The Effects of Playing Genshin Impact To The Daily Habits of A High School Student
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
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.
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.
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
Researchers` parents, who supported them and helped them out during the trying
times;
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
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.
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
Problem 1........................................................................................14
Problem 2........................................................................................14
5 SUMMARY OF FINDINGS,
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.
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
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
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
Conceptual Framework
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
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
Hypothesis
Problem: What are the effects of playing Genshin Impact to the Daily Habits of a
Alternative hypothesis: There are significant effects of playing Genshin Impact to the Daily
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
Future researchers. The results of this study will help future researchers in giving
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
Definition of Terms
fictional setting.
Chapter 2
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
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
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
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,
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
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
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,
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,
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
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
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
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
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
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
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,
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
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.
The respondents of the study are High School students that play Genshin Impact.
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
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
Chapter 4
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
Deviation Description
hours a day.
Impact.
school.
10) Has felt like there isn't much done other 2.41 2.28 Disagree
schedule.
Impact.
Impact.
Legend:
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
(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
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? |
disorder/how-many-hours-of-video-games-is-too-much
Chapter 5
of the study.
Summary of Findings
The study determined the different effects of playing Genshin Impact to the daily
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
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
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
https://dx.doi.org/10.1177/0894439311435217
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
Peterson, T., (2021). How Many Hours of Video Games Is Too Much? HealthyPlace.
HealthyPlace. Retreived from https://www.healthyplace.com/addictions/
gaming-disorder/how-many-hours-of-video-games-is-too-much
Skoric, M., & Williams, D., (2009). Internet Fantasy Violence: A Test of Aggression in
an Online Game from Semantic Scholar. DOI 10.1080/03637750500111781
Van Rooij, A. J., & et. al., (2010). Online video game addiction: Identification of addicted
adolescent gamers. Retrieved from https://doi.org/10.1111/j.1360-
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:
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)
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:
Rest assured that all information is protected. Our deepest sincerities and
gratefulness, and we are hoping for your positive response.
Respectfully yours,
Approved by:
ROCHELLE A. LUZANO, PhD CHARLYN S. BAYLON
QUESTIONNAIRE
APPENDIX C
STATISTICAL RESULTS
Deviation Description
hours a day.
Impact.
school.
10) Has felt like there isn't much done other 2.41 2.28 Disagree
schedule.
Impact.
Impact.
DOCUMENTATION
APPENDIX E
CURRICULUM VITAE
FEBEE VON ROSELLE G. ABROGAR
P-2 Tablon, Cacao Street,
Cagayan De Oro City.
PERSONAL INFORMATION
EDUCATION
ACHIEVEMENTS
PERSONAL INFORMATION
EDUCATION
ACHIEVEMENTS
PERSONAL INFORMATION
EDUCATION
ACHIEVEMENTS