disorder During the Early Stages of the
and Mantovani (2022), the act of playing video games transcended mere
entertainment during the early stages of the COVID-19 pandemic. It served as a
coping mechanism for individuals facing the challenges imposed by the crisis. The
researchfindingssuggestadualimpactofvideogamesduringthisperiod.Contraryto
some perceptions, recent research indicates that video games, particularly those
featuring augmented reality and online multiplayer formats, have had a noteworthy
measures.Thiseffectisnotableforitsabilitytoalleviatestress,anxiety,sadness,and
feelingsoflonelinessamongplayers.Forat-riskindividuals,specificallymaleyouths,
engaging in video games demonstrated detrimental effects, as highlighted by
contrasting research outcomes. This duality underscores the need for a nuanced
understandingofthediverseimplicationsofvideogameinvolvementduringtimesof
crisis.
playingvideogamesduringtheearlyphasesoftheCOVID-19crisiswiththe
belief that gaming helped cope with such challenging life experiences,
This implies that during the initial stages of the COVID-19 pandemic, a
considerable number of individuals reported an uptick in their gaming activity.The
interesting aspect lies in the fact that these individuals attributed their increased
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gamingactivitytothebeliefthatitservedasacopingmechanism.Accordingtotheir
perception, engaging in video games helped alleviate the challenges posed by the
pandemic, leading to a reduction in feelings of anxiety, stress, and depression.
Additionally, they believed that gaming played a role in mitigating the sense of
lonelinessthatemergedduetothesocialisolationanduncertaintyassociatedwiththe
challenging life experiences brought about by the global health crisis. In essence,
theseindividualsfoundsolaceandreliefinvideogamingasameansofmanagingthe
AstudyconductedbyTortoleroetal.(2014),titledDailyViolentVideoGame
expandingbodyofliteraturebyitsexaminationoftheconnectionbetweenchildren's
mental health and exposure to violent media, with a specificfocusonviolentvideo
games.Ithasbeenrecognizedbyresearchersthatstudentswhoshowmoredepressive
among preadolescent children and adolescents, compared to shorter periods of play
with low-violence video games. Despite the tiny effect size, the fact that
preadolescent andadolescentadolescentsfrequentlyplayviolentvideogamesmakes
researchershavediscoveredthatprolongedexposuretohigh-violencevideogamesis
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linked to a higher incidence of depressive symptoms in preadolescent children and
adolescents.
Incontrast,aninvestigationconductedbyGómez-Gonzalvo,Devís-Devís,and
Molina-Alventosa (2020) on Video Game Usage Time in Adolescents’ Academic
patternsandtheiracademicperformance.Accordingtothestudy,teenagersplayvideo
gamesforanaverageof47.23minuteseveryday,adurationinfluencedbycontextual
andmethodologicalfactors.Notably,thestudyhighlightsthesubstantialtimeinvested
in video games, posing potential health risks and exceeding recommended daily
limits. However, these values vary across studies, reflecting differences in cultural
Gómez-Gonzalvo et al. reported that one significant finding is the inverse
relationship observed between academic performance and video game usage. Teens
with lower gaming times generally achieve better grades, while those with heavier
acknowledge divergent findings in some studies reporting no significant correlation
Moreover, the study delves into nuanced aspects of video game usage,
revealing distinctive patterns during weekdays and weekends. Teens demonstrate a
substantialincreaseinvideogameusageduringweekends,possiblyduetoincreased
Similarly,PrevalenceandPredictorsofVideoGameAddiction:AStudyBased
onaNationalRepresentativeSampleofGamers,byWitteketal.(2015)representsa
contributiontothescholarlydiscourseontheglobalprevalenceofvideogamingasa
ubiquitous leisure activity. It underscores the finding that, while the majority of
individuals engage in gaming as a benign pastime, a discernible minority grapples
“Prevalenceratesuncoveredpresentaspectrumofgamingengagementwithin
the sample: 1.4% identified as addicted gamers, 7.3% as problem gamers,
3.9%asengagedgamers,andthevastmajority,constituting87.4%,asnormal
Noteworthycorrelationsemerge,withgenderandageemergingassignificant
association with addicted, problem, and engaged gaming, pointing to demographic
gaming habits is unveiled, demonstrating a positive association between poor
While some studies emphasize the positive effects of gaming during the
pandemic (Pallavinci et al., 2022), others highlight potential harms, such as
(Gomez-Gonzalvo et al., 2020). Towards a Consensus Definition of Pathological
Video-Gaming:aSystematicReviewofPsychometricAssessmentTools,a2013study
by King et al., moreover, explores the increasing interest in pathological video
gaming, particularly its proposed DSM-V classification known as "Internet Use
Disorder." Through a comprehensive review, the study assesses the standards of
instrumentationforpathologicalvideogaming,consideringcriteriaandguidelinesfor
The primary objective of the study was to identify the strengths and
dimensionality, validity, reliability, and practical considerations (King et al., 2013).
Upon examining behavioral addiction indications such as conflict, feelings of
euphoria, withdrawal, tolerance, relapse, and sensitivity in a variety of contexts.
Furthermore, the researchers observe that a growing body of data indicates that
withdrawal, losing control, and confrontation are typical symptoms of pathological
video gaming..
The research study about the Association Between Video Gaming and
gaming and psychological health are related to one another. The study, which was
carried out by Von Der Heiden et al. (2019), thoroughly looks at2,734participants
with the goal of determining how different aspects of psychological functioning
interact with video gaming preferences and behaviors. Even while video games are
widelyacceptedaspopularpastimes,worriesaboutpossiblerisks—particularlythose
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gaming.
Von Der Heiden et al. (2019) reveals a negative correlation between
suchaspsychologicalsymptoms,copingstrategies,affectivity,andself-esteem.While
and multitasking, the research sheds light on potential downsides, including lower
Thefindingsunderscorethediversemotivationsdrivingindividualstoengage
in video games, ranging from seeking distraction from daily stressors to forming
social connections within virtual environments. Additionally, it also explores the
functioning, revealingdifferentialimpactsacrossgenressuchasaction,role-playing,
and simulation.
Notably, the study finds that having more online friends and having happy
gaming experiences are strong indicators of possibly hazardous video game use.
These elements, in addition to psychiatric symptoms, a deficiency of offline social
relationships,andmediocreacademicachievement,addtoathoroughcomprehension
of the complex relationship between video gaming and psychological health.
Despitethevaluableinsightsprovidedbythestudy,certainlimitations,suchas
its cross-sectional design, prompt the researchers to call for longitudinal
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investigations to unravel the causal pathways between video gaming and
psychologicalfunctioning.Theresearch,therefore,notonlycontributestothecurrent
understandingofthecomplexinterplaybetweenvideogamingandmentalhealthbut
alsoemphasizestheneedfortailoredinterventionsthataddressgaminghabitsbefore
Thecomplexnatureoftheconnectionbetweenvideogamesandmentalhealth
is demonstrated in this analysis. This study aims to explore the relationship and
variationsbetweendepressivesymptomsandinternetgamingdisorderamongmiddle
schoolstudentsenrolledinGrades7to9attheInternationalPhilippineSchoolinAl
Khobar.Itwillincludemotivationsforgaming,suchassocialinteraction,distraction,
or skill development, and examine favored video game genres and how they affect
psychological well-being.
The prevalence of video gaming among Grade 7 to 9 students at the
International Philippine School in Al Khobar raises concerns about its potential
impactontheirmentalwell-being,particularlydepressivebehavior.Despitegaming's
widespread popularity,thelinkbetweenextensivegamingandadolescentdepression
in this school community remains understudied. Given the evolving digital
entertainment landscape, it is imperative to explore its effects on students'
psychological health.
To address this gap, this study poses the following questions:
2. Is there a correlation between internet gaming disorder and symptoms of
depression?
3.Howdoesinternetgamingdisordervaryintermsofgenderandgradelevel
4. How do depressive symptoms vary by gender and grade level in the
As the research aims to examine the correlation and differences between
internetgamingdisorderanddepressivesymptomsamonghighschoolstudentsfrom
Grade 7, 8 and 9 at the International Philippine School in Al Khobar, the problem
outlined above and insights from relevant literature permit the formulation of the
following hypotheses:
the frequency of video game engagement among high school students of
and;
a. Gender
a. Gender
Thestudydrawsonexistingliteraturetoinformitsinvestigation,servingasa
identifying trends and supporting hypotheses from related studies. Inputs include
knowledge,respondents,andresourcesnecessaryfordatacollection,focusingonthe
Rigorous data processing ensures accuracy, with statistical analyses such as the
Mann-Whitney UTest,Kruskal-WallisTestandPearson’sCorrelationCoefficient(r)
The study's primary output is a comprehensive assessment of video games'
impactondepressivesymptomsamongGrade7to9students.Findingscontributeto
This research aims to explore the relationship between internet gaming
PhilippineSchoolinAlKhobar.Emphasizingdemographicvariableslikegenderand
gradelevel,thestudyaimstouncovervariationsinvideogamehabitsanddepressive
However,severallimitationsconstrainthestudy'sfindings.Itisconfinedtoa
single school context, limiting generalizability. Reliance on self-reported data may
introducebias,andthecross-sectionaldesignoffersonlybriefinsight.Thestudylacks
limited extent.
Furthermore, duetocircumstancessuchasbusyschedules,somerespondents
were unable to complete the Google Forms questionnaire in time. In particular, in
Grade9,only40outof53answered,inGrade8,thetargetsamplewasreachedwitha
totalof81outoftheneeded66studentscompletingthesurvey,andinGrade7,53out
of 56 students answered. Despite these limitations, this research sheds light on the
among students. It provides valuable insights for educators, parents, and the
The study will be conducted at the International Philippine School in Al
Khobar(IPSA)duringtheAcademicYear2023-2024,aprivateschoolsituatedinAl
Khobar, Saudi Arabia. Established in 1988, IPSA has been dedicated to providing
educationtothechildrenofOverseasFilipinoWorkers(OFWs)intheEasternRegion.
Students from Grades 7 to 9 at IPSA will participate in a survey questionnaire
conducted via Google Forms. The survey will be administered within the school
TheStudents.Thisstudybenefitsstudentsbyidentifyingpotentialriskfactorsrelated
The Parents. The insights gained can empower parents to implement targeted
interventions,fosteringahealthierbalancebetweentechnologyuseandmentalhealth
health awareness, and contribute to the development of educational strategies that
Future Researchers. This may assist and provide a foundation to support other
researchers who seek to expand the scope of this research. The result of this study
may be beneficial as a guide for individuals who want to widen and illustrate the
For better comprehension, the following key terms in the study are defined:
Internet GamingDisorder.AlsoknownasVideoGamingAddiction,isabehavioral
condition that is typified by excessive, compulsive, and uncontrollable engagement
with video games to the point where it significantly interferes with an individual's
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daily life, responsibilities, and overall well-being. It is also referred to as gaming
involvesuserengagementandinteractionthroughavisualinterface.Thesegamescan
be played on various gaming platforms, including but not limited to consoles,
Depressive Symptoms. Refers to a range of psychological, cognitive, and physical
symptomsthatarefrequentlylinkedtodepression,amoodillnessmarkedbyenduring
Video Game Engagement. The frequency of students' involvement with electronic
games, encompassing factors such as the duration, frequency, and types of video
games played.
Gaming Behavior. In the context of the study, this refers totheactions,habits,and
patterns of engagement that individuals exhibit in the context of playing electronic
games, commonly known as video games. This includes various aspects of how
students interact with video games, such as the frequency and duration of play,
preferencesforspecificgamegenres,thesocialaspectsofgaming,andtheimpactof
CHAPTER II
RESEARCH METHODOLOGY
A. Research Design
The chosen research design for this study falls under the category of
non-experimental andemploysacross-sectionalframeworktoinvestigatetheimpact
theInternationalPhilippineSchoolinAlKhobar.InternetGamingDisorderservesas
the independent variable, while depressive symptoms constitute as the dependent
manipulating variables, enabling a comprehensive examination of how video game
habitsmayrelatetodepressivesymptomsinadolescents.Theselectedmethodologyis
crucial for unraveling the intricate dynamics influencing the mental well-being of
students in the context of video game use, offering valuable insights for targeted
…… Participantsforthisstudywillbedrawnfromthedemographicofstudentsin
grades 7 to 9 at the International Philippine School of Al Khobar. The selection
processwilladheretopurposivesamplingcriteria,encompassingconsiderationssuch
asgradelevel,gender,demonstrabledepressivebehavior,andengagementwithvideo
games. The determination of the sample size will be facilitated through the
…… The data collection process for this study will be facilitated through a
structured questionnaire utilizing the Likert scale. The questionnaire is designed to
dedicated to online gaming activities, assess various dimensions of problematic
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gaming behavior, and measure depression, anxiety and stress levels. By employing
the Likert scale, the survey aims to capture nuanced responses and gather in-depth
information, providingafoundationforanalyzingthediversefactorsassociatedwith
thecorrelationanddifferencesofInternetGamingDisorderanddepressivetendencies
…… Thetimelinefordatacollectionisanticipatedtospantheentirethirdquarter,
affording ample duration for comprehensive analysis. The collected data will be
tabular representations. Statistical analyses, such as the Mann-Whitney U Test,
Kruskal-Wallis Test and Pearson’s Correlation Coefficient (r), will be applied, and
furtherscrutinyofthedata'srelationshiporcorrelationwillbeconductedculminating
ThepopulationforthisstudycomprisesstudentsfromGrades7,8,and9in
the International Philippine School in Al Khobar, with a total of 316 students. To
determine an appropriate sample size, Slovins' Formula is employed, taking into
account a margin of error (e) of 5% or 0.05. The calculated sample size is 176
students.
…… To distribute the sample proportionally across the three grades, the total
samplesizeisdistributedbasedontheproportionofstudentsineachgradetothetotal
population.Thisresultsinasamplesizeof56studentsfromGradeSeven,66students
study.
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…… The selected sample of 176 students will undergo the random sampling
proceduretoensurearepresentativeanddiverserepresentationacrossthethreegrade
levels.
C. Instrumentation
The primary aim of this research tool is to methodically evaluate and
comprehend the level of depressive symptoms among Grade 7 to 9 students at the
InternationalPhilippineSchoolinAlKhobar(IPSA).Thetimelinefordatacollection
is anticipated to span the entire third quarter, affording ample duration for
comprehensive analysis. The adapted survey questionnaire comprises a total of 44
items, distributed across four parts. Part 1, Video Game Questionnaire – Version
December2021byBavelierLabs,&Green,etal.(2021)consistsof8itemsdedicated
In Part 2, A standardized psychometric tool by Pontes et al., Internet
Gaming Disorder Scale–Short-Form, 9 items focus on assessing Internet Gaming
Disorder(IGD),whilePart3utilizesaself-reportscalefromtheDepression,Anxiety,
Stress, Scale-21 by Lovibond, S.H. & Lovibond, P.F. (1995) consistingof21questions
Assuch,furthercheckingandreviewforvaliditywasdonebyMrs.TeresaV.Garcia,
frameworksandsuccinctlysummarizedintabularrepresentations.Throughstatistical
analyses like frequency distribution, standard deviation, mean, median, and mode,
24
will provide insights into the and central tendencies of scores within each
questionnaire.Furtherexaminationofnormaldistributioncanrevealthedistributional
relationshipsbetweendifferentgamingcategories.Lastly,Mann-WhitneyUTestand
Kruskal-Wallis Test could assess if there are significant differences in preferences
acrossgenderorgradelevels,offeringvaluableinsightsintodemographicinfluences
These analyses collectively provide a good understanding of the gaming
habits and preferences within the sampled student population, offering valuable
To successfully achieve the study's goal, all of the previously described
techniques and analyses are in accordance with the given research questions.
study'spurposeandpotentialrisks,withassurancesofvoluntaryparticipationandthe
ability to withdraw at any time without consequence. Participants' privacy and
anonymization procedures.
Tominimizeharm,particularattentionwaspaidtopotentialnegativeimpacts
associatedwithdiscussinggaminghabits,andparticipantswereprovidedwithsupport
resources as needed. Throughout the study, efforts were made tomaximizebenefits
while respecting the diversity of participants and conducting research with honesty,
Ethical approval was obtained from the school guidance counselor, Mrs.
TeresaV.Garcia,aswellastheapprovalfromMrs.IrishMaeM.Caspe,theprimary
research teacher for senior high school, and all research procedures adhered to
disseminatedresponsibly,withanemphasisonaccuraterepresentationandrespectful
HAPTER III
C
RESULTS AND DISCUSSIONS
A. Introduction
The findings of the study offer a comprehensive analysis of the intricate
relationship betweenInternetVideoGaminganddepressivesymptomsamongGrade
7 to 9 students at the International Philippine School in Al Khobar. This section
presents a detailed examination of the data collected through survey questionnaires
To reiterate, the research questions guiding this study are as follows:
2.Whatisthecorrelationbetweeninternetgamingdisorderandsymptomsof
depression?
3.Howdoesinternetgamingdisordervaryintermsofgenderandgradelevel
4. How do depressive symptoms vary by gender and grade level in the
TheresultsfromtheVideoGameQuestionnairebyBavelierLabs,&Green,et
al.(2021)werecalculated,andtheresearchinputtedonlythescoresthatindicatedthe
respondentplayingfor3to5ormorehoursintoaFrequencyDistributionCalculator
thedatawascategorizedintothefollowing:Table1showsthefrequentgamesplayed
LIFE
DVEN SPORT S
A TRATEG IMULA M
S USIC
CTION -TURE
A -Y FANTASY -TION GAMES OTHER
MALE 17 12 13 9 9 27 5 17
FEMALE 2 10 0 2 7 13 5 9
Table 1.1.Comparing frequent games played betweenthe two genders.
AsshowninTable1.1.,theanalysisrevealsanotableinclinationamongboth
games,evidentfromitshighestmeanscoreandmodewithinthedataset.Furthermore,
the variance in preferences across distinct game categories demonstrates varying
levels of diversity among participants' choices, this variability suggests that certain
LIFE
DVE- SPORT
A TRAT
S IMULA M
S USIC
CTION NTURE
A -EGY FANTASY -TION GAMES OTHER
The data set, calculated the same way as Table 1.1., provided in Table 1.2.
9)invariouscategories.Itrevealsthattherearefluctuationsinpreferencesasstudents
advance throughthegrades.InGrade7,Turn-BasedStrategy/LifeSimulationgames
seemtobethemostfavored,followedcloselybythe“Other”category(Phonegames,
Browser games, Fighting games, etc.). Grade 8 exhibits the same preference, with
Turn-Based Strategy/Life Simulation as a clear favorite, Strategy, and Adventure
progressionsuggestsapotentialshiftingaminginterestsasstudentsmature,possibly
influencedbyfactorssuchascognitivedevelopmentandexposuretodifferentgaming
experiences.
TheprovideddatainTable1.3.presentsthedistributionofgamingpreferences
among all participants of this study represented both in absolute counts and
percentages.ItrevealsthatTurn-BasedStrategy/LifeSimulation/Puzzlegamesarethe
First/ThirdPersonShootersandAction-RPG/Adventuregamesfollowcloselybehind,
comprising 10.92% and 8.62% of the total preferences, respectively. Real-Time
Strategy/MOBAandSports/Drivinggamesarealsonotable,with6.32%and7.47%of
thepreferences,respectively.Musicgames,ontheotherhand,represent5.75%ofthe
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total preferences. Additionally, the “Other” category encompasses 14.94% of the
The results from the Pontes et al., Internet Gaming Disorder
Scale–Short-Form,wasfirstcheckedusingtheCronbach'sAlphacoefficient,whichis
0.81,indicatinggoodinternalconsistencyreliabilityforthesurveyinstrumentusedin
assessing gaming behavior. Then the researcher calculated and compared High
InternetGamingDisorderscoresusingtheFrequencyDistributionCalculator,assuch,
gender (male and female) and indicate the frequency of high Internet Gaming
theresponses,itbecomesapparentthatmalesgenerallyexhibithigherfrequenciesof
highIGDscorescomparedtofemalesacrossmostquestions.Forinstance,inQ1,Q4,
Q5, and Q8, males consistently show a higher prevalence of high IGD scores
comparedtofemales.NotonlythatbutaftercalculatingtheStandardDeviationofthe
data concluded that the scores of male respondents had significantly greater
question among students across different grade levels (Grades 7, 8, and 9). Upon
examination, it is evident that there are variations in the frequencies of responses
acrossdifferentquestionsandgradelevels,standarddeviationcheckingconfirmsthis,
noting that Grade 8 has a greater variability compared to the other grade levels.
Forinstance,inGrade7,thehighestfrequencyofresponsesisobservedinQ1
and Q8, indicating that a significant number of students in this grade level may
experience issues related to those particular aspects covered by these questions.
fewerstudentsinGrade7mayfaceproblemsrelatedtothoseaspectscoveredbythese
questions.
Similarly,Grade8exhibitsasimilarpattern,withhigherfrequenciesobserved
in Q1, Q4, Q5, and Q8, and lower frequencies inQ2,Q3,Q6,andQ9comparedto
otherquestions.However,thereisanincreaseinresponsestoQ3comparedtoGrade
7, indicating a potential shift in concerns or experiences among students as they
progress to the next grade level. In Grade 9, the frequencies follow a comparable
trendtothepreviousgrades,withrelativelyhigherresponsesinQ1,Q4,andQ8,and
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Table 3.1.Level of Depressive Tendency from Depression, Anxiety, Stress Scale - 21
UponexaminationofthedatacollectedfromtheDepression,Anxiety,Stress,
Scale-21, it is evident that there is variability in the stress, depression, and anxiety
scoresamongtheparticipants.Thestressscoresrangefrom0to42,depressionscores
The table presents a preview of psychological distress across severity
comparatively elevated stress, depression, and anxiety ratings in contrast to those
classified as "Mild." The presence of common, manageable levels of psychological
symptoms in the general population, reflecting daily stressors and emotional
On the other hand, students who fall into the "Mild" category have lower
scores on all three psychological distress measures (stress: 22, depression: 27,
these scores, those falling into the "Mild" group might be experiencing a few
32
challenges, but they seem to be doing well in general and might not need
The severity scores for depression, stress, and anxiety show an evident rise
from "Mild" to "Moderate," "Severe," and "Extremely Severe." Within these
impairmentthatprobablynecessitatesimmediateinterventionandtherapyisindicated
Toobservehowdepressivetendenciesvarybetweenthetwogenders,firstthe
datawastestedfornormalityusingtheShapiro-Wilktest,whichshowedasignificant
departure from normality, W(174) = .94, p < .001, because of this the researcher
utilized the Mann-Whitney U test was employed to assess potential differences in
depressive tendencies between two independent groups based on certain criteria,
possibly related to video game engagement or other factors. The test yielded a
Mann-WhitneyUstatistic(U)valueof3144,alongwithaZ-scoreof-1.92496anda
The Z-score of -1.92496 indicates that the observed U value is below the
expectedmeanunderthenullhypothesis,suggestingatendencytowardslowerranks
critical aspectoftheanalysisliesintheinterpretationoftheP-value.WithaP-value
insufficient evidence to reject the null hypothesis that there are no significant
Inpracticalterms,whilethereappearstobeatrendorindicationofdifferences
in depressive tendencies, the observed effect is not strong enough to confidently
conclude that these differences are statistically significant and not simply due to
random variability.
In this table, the analysis, employing the Kruskal-Wallis test to examine
suchasdifferentgradelevelsorcategoriesbasedonvideogameengagement,withina
34
samplesizeof174individuals,ofthethreedifferentgradelevels(7,8,and9)yielded
TheinterpretationoftheKruskal-Wallistestresultsindicatesthattheobtained
P-value of 0.59582 exceeds the conventional significance level of 0.05 (α = 0.05),
leadingtotheconclusionthattheresultsare"notsignificant(p<0.05)."Thissuggests
that there is insufficient evidence to reject the null hypothesis that there are no
groups(e.g.,varyinggradelevelsorlevelsofvideogameengagement)maylikelybe
due to random variability or other unaccounted factors rather than meaningful
differencesassociatedwiththevariablesunderinvestigation.Therefore,basedonthe
Kruskal-Wallis test findings, it appears that there is no statistically significant
difference in depressive tendencies among the specified groups within the study
population.
MEASURE VALUE
Pearson Correlation Coefficient (r) 0.4056
Coefficient of Determination (R2) 0.16
P-Value < .00001
Significance Level p < .05
positivelinearrelationship(Pearsoncorrelationcoefficient,r≈0.41)betweeninternet
gaming disorder (X values) and depression scores (Y values) among the study
35
participants.Thiscorrelationsuggeststhatasinternetgamingdisorderscoresincrease,
Furthermore, the coefficient of determination (R² = 0.16) indicates that
approximately 16% of the variability in depression scores can be explained by
extent to which internet gaming disorder contributes to predicting depression
Significantly, the reported p-value (< .00001) signifies that the observed
relationship between internet gaming disorder and depression scores is statistically
significant at the conventional significance level of p < .05. This robust statistical
meaningfulrelationshipbetweeninternetgamingdisorderanddepressiontendencies.
andinternetgamingproblem,whereinparticipantsinthestudywhoscoredhigheron
HAPTER IV
C
UMMARY, CONCLUSIONS, AND RECOMMENDATIONS
S
A. Summary
preferences among male and female respondents. Both genders exhibited a strong
inclinationtowardsTurn-BasedStrategy/LifeSimulation/Puzzlegames,asevidenced
by the highest mean score and mode within the dataset. This finding suggests a
widespread appeal for strategic and puzzle-based gameplay among the study
participants. Additionally, the analysis of variance in game category preferences
highlightedadiverserangeofindividualchoices,indicatingthatcertaingamegenres
resonate more strongly with specific individuals, reflecting varied gaming interests
and 9) uncovered interesting shifts in popularity. In Grade 7, Turn-Based
Strategy/Life Simulation games emerged as the most favored category, closely
games. Similarly, Grade 8 exhibited a notable preference for Turn-Based
Strategy/Life Simulation games, with Strategy and Adventure games also gaining
the top choice, suggesting evolving gaming interests as students progress through
Moreover,theresearcherdelvedintotherelationshipbetweeninternetgaming
disorder and depression using robust statistical methods. The calculated Pearson
37
correlation coefficient (r ≈ 0.41) indicated a moderately positive linear relationship
between internet gaming disorder scores and depression scores among participants.
Thecoefficientofdetermination(R²=0.16)furtherrevealedthatapproximately16%
of the variability in depression scores could be attributed to variability in internet
gamingdisorderscores.Importantly,thestatisticalsignificanceofthisrelationship(p
<.00001)underscoredameaningfulassociationbetweeninternetgamingdisorderand
depression tendencies.
emphasizing the potential impact of excessive gaming behavior on mental health
outcomes. Overall,thestudyprovidedvaluableinsightsintogamingpreferencesand
theirimplicationsformentalwell-beingamongadolescents,highlightingtheneedfor
further research and targeted interventions to promote healthy gaming habits and
B. Conclusions
AfterconductingathoroughanalysisattheInternationalPhilippineSchoolin
Al Khobar, several noteworthy conclusions have come to light, shedding valuable
insight into the correlation and differences between internet gaming disorder and
1.Thestudyrevealsthatvideogameengagementisprevalentamongstudents
data indicates that a significant portion of students regularly and actively
2. The correlation between internet gaming disorder and symptoms of
variables.Asignificantcorrelationsuggeststhatindividualswithhigherlevels
of internet gaming disorder may also exhibit more symptoms of depression.
3.Thedifferenceininternetgamingdisorderacrossgenderandgradelevelsat
ingamingbehavioramongdifferentstudentdemographics,malesshowhigher
PhilippineSchoolinAlKhobarhasprovidedvaluableinformationontheimportance
of monitoring and addressing video game usage, internet gaming disorder, and
depressive symptoms among students at the International Philippine School in Al
C. Recommendations
To enhance the quality and effectiveness of the research on the relationship
1.Expandthesamplesizeandensurediversityamongparticipantstoenhance
2.Consideradoptingalongitudinalstudydesigntotrackparticipants'gaming
data can capture changes and trends over time, allowing for a more robust
engagement, depressivesymptoms,andotherrelevantvariables.Thisensures
relationshipbetweeninternetgamingdisorder(IGD)anddepressivesymptoms
among students. This approach allows for predictive analysis, control for
enhancedpredictivemodeling,andinformedtargetedinterventionstopromote
leadingtomorerobustfindingsandactionableinsightsthatbenefitstudents,parents,
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x#google_vignette
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https://www.calculatorsoup.com/calculators/statistics/mean-median-mode.php
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culator
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https://www.socscistatistics.com/descriptive/frequencydistribution/default.asp
x#google_vignette
Retrieved fromhttps://www.socscistatistics.com/tests/pearson/default2.aspx
https://www.socscistatistics.com/tests/mannwhitney/default2.aspx
https://www.socscistatistics.com/tests/kruskal/default.aspx#google_vignette
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APPENDICES
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APPENDIX A
APPENDIX B
Survey Questionnaire (adapted from Bavelier Labs, & Green, et al.,Pontes et al., (2015).,
Lovibond, S.H. & Lovibond, P.F. (1995).)
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PERSONAL INFORMATION
Basic Information:
Educational Attainment:
Al-Khobar
Al-Khobar
Senior High School : Grades 11-12, International Philippine School in
Al-Khobar