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The Effects of Playing Genshin Impact To The Daily Habits of A High School Student

This document is a research paper that examines the effects of playing the online video game Genshin Impact on the daily habits of high school students. The paper was presented to fulfill research requirements for grade 10. It includes an abstract, acknowledgements, table of contents, and outlines plans to review related literature, methodology, and present findings. The researchers aim to determine if game addiction affects school performance by assessing changes in students who play Genshin Impact for over 5 hours daily and disrupt their sleep schedules. Overall, the study concludes there are effects when playing Genshin Impact on high school students' daily habits.

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Alexandria Yuu
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0% found this document useful (0 votes)
857 views37 pages

The Effects of Playing Genshin Impact To The Daily Habits of A High School Student

This document is a research paper that examines the effects of playing the online video game Genshin Impact on the daily habits of high school students. The paper was presented to fulfill research requirements for grade 10. It includes an abstract, acknowledgements, table of contents, and outlines plans to review related literature, methodology, and present findings. The researchers aim to determine if game addiction affects school performance by assessing changes in students who play Genshin Impact for over 5 hours daily and disrupt their sleep schedules. Overall, the study concludes there are effects when playing Genshin Impact on high school students' daily habits.

Uploaded by

Alexandria Yuu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Effects of playing Genshin Impact to the Daily Habits of a High School Student

A Research Paper
Presented to the Institution Review Committee of Department of Research
Gusa Regional Science High School – X
Partial Fufillment of the Requirements for Research
For Grade 10

Junior High School – Science Curriculum

Febee Von Roselle G. Abrogar


Denice G. Casas
Patricia Grace E. Mabaylan

October 2020
Department of Education
Region X
Division of Cagayan de Oro
GUSA REGIONAL SCIENCE HIGH SCHOOL
Gusa, Cagayan de Oro City
RESEARCH AND DEVELOPMENT UNIT
CERTIFICATE OF INSTITUTION REVIEW COMMITTEE APPROVAL
This research paper attached hereto, entitled “The Effects of playing Genshin Impact to the
Daily Habits of a High School Student” prepared and submitted by FEBEE VON
ROSELLE ABROGAR, DENICE CASAS and PATRICIA GRACE MABAYLAN in
partial fulfillment of the requirements for the RESEARCH IV – Writing Scientific
Research, is hereby recommended for approval.

RICHARD I. LICAYAN Ph.D MA. DORIS P. NAPONE


. Adviser Adviser
______ _______
. Date Date
CASIANA G. MAPUTOL CRISTY N. MONTESCLAROS
. Member Member
______ _______
. Date Date
MADELEINE J. NGITNGIT CHERYL L. EMATA.
. Member Member
______ _______
. Date Date

This research is accepted in partial fulfillment of the requirements for the Research IV-
Writing Scientific Research.
Date of Final Defense: _______________
MARK JOHN T. GABULE CHARLYN S. BAYLON
. . Chairman, Research and Development Unit Secondary School Principal I
______ _______
. Date Date
Abrogar, Febee Von Roselle G. THE EFFECTS OF PLAYING
Casas, Denice G. GENSHIN IMPACT TO THE
Mabaylan, Patricia Grace E. DAILY HABITS OF A HIGH
SCHOOL STUDENT

Aristotle R. Mabale
Adviser
Abstract
Online video games has been a well-known part time for young people these days.

With its wide spread popularity especially during this pandemic, there are people who

invest their time and effort in playing on their gadget for hours. Castillo & Dumrique (2018)

stated that playing video games has a number of reasons to be played, for it can be a stress

reliever, challenge and competition, relaxation, enjoyment, social interaction, and even

mentally escaping from the real world. Since the popularity of online gaming continuously

increases until today, researchers took interest looking into the matter. The objective of the

study is to determine the effects of game addiction, specifically the game Genshin Impact,

towards students in the age range of 12-16, with the school performance. This research

targets high school students as it is widely known in their age bracket, assessment of any

mental and physical changes before and after they have played the game, how long they

have been playing it, and its priorities in it. There have been a variety of results that show

several students that suggest they play Genshin Impact for more than five hours and mess

up their sleep schedule in the process. This could be quite harmful considering the screen

time for students set in their age range. It shows that there are less positive effects than

negative ones. Overall, the participants state that they play the game freely with or without

using actual money and said they feel ecstatic while they do so. The researchers conclude

that there are effects when playing Genshin Impact to the daily habits of a high school

student.

Keywords: addiction, Genshin Impact, video games


ACKNOWLEDGEMENT

The researchers have dedicated their energy and efforts to make this study happen.

They have struggled with gathering information and properly executing this research but

with the support and guidance these people have given, the researchers have handled

difficult challenges with more ease. They would like to offer their gratitude to these certain

people:

First and foremost, to the Abba father in heaven up above for providing them with

knowledge and wisdom that they needed;

Researchers` parents, who supported them and helped them out during the trying

times;

The administrators, for the continuous support and encouragement;

Mr. Adam Ray H. Manlunas, Mr. Aristotle R. Mabale & Mrs. Jasmine Joy I.

Tiempo for the guidance, advice and corrections they have given to the researchers on how

to make a flawless research paper and their never-ending motivation to make this all

possible in its final output;

Ms. Rotilia G. Arteta, class adviser, for her aid in this study;

Fellow researchers, for their overflowing love and encouraging words that gave the
researchers the push to move forward.

FVRA, DGC, PGM


TABLE OF CONTENTS
TABLE OF CONTENTS .....................................................................................................i
APPROVAL SHEET ..........................................................................................................ii
TABLE OF CONTENTS....................................................................................................iii
ABSTRACT .......................................................................................................................iv
ACKNOWLEDGEMENT....................................................................................................v
LIST OF TABLES .............................................................................................................vi
LIST OF FIGURES.....................................................................................................…...vii

CHAPTER
1 THE PROBLEM ..........................................................................................1
Introduction......................................................................................1
Background of the Study...................................................................1
Conceptual Framework.....................................................................2
Research Questions...........................................................................2
Hypothesis........................................................................................2
Significance of the Study................................................................. 3
Scope and Limitation....................................................................... 3
Definition of Terms.......................................................................... 3
2 REVIEW OF RELATED LITERATURE.......................................................4

Foreign Literature.............................................................................4
Local Literature................................................................................6
3 METHODOLOGY ........................................................................................ 8

Research Design...............................................................................8
Research Setting .............................................................................. 8
Ethical Issues .................................................................................. 9
Sampling Design.............................................................................10
Materials.........................................................................................10
Respondents of the Study................................................................10
Data Gathering Procedure...............................................................10
Data Analysis..................................................................................11
4 PRESENTATION, ANALYSIS AND

INTERPRETATION OF DATA ...............................................................................11

Problem 1........................................................................................14
Problem 2........................................................................................14
5 SUMMARY OF FINDINGS,

CONCLUSIONS AND RECOMMENDATIONS.....................................................15

Summary of Findings......................................................................15
Conclusions....................................................................................16
Recommendations..........................................................................16
References......................................................................................17
APPENDICES
Appendix A Letter of Communication/Request..............................19
Appendix B Questionnaires or Observation Checklist....................21
Appendix C Coded Data/Statistical Results....................................22
Appendix D Documentation...........................................................24
Appendix E Curriculum Vitae ........................................................27
List of Tables
1 Results of the Survey.......................................................................................................12
List of Figures
1 The Flowchart Diagram of the Input, Process,
and Output Approach of the study.......................................................................................2
2 Materials of the Study (a) Questionnaire Page 1, (b) Questionnaire Page 2, (c)
Questionnaire Page 3, & (d) Questionnaire Page 4 ….......................................................10
CHAPTER 1
THE PROBLEM
Introduction

This chapter presents the background of the study, conceptual framework, research

questions and its hypothesis, significance of the study, scope and limitation, and the

definition of terms.

Background of the Study

Online video games has been a well-known past time for young people these days.

With its wide spread popularity especially during this pandemic, there are people who

invest their time and effort in playing on their gadget for hours. Castillo (2017) stated that

playing video games has a number of reasons to be played, for it can be a stress reliever,

challenge and competition, relaxation, enjoyment, social interaction, and even mentally

escaping from the real world.

According to the study of Van Rooij & et. al. (2010), it confirms the existence of

small group of addicted online gamers (3%), representing about 1.5% of all children aged

13-16 years in the Netherlands. And as discovered by Foehr, Rideout & Roberts (2010), 9

out of 10 American children and teens play video games.

Genshin Impact is an open-world action role-playing game. On top of being named

one of Google Play’s best games of 2020, it is also one of the top grossing mobile games

in the first half of 2021. As presented by Nezwoo this year (based on 37 countries excluding
China), Genshin has more than 26 million Monthly Active Users (MAU) across platforms

in March 2021.

Since the popularity of online gaming continuously increases until today, researches

took interest looking into the matter. With the discovery of Griffiths, King & Kuss (2012),

Gaming addiction has become a topic of increasing interest. The last decade has witnessed

a significant increase in the number of empirical studies examining various aspects of

problematic video game play and game addiction.

Conceptual Framework

INPUT PROCESS OUTPUT

1. Genshin Impact 1. Conduct survey 1. Effects of Genshin


Impact to the Daily
Habits of High
School Students

Figure 1. The Flowchart Diagram of the Input, Process, and Output Approach of the study
Research Questions

The study will deal with the effects of playing Genshin Impact to the Daily Habits

of a High School Student. Specifically, it sought to answer the following questions:

1. What are the effects of playing Genshin Impact to the Daily Habits of a High School

Student?

2. Are the effects of playing Genshin Impact to the Daily Habits of a High School

Student mostly positive?

Hypothesis

Problem: What are the effects of playing Genshin Impact to the Daily Habits of a

High School Student?


Null hypothesis: There are no significant effects of playing Genshin Impact to the Daily

Habits of a High School Student.

Alternative hypothesis: There are significant effects of playing Genshin Impact to the Daily

Habits of a High School Student.

Significance of the Study

The results of this study will be beneficial to the following individuals:

Players of Genshin Impact. This study will inform the players of the effects of

playing Genshin Impact either good or bad and how it can affect their daily habits.

Parents of players of Genshin Impact. This will warn the parents about the effects

of the game to the daily habits of their child/children.

Future researchers. The results of this study will help future researchers in giving

information about this certain aspect.

Scope and Limitation

This study is only limited to the effects of playing Genshin Impact to the Daily

Habits of a High School Student. Other high school students who plays a different game

are not included in the study and only students who don’t play Genshin Impact serves as

an independent variable. High School students who don’t play Genshin Impact will serve

as an independent variable, while the dependent variable are the high school students who

play Genshin Impact. This study will be conducted on year 2022.

Definition of Terms

Role-playing game. A game in which players assume the roles of characters in a

fictional setting.
Chapter 2

Review of Related Literature and Studies

This chapter presents a review of the related literature and studies which reinforces

the background of the study, provides insights and direction needed in the investigation.

According to the study of Liang & Yeh(2010), as mobile services increase more

ubiquitous and consumers may use them almost anywhere, research into the influence of

usage settings is gaining attraction. This study includes findings from a study of continuous

usage of mobile services in various use settings characterized by task and consumption

location. The authors presented a study model that augments current technology adoption

theories to match the hedonic character of mobile games, using mobile games as an

example. According to the findings of an online poll, environmental circumstances have a

strong moderating influence on the desire to play mobile games. Users with varied lifestyles

have distinct views and worries about utilizing mobile services. The findings show that

while designing mobile services, service providers should consider the influence of usage

settings as well as the demands of unique users.

Streamers, Youtubers, and Tiktokers have flocked to the Chinese role-playing game

Genshin Impact as if it were a magical top hat dispensing an infinite rope of content. On

the surface, it's a fantastic game, a free-to-play anime Breath of the Wild with crowd-

pleasing world-building and endearing characters. It generated more over $100 million in

less than two weeks following its late September release, making it the most successful

Chinese release ever in the West. According to app analytics company App Annie, it was

the top mobile game in the world in terms of consumer expenditure in October (D’

Anastasio, 2020).
A study conducted by Duh & et. al. (2009), design concerns with mobile phone

games have become increasingly essential as the popularity of mobile phone gaming has

grown. Given the complexities of building games for mobile phones, game creators must

understand how different types of phones affect mobile phone users' gaming experiences.

This article investigates consumers' gaming experiences when they play three distinct sorts

of games on three different types of phones. It has been shown that people have various

preferences when playing different games on different phones. Some games are more suited

to mobile phone play than others. The two key factors to consider while building mobile

phone games are ease of control and fewer degrees of difficulty. It is advised that game

creators create particular sorts of games for various mobile phone interfaces. Mobile phone

makers must consider the needs of gamers while developing the games that will be included

in the mobile phone.

Goksu, & et. al. (2020) examine mobile games in the context of their content and

evaluate children's situations through document analysis in terms of age-rating, game score,

access permissions, the inclusion of advertisements, in-game purchases, encouraging

consumerism, the inclusion of violence, bad habits, and educational value. The study

incorporated review and rating data from games available on Common Sense Media and

Google Play Store. Descriptive content analysis was used to assess this data, which

included frequency (f) and percentage (percent) values. According to their findings, 92

percent of the games in the research incorporated in-game purchases, while 75 percent of

them did not. Furthermore, it was shown that 90 percent of mobile games encouraged

consumption and 50 percent had aspects of violence and anxiety. We believe that the

findings are significant in that they show potential concerns that young people may face

when playing mobile games, as well as in terms of raising awareness about the problem

among both players and their parents.


In research from Griffiths (2014), addiction to online gaming is a developing

academic issue. There has been a substantial increase in the number of empirical research

addressing various elements of problematic online gaming and online gaming addiction

since the early 2000s. This entry examines the current research literature by looking at (1)

the prevalence of problematic online gaming use and addiction; (2) the harmful

repercussions of increased online gaming; (3) the factors were associated with problematic

online gaming and online gaming addiction; and (4) the treatment of problematic online

gaming and online gaming addiction. The entry concludes by looking at the trends in the

field and a consideration of what the future of online gaming addiction might be.

According to research, the purpose of this study is to see if there is a link between

video gaming behaviours and academic achievement in primary school kids. More

particular, we want to discover if a distinction between addiction and high engagement is

beneficial, and if these ideas have predictive relevance in terms of academic

accomplishment. Three hundred and thirty-three youngsters aged 8 to 12 years old from

two Singapore primary schools were chosen to take part in this study. The schoolchildren's

information was collected via a survey using Danforth's Engagement-Addiction (II) scale

and DSM-IV questions, while their grades were received directly from their instructors.

The data show that addictive tendencies are consistently linked to poor academic

achievement, although neither time spent playing games nor video game involvement show

such a link. These discoveries' ramifications are examined (Skoric & Williams, 2009).

In research from Leung & Lee (2012) investigated the connections between Internet

literacy, Internet addiction symptoms, online activity, and academic achievement. Face-to-

face questionnaires were used to collect data from a random sample of 718 children and

adolescents aged 9–19 in Hong Kong. Adolescent Internet addicts tended to be male, from

low-income families, and uncertain about how to locate, browse, and access information
from multiple sources, but they were technologically savvy and frequent users of social

networking sites (SNS) and online games for fun, according to regression results. Internet

literacy, particularly in publishing and technology, enhances rather than lessens the

probability of someone being hooked to the Internet, contrary to popular belief. Internet

activities, particularly social networking sites and online games, were shown to be strongly

and positively associated to Internet addiction as well as all Internet addiction symptoms,

as predicted. This research implies that leisure-oriented Internet activities, such as

interacting via e-mail or surfing webpages, might be far more addictive than other uses.

A study conducted by (Paraskeva & Papagianni, 2010), perceive whether the online

games are engaging for students, we looked at a variety of factors related to game play,

such as frequency of use, gender differences, character identification, and game

preferences, as well as some psychosocial factors that could influence learning, such as

academic performance, self-esteem, and computer self-efficacy. This paper proposes that

online multiplayer educational games be approached as a complex learning system based

on the principles of activity theory, where the Subjects would interact with other Subjects,

Objects, and Tools of the game, under specified Rules, and create Communities through

division of labour, leading to the expected learning outcome. As a conclusion, we propose

considering several critical concerns surrounding the Subjects to which the activity theory

refers, such as gender disparities in game play, academic success, self-esteem, and

computer self-efficacy.

In research from Castillo & Dumrique (2018), according to their survey, guys are

more of a player than girls, and they frequently play games that need three or more people,

such as League of Legends, Clash of Clans, Crossfire, and many more. It is also reported

that individuals who play online games are between the ages of 14 and 15 and are in the

eighth grade. These pupils, who frequently participate in sports, get a weekly stipend
ranging from 101 pesos to 500 pesos. Playing online games does not have a negative impact

on their academics since they know how to control themselves. They understand the

importance of self-control in order to operate effectively in class, which is why they only

play games on vacation and weekends when they have more time than while they are at

school. Despite the fact that they play online games, they know how to socialize and may

achieve quite well in academics. However, it is unavoidable for them not to play for even

half an hour, especially if they are accustomed to it. As a result, it is just a matter of

discipline.

Chapter 3

METHODOLOGY

This chapter presents the methodology of the study. It consists of the research design,

research setting, ethical issues, data gathering procedure, and data analysis.

Research Design

The research design employed in this study was a descriptive-correlational type of

research. The objective of the study was to determine the effects of game addiction,

specifically the game Genshin Impact, towards students in the age range of 12-16, with the

school performance. This research is targeted at high school students as it is widely known

in their age bracket, assessment of any mental and physical changes before and after they

have played the game, how long they have been playing it, and their priorities in it. To

provide an overview of what causes game addiction, its factors, and what draws them in.

Research Setting

The study is conducted from the start of September 2021 until July 2022, proposing

a 10-month long research consisting of gathering information from different sources,


people, and places. The game is most popular in Mainland China as it is where it originated,

growing and spreading to other countries, creating multiple servers for foreign residents to

play on and having one of the biggest gaming communities as of late 2020. The game itself

is a massive project, alluring and attracting different types of players with its high quality

graphics and immersive tactics, accommodating each and every person’s likes and dislikes

throughout the gameplay.

Ethical Issues

The game developing company has no affiliation towards the researchers nor any

of the participants in the conducted research. Any queries from the suggested participants

shall be answered truthfully, and it is the suggested participant’s rights to refuse to

participate in the research. The researchers feel that when carrying out research it is

extremely important that the research is conducted in a safe and ethical manner. The

researchers must ensure that the rights of the research subjects are not violated in any way.

The researchers have sent and asked the permission of the people who they are

studying to conduct research involving them. All the participants in the study were given

the survey questionnaire once they have consented. However, it is also indicated in the

permission slip that in any event where they do not feel comfortable to participate or would

like to withdraw during the actual data gathering, they reserve the rights to do so. Hence,

making the participation purely voluntary.

Furthermore, we emphasized that their responses would not be reported

individually as the study is quantitative in nature and we assured them that their answers

will remain confidential and secured. Regarding the research questionnaire, the questions

asked only pertained to the research topic such as the duration of them playing Genshin
Impact, the likes, and their section. Names were completely optional as it is not entirely

needed in the data analysis.

Sampling Design

The study uses non-probability method purposive sampling for the sampling design.

Materials

The material used in the study is Google forms sent to the participants via online

messages.

Respondents of the Study

The respondents of the study are High School students that play Genshin Impact.

Data Gathering Procedure

The researchers conducted an online open and close-ended survey through Google forms,
and using a non-probability method purposive sampling for data gathering.

a) b)
c) d)

Figure 2. The material of the study (a) The questionnaire page 1 (b) the questionnaire page

2 (c) the questionnaire page 3 (d) the questionnaire page 4

Data Analysis

The researchers used descriptive analysis in analysing the data they have gathered

and the information for a thorough description analysis based on the results presented from

the open and close-ended online survey.

Chapter 4

Results and Discussions

This chapter provides the product after the analytic process of the completion of the

study’s survey.

Table 1 shows the result of the survey with the Constructs, Mean, Mean Deviation and Verbal

Description.
Table 1

Constructs Mean Standard Verbal

Deviation Description

1) Has started playing Genshin Impact 3.41 3.25 Agree

since its release (September 2020) or a

while after it.

2) Playing Genshin Impact more than 5 2.88 2.66 Agree

hours a day.

3) Genshin Impact is frustrating. 3.06 2.74 Agree

4) Has spent money on Genshin Impact. 3.18 3.07 Neutral

5) Has at least 500 pesos on Genshin 3.18 3.11 Neutral

Impact.

6) Playing Genshin Impact is more 2.24 2 Disagree

important than schoolwork.

7) Genshin Impact is distracting. 3.24 3.01 Neutral

8) Genshin Impact affects your personality. 2.94 2.66 Neutral


9) Genshin Impact affects your grades at 2.59 2.25 Disagree

school.

10) Has felt like there isn't much done other 2.41 2.28 Disagree

than playing Genshin Impact.

11) Has prioritized playing Genshin Impact 2.94 2.68 Neutral

than doing house chores.

12) Genshin Impact messes with your sleep 3 2.83 Neutral

schedule.

13) Delay consuming food for Genshin 2.76 2.57 Neutral

Impact.

14) Playing Genshin Impact is ecstatic. 4.18 3.73 Agree

15) There are psychological effects that 3.06 2.68 Neutral

show from me after playing Genshin

Impact.

Overall 3 2.77 Neutral

Legend:

1.00 – 1.80 = Strong Disagree

1.81 – 2.60 = Disagree


2.61 – 3.40 = Neutral

3.41 – 4.20 = Agree

4.20 – 5.00 = Strongly Agree

Based on the results of the researchers' questionnaire, the students' responses

indicated that they are neutral (M = 3, SD = 2.77). This is corroborated by the respondents'

response, which are both agreeing and disagreeing, resulting in a neutral attitude of the

consequences of Genshin Impact on their life, as well as their studies, psychological, and

physical effects. These findings are supported by the questionnaire's last statement, which

claims that students experience psychological impacts after playing Genshin Impact (M =

3.06, SD = 2.68).

The researchers' study showed that the students' use of Genshin Impact had little to

no influence on their academic achievement. This finding is corroborated by Skoric et al.

(2009)'s study, which found that addictive tendencies are consistently associated to low

academic accomplishment, despite the fact that neither time spent playing games nor video

game engagement showed such a relationship. The data show that respondents are neutral

about the idea of Genshin Impact as a distraction to their studies, which means that they

disagree that Genshin Impact has a negative effect on the academic achievements. This is

also supported by statement number six, which shows that respondents disagree that

Genshin Impact is more important than schoolwork (M = 2.24, SD = 2).

The respondents’ answers, on the other hand, indicated that Genshin Impact was

addicting. This view is supported by the second statement from the survey questionnaire,

which claims that the students play Genshin Impact for more than 5 hours every day. This

is also corroborated by the study of Peterson (2021), which found that spending more than
5 hours a day on mobile games is excessive usage of screen time, suggesting a gaming

addiction.

Reference:

Peterson, T. (2021, December 15). How Many Hours of Video Games Is Too Much? |

HealthyPlace. HealthyPlace. https://www.healthyplace.com/addictions/gaming-

disorder/how-many-hours-of-video-games-is-too-much

Chapter 5

Summary, Conclusion, and Recommendation

This chapter presents a summary of the findings, conclusion, and recommendation

of the study.

Summary of Findings

The study determined the different effects of playing Genshin Impact to the daily

habits of a high school student.

The results showed that there are mostly psychological effects that change their

daily habits correlating to playing said game. It has also shown a certain number of

students that have used real life money to proceed in the game:

This trait should be regulated in terms of the financial department as one tends to

spend on things labeled as a want and not a need, however not all of the participants

spend their money on the game.


There have been a variety of results that show several students that suggest they

play Genshin Impact for more than five hours and messing up their sleep schedule in the

process. This could be quite harmful considering the screen time for students set in their

age range. Although there are more participants that stated they do not play more than the

asked time.

According to the results gathered, it shows that there are less positive effects than

negative ones.

Overall, the participants stated that they play the game freely with or without

using actual money and said they feel ecstatic while they do so.

Conclusion

After gathering and finalizing the data, the researcher concludes that there are

effects when playing Genshin Impact to the daily habit of a high school student.

Recommendations

1. Try broadening your scope to get more respondents and a more accurate reading

of results.

2. Instead of restricting it to one specific trait of the topic, try exploring other aspects

of the topic as well.


References

Castillo, J. G., & Dumrique, D. O., (2018). “Online Gaming: Impact on the Academic
Performance and Social Behavior of the Students in Polytechnic University of the
Philippines Laboratory High School” in 4th International Research Conference on
Higher Education, KnE Social Sciences, pages 1205-1210. DOI
10.18502/kss.v3i6.2447
Chen, K., (2021). Social Network Analysis with Genshin Impact. Retrieved from
https://towardsdatascience.com/social-network-analysis-with-genshin-impact
df49da8c10c3
D’ Anastasio, C., (2020). The Genshin Impact backlash is here. Retrieved from
https://www.wired.com/story/genshin-impact-gacha-backlash/
Duh. H., Chen, V., & Tan, C. B., (2009). “Playing different games on different phones: an
empirical study on mobile gaming”, Semantic Scholar. DOI
10.1145/1409240.1409296
Foehr, U., Rideout, V., & Roberts, D., (2010). The Positive and Negative Effects of
Video GamePlay – Dr. Douglas. Retrieved from https://drdouglas.org/wp-content
/uploads/2019/03/14PAGBS.pdf
Genshin Impact – Newzoo Expert Spotlight, (2021). Retrieved from
https://newzoo.com/game/genshin-impact
Goksu. D., & et. al., (2020). Evaluation of mobile games in the context of content: What
do children face when playing mobile games?, Sage Journals. DOI
10.1177/204253020936785
Griffiths, M. D., (2014). Online Games, Addiction and Overuse of ,Wiley Online Library.
DOI 10.1002/9781118767771
Griffiths, M., King, D. L., & Kuss, D., (2012). “Video Game Addiction: Past, Present and
Future” from Semantic Scholar. DOI 10.2174/157340012803520414
Leung, L., & Lee, P. S. N., (2012). Internet Addiction Symptoms, and Internet Activities
on Academic Performance. Retrieved from
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Liang, T., & Yeh. Y., (2010). “Effect of use contexts on the continuous use of mobile
services: the case of mobile games”, Semantic Scholar. DOI 10.1007/s00779-010-
0300-1
Paraskeva, F., Mysirlaki, S., & Papagianni, A., (2010). Multiplayer online games as
educational tools: facing new challenges in learning. DOI
10.1016/j.compedu.2009.09.001
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0443.2010.03104.x
APPENDIX A
LETTER OF REQUESTS
Division of Cagayan de Oro City
GUSA REGIONAL SCIENCE HIGH SCHOOL – X
Department of Education – Region X
Gusa, Cagayan de Oro City

March 29,
2022
CHARLYN S. BAYLON
Secondary School Principal I
The Institution

Ma’am, Greetings!

We are the students of Grade 10- Artz of this institution. We are currently working
on our research paper entitled, “The Effects of playing Genshin Impact to the Daily Habits
of a High School Student” Through this, we would like to ask for a permission from your
respected office to allow us to conduct the study via an online platform.
We would like to appreciate your assistance and support in this particular research
endeavour for the betterment contributing to the future of research. Our deepest
gratitude and sincerities, and hoping for your positive response.
Respectfully yours,
ASHLEY M. GOLOSINO MARCHIERE BALLENTOS
Student Researcher Student Researcher

Approved by:

ROCHELLE A. LUZANO, PhD CHARLYN S. BAYLON

Research Adviser Secondary School Principal I


Division of Cagayan de Oro City
GUSA REGIONAL SCIENCE HIGH SCHOOL – X
Department of Education – Region X
Gusa, Cagayan de Oro City

March 29,
2022
PARENTAL CONSENT
This consent will be added in the online form (this form is for students who are below 18
years old)

Dear Parent / Guardian,

The undersigned researchers are currently under a research study entitled,” The
Effects of playing Genshin Impact to the Daily Habits of a High School Student” in partial
fulfillment of the requirements in Practical Research 2.

By this, we would ask for your kindle heart and generous mind to:

- Allow your child to be one of our research participants.


- Allow your child to input necessary information in the checklist

Rest assured that all information is protected. Our deepest sincerities and
gratefulness, and we are hoping for your positive response.

Respectfully yours,

ASHLEY M. GOLOSINO MARCHIERE BALLENTOS


Student Researcher Student Researcher

Approved by:
ROCHELLE A. LUZANO, PhD CHARLYN S. BAYLON

Research Adviser Secondary School Principal I


APPENDIX B

QUESTIONNAIRE
APPENDIX C

STATISTICAL RESULTS

Table 1. Results of the Survey

Constructs Mean Standard Verbal

Deviation Description

1) Has started playing Genshin Impact 3.41 3.25 Agree

since its release (September 2020) or a

while after it.

2) Playing Genshin Impact more than 5 2.88 2.66 Agree

hours a day.

3) Genshin Impact is frustrating. 3.06 2.74 Agree

4) Has spent money on Genshin Impact. 3.18 3.07 Neutral

5) Has at least 500 pesos on Genshin 3.18 3.11 Neutral

Impact.

6) Playing Genshin Impact is more 2.24 2 Disagree

important than schoolwork.

7) Genshin Impact is distracting. 3.24 3.01 Neutral


8) Genshin Impact affects your personality. 2.94 2.66 Neutral

9) Genshin Impact affects your grades at 2.59 2.25 Disagree

school.

10) Has felt like there isn't much done other 2.41 2.28 Disagree

than playing Genshin Impact.

11) Has prioritized playing Genshin Impact 2.94 2.68 Neutral

than doing house chores.

12) Genshin Impact messes with your sleep 3 2.83 Neutral

schedule.

13) Delay consuming food for Genshin 2.76 2.57 Neutral

Impact.

14) Playing Genshin Impact is ecstatic. 4.18 3.73 Agree

15) There are psychological effects that 3.06 2.68 Neutral

show from me after playing Genshin

Impact.

Overall 3 2.77 Neutral


APPENDIX D

DOCUMENTATION
APPENDIX E

CURRICULUM VITAE
FEBEE VON ROSELLE G. ABROGAR
P-2 Tablon, Cacao Street,
Cagayan De Oro City.

Cell Number: 09676651140


Email: [email protected]

PERSONAL INFORMATION

Date of Birth: February 6, 2006


Place of Birth: Cagayan de Oro City
Age: 16
Gender: Female
Nationality: Filipino
Civil Status: Single

EDUCATION

Primary to Elementary: Tablon Elementary School


Phasco Village, Tablon, Cagayan de Oro City
2012-2018
Secondary: Gusa Regional Science High School – X
2018-2022

ACHIEVEMENTS

- Consistent First Honors


- 6th Place in News Writing Division Level (Grade 5)
- 2nd Place in Editorial Writing Division (Grade 6)
CURRICULUM VITAE
DENICE G. CASAS
Block 3 Lot 20, Fatima Subdivision
Upper Puerto, Cagayan De Oro City.

Cell Number: 09556494389


Email: [email protected]

PERSONAL INFORMATION

Date of Birth: December 5, 2005


Place of Birth: Cagayan de Oro City
Age: 16
Gender: Female
Nationality: Filipino
Civil Status: Single

EDUCATION

Primary to Elementary: Christian School For Life


Osmeña Street, Cogon, Cagayan de Oro City
2009-2018
Secondary: Gusa Regional Science High School - X

ACHIEVEMENTS

- Consistent With Honor Student


CURRICULUM VITAE

PATRICIA GRACE E. MABAYLAN


B-11 L-6 CDORSHP-3
Iponan, Cagayan De Oro City.

Cell Number: 09978367441


Email: [email protected]

PERSONAL INFORMATION

Date of Birth: December 15, 2005


Place of Birth: Cagayan de Oro City
Age: 16
Gender: Female
Nationality: Filipino
Civil Status: Single

EDUCATION

Primary to Elementary: CAGAYAN DE ORO CHRISTIAN SCHOOL


F. Abellanosa St., Cagayan de Oro City
2009-2018
Secondary: Gusa Regional Science High School - X

ACHIEVEMENTS

- Consistent with High Honors Student

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