General Flaviano Yengko Senior high School
PH 11-A, Pasong Buaya II, Imus City Cavite
Exploring the Lived Experience of Online Gaming
Addiction Among Grade 11-Stem
Students in GFYSHS
In Partial Fulfilment of the Requirements
of Practical research 1
Submitted by:
Dela peña, Louise Keith
Palce, Zyron Bocs
Enriquez Lei Kim
Tumbali, Xyril N.
Submitted to:
Alfredo G. Buhain Jr.
Practical Research 1 Teacher
Date Submitted:
March 11, 2024
I. Introduction
The Internet became the most important part of our habits in being able to
play online games and as this internet Era continues to develop, there are some
aspects in our life that are being affected. The Internet is used as a mode of medium
for our daily life activities through sharing information, Communications, shopping and
Playing Online games. The use of the Internet made it cheaper for people to access
information on the internet, and yet caused inevitable changes in their habits.
There are numerous changes in our daily lives that have resulted from the
increase in internet usage. Specifically, this growth has also contributed to the growth
of online gaming. Any kind of game that can be played online or over a computer
network is referred to as online gaming. Online gaming most often refers to multiplayer
video games played over the internet with participants located all over the world.
Online games are typically freeware apps that may be downloaded for no charge and
used indefinitely. This online gaming gives social connection, enjoyment, and cognitive
stimulation but, there are risks involved as well, most notably the possibility of
addiction. For the purpose of creating efficient interventions and support networks, it
is essential to comprehend the underlying causes of this addiction among students.
According to the American Psychiatric Association (APA, 2013) as the
consistent and prolonged use of the Internet to play videogames, frequently with other
gamers, that causes disruption and clinically impairs several aspects of a person’s life
(e.g., personal relationships, occupation and/or education). In addition, the Previous
studies have indicated various variables that predict and/or are associated with
gaming addiction, including attention-deficit/hyperactivity disorder (ADHD),
obsessive-compulsive disorder (OCD), anxiety and depression (Ates et al., 2018
Batmaz & Celik, 2021).
Because of this, there is rising worry over the possible impacts of excessive
online gaming on students' social life, academic standing, and general well-being,
among other areas of their lives. The main purpose of this research is to determine
how online gaming influences the social behavior and psychological well-being of
students by measuring their perceived gaming engagement, social behavior and
psychological well-being
Statement of the Problem
This study aimed to know the lived experience of online gaming addiction among the
Grade 11 Stem Students of GFYSHS.
Specifically, this study sought answers to the following questions:
1. What is the profile of the respondents in terms of:
1.1. Age
1.2. Gender
1.3. Education status
1.4. Online games commonly played
1.5. Length of time the respondents play online games (per day)
1.6. Length of time the respondents play online games in a week (in terms of hour)
1.7. Amount of money the respondents spend for online gaming (per purchase)
2. What are the advantages of online gaming among the selected students?
3. What are the disadvantages of online gaming the selected students?
Scope and Delimitation
This Research mainly focuses if online gaming or online gaming addiction
contributes to the daily living of Grade 11 stem students in GFYSHS. The participants
of the study are only limited to forty (40) Grade 11 stem students of GFYSHS who are
making use of Online Games or are affected by online gaming addiction, tracing its
relation to the academic performance, behavior and daily living of the chosen
participants.
Theoretical Framework
Gaming has demonstrated that educational games can boost memory
retention and the capacity to transfer knowledge to new areas, according to Molcho
(1988). Learners find instructional games appealing because they provide prolonged
involvement, clear and consistent goals, and a straightforward and innovative way to
provide high-level motivation. In addition, The most common argument in favor of
instructional gaming is the principle of intrinsic motivation. Empirical studies have
demonstrated that educational gaming possesses the inherent capacity to foster learners'
self-assurance in steering their own course. This theory proposes that the ideal balance
of fantasy, challenge, curiosity, and control constitutes intrinsic motivation in the context
of instructional gaming. Malone (1981) and By helping with content organization and
retention, gaming can be viewed as a rehearsal technique in the context of education
(Dwyer & Dwyer, 1985). This study presented the related theories which serve as a basis
to strengthen the study this study tells what are the causes and the possible effect of
online games. The first cause is the designers make characters look and act like humans
and the effect is sometimes people or the player feels this action like they are going to do
it, or the players act like the character in the game.
Next cause is when you soak at the computer you couldn’t even stand to eat. And for the
effect is hunger, not in mood, get sick, getting tired of everything especially for the
responsibilities, even when it comes to studying. The bad words they use as a
conversation to their co-players, the effect for this is when they talk to someone that is
elder to them like they are talking to a child. In other words they disrespect elders
especially to their parents now a days, almost everything can be done with just a click.
Almost everyone has their own computers It’s like all around entertainment machine in
one complete
package. The internet is usually referred to as the “cyber space” because it takes you to
another world where you can make friends without seeing each other or having mutual
friends. You can play games using it, communicate with others through it or even watch
movies on it. Over the years, online gaming is very popular with people of all ages around
the world. It served as a form of enjoyment without the need to go out and do physical
activities more people are engaged in online gaming without knowing how it affects them
today, experts see online gaming as a possible cause of addiction. Many of us spend long
hours playing games online which greatly affect our daily lives. It has become a problem
especially to student computer game addiction generally refers to an excessive, unhealthy
amount of playing computer games. Rather than engaging in the real world an addicted
user devotes the majority of his or her time
to gaming (Conrad,2011). The issue of game addiction is getting spread widely and
uncontrollable. Gaming addiction became a mysterious problem which is still difficult to
treat, more terrifying than alcohol or drugs addiction. Whereas, in fact, Dr. Shumaila
Yousafzai (2009) from Cardiff Business School said popular online video games warned
players not to overuse their products. These warning messages also suggest that the
online video game industry might know how high the percentage of over-users is, how
much time
gamers spend playing and what specific features make a particular game more engrossing
and addictive than others (Yousafzai, 2009). In other hand, cyber psychologist Dr. Zaheer
Hussain, from the University of Derby, said warning messages were not enough. As a first
step online game developers and publishers need to look into the structural features of
the game design, for example the character development, rapid absorption rate, and
multiplayer features which could make them addictive and or problematic for some gamers
Hussain (2008). Parents across the globe are increasingly concerned about their son's
online gaming habits. They are sure that there is a problem but counselors unfamiliar with
online gaming addiction don’t understand how seductive they can be. Fraser (2012)
mentions that kids are among the most vulnerable to video game addiction, experts said,
and may become violent when their "drug" is taken away. Video game and Internet
addiction usually point to other mental problems including anxiety, depression and trouble
forming healthy relationships.
Resman (2010) says, not only are children, teenagers, and college students affected by
online gaming addiction, but a growing number of adults are becoming hooked to online
gaming. While such cases are rare, mental health professionals say the fantasy worlds
offered by computer and videogames can become the stuff of very real addictions that
destroy marriages and careers. People of all ages are quickly becoming immersed in this
virtual fantasy world whereby they can easily escape problems in their lives. As in any
treatment program, the primary step to take in the path, according to Kimberly (2009), to
recovery is to accept and not refute “denial,” a defense mechanism that addicts frequently
employ and that effectively stops them from accepting treatment. Once this obstacle is
conquered, treatment can be performed more effectively than it would otherwise.
Significance of the study
The study aims to explore how online gaming impacts the daily lives of
students at General Flaviano Yengko Senior High School, shedding light on its
emotional, mental, physical, and financial effects, particularly on academic
performance.
To the Teachers By providing insights into whether gaming is merely a leisure activity
or has significant repercussions, it can inform teachers and offer strategies to mitigate
excessive gaming habits.
To the Students often overlook the consequences of excessive gaming due to the
enjoyment it brings, necessitating awareness to prompt corrective actions.
To the Parents This research is crucial for students and parents alike. Parents being
responsible for their children, should understand how gaming influences academic
performance and daily routines, enabling them to support their children effectively.
To the future Researchers Furthermore, the findings will serve as a valuable
resource for future researchers, aiding in the development of their studies and
contributing to the broader understanding of online gaming's impact on adolescents.
References:
Emre, M. (2015). Exploring the Effects of Online Games to Socialization Among
Children.https://www.academia.edu/28702687/EXPLORING_THE_EFFECTS
_OF_ONLINE_GAMES_TO_SOCIALIZATION_AMONG_CHILDREN
Akınoğlu, O. (2002). Eğitim ve sosyalleşme açısından internet kullanımı (İstanbul
örneği). Unpublished Phd’s Thesis, University of Sakarya, Sakarya, Turkey.
https://acikerisim.sakarya.edu.tr/handle/20.500.12619/77657
Alican, K., Nuri, T., Hasan, B., Mark, D., (2022) Online Gaming Addiction and Basic
Psychological Needs Among Adolescents: The Mediating Roles of Meaning
in Life and Responsibility. https://pubmed.ncbi.nlm.nih.gov/36643385/
American Psychiatric Association. (2013). Diagnostic and statistical manual of
mental disorders(DSM5®).American Psychiatric Publishing.
https://www.psychiatry.org/psychiatrists/practice/dsm
Arifi, Ahmad. 2008. “Anggaran Pendidikan dan Mutu Pendidikan (Respon
Kebijakan Anggaran Pendidikan 20 % dari APBN Bagi Upaya
Peningkatan Mutu Pendidikan Madrasah)”. Jurnal Pendidikan Agama lslam.
Vol. 5, No.
Aliyah, Ida Roaitul. 2018. “Kepemimpinan Kolektif dalam Pengembangan
Organisasi Pendidikan Islam (Studi Kasus di Yayasan Pendidikan Al-
Amin Gandu Mlarak Ponorogo)”. Tesis Pascasarjana Institut Agama Islam
Negeri (IAIN) Ponorogo.
Annur, S., & Suhono, S. (2019). Implementasi manajemen pergruruan tinggi
(studi kasus pada ptkis kopertais wilayah vii sumatera selatan). JMKSP
(Jurnal Manajemen, Kepemimpinan, dan Supervisi Pendidikan), 4(1), 67-75.
Nurharsya Khaer Hanafie, Bakhtiar, Darmawati (2022) The Effect of Online Games
on Changes in Student Behavior in Middle Schools.
Riyanto, Agus. 2013. Statistik Deskriptif untuk kesehatan. Yogyakarta: Nuha medika.
Mehrabi, F. F., Mortazavi, H., & Lesani, M. (2012). Reviewing The Types Of
Computer Games And The Time Spent On Them And Their RelationshipWith
The Students’educational Achievement In Kerman’s High Schools(2009-
2010).
Muthmainnah, M. (2022) The Impacts of Online Games on Students’English
Achievement
Brunborg, G.S., Mentzoni, R.A., & Frøyland, L.R. (2014). Is video gaming, or video
game addiction, associated with depression, academic achievement, heavy
episodic drinking, or conduct problems? J. Behav. Addict. 3, 27–32.
Karapestas, A. V., Karapestas, V. A., Zygouris, N. X., & Fotis, A. I. (2014). Internet
Gaming Addiction. Reasons, Diagnosis, Prevention and Treatment.
Encephalos, 10-14.