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CHAPTER IV
RESULTS AND DISCUSSION
Socio-demographic Profile of the Respondents
Gender
Fifty-one or 61% of the respondents were male students, while only 32 or 39% of
the respondents were female.
Age
Majority of the respondents or 70% belonged to age bracket of 15-16 years old.
Twenty or 24% were 13-14 years old while only 5 or 6% belonged to age bracket 17-18
years old.
Year Level
Forty-two or 51% of the respondents were Grade 9 students, while 41 or 49%
were from Grade 8. Therefore, respondents from Grade 9 outnumbered the respondents
from Grade 8.
General Average
Majority or 42% of the respondents were very outstanding, 30 or 36% were
satisfactorily, 12 or 14% were outstanding, 5 or 6% were FO while 1 or 1% did not meet
the expectation.
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Table 1. Frequency and Percentage Distribution of Socio-demographic Profile of the
Respondents
Variables Frequency (n=90) Percentage (100%)
Gender
Male 51 61
Female 32 39
Age
13-14 years old 20 24
15-16 years old 58 70
17-18 years old 5 6
Year Level
Grade 8 41 49
Grade 9 42 51
General Average
Outstanding 12 14
Very Outstanding 35 42
Satisfactorily 30 36
Fairly Satisfactory 5 6
Did Not Meet Expectation 1 1
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Level of Engagement of the Respondents
Level of engagement of the respondents and its mean interpretation
Table 2 shows the respondents’ level of engagement. Data revealed that in the
statement “I feel frustrated if I am unable to play the online game.”, 19 or 23% answered
always, 11 or 13% answered oftentimes, 30 or 36% answered sometimes, 8 or 10%
answered seldom and 15 or 18% of the respondents said never. For the statement “I have
a sense of higher self-esteem when playing the online game.”, 26 or 31% answered
always, 25 or 30% answered oftentimes, 11 or 13% answered sometimes, 10 or 12%
answered seldom and 11 or 13% of the respondents said never. On the statement “I
would hate to go without playing online games for more than a few days.”, 18 or 22%
answered always, 15 or 18% answered oftentimes, 22 or 27% answered sometimes, 13
or 16% answered seldom and 15 or 18% of the respondents said never. On the statement
“I try to make my playing sessions last as long as possible.”, 25 or 30% answered always,
20 or 24% answered oftentimes, 15 or 18% answered sometimes, 13 or 16% answered
seldom and 10 or 12% of the respondents said never. On the statement “I try to make my
playing sessions last as long as possible.”, 30 or 36% answered always, 10 or 12%
answered oftentimes, 17 or 20% answered sometimes, 13 or 16% answered seldom and
13 or 16% of the respondents said never.
On the statement “When I am not playing online games, I feel agitated”, 24 or
30% answered always, 17 or 20% answered oftentimes, 14 or 17% answered sometimes,
11 or 13% answered seldom and 17 or 20% of the respondents said never. In the case of
“I feel that I am scheduling my life to meet my gaming needs.”, 21 or 25% answered
always, 13 or 16% answered oftentimes, 19 or 23% answered sometimes, 12 or 14%
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answered seldom and 18 or 22% of the respondents said never. For the statement “I am
able to interact with friends when gaming.”, 34 or 41% answered always, 14 or 17%
answered oftentimes, 24 or 30% answered sometimes, 6 or 7% answered seldom and 5 or
6% of the respondents said never. On the statement “Playing online games hinder my
concentration on my assignment and lessons.”, 20 or 24% answered always, 24 or 30%
answered oftentimes, 28 or 34% answered sometimes, 2 or 2% answered seldom and 9 or
11% of the respondents said never. On the statement “Playing online games diverts me
from focusing appropriately on my academic tasks.”, 25 or 30% answered always, 18 or
22% answered oftentimes, 9 or 11% answered sometimes, 11 or 13% answered seldom
and 10 or 12% of the respondents said never.
For the statement “Playing online games influences me to engage in illegal
activities like trafficking, cybercrime and pornography.”, 2 or 2% answered always, 4 or
5% answered oftentimes, 6 or 7% answered sometimes, 10 or 12% answered seldom and
61 or 73% of the respondents said never. In the case of “Playing online games is a
hindrance for me in developing a good academic.”, 25 or 30% answered always, 17 or
20% answered oftentimes, 26 or 31% answered sometimes, 4 or 5% answered seldom
and 11 or 13% of the respondents said never. For the statement “Playing online games
causes misunderstanding between me and my peers.”, 34 or 41% answered always, 15 or
18% answered oftentimes, 16 or 19% answered sometimes, 7 or 8% answered seldom
and 11 or 13% of the respondents said never. On the statement “I get very angry when
someone or something interrupts a game.”, 17 or 20% answered always, 12 or 14%
answered oftentimes, 22 or 27% answered sometimes, 18 or 22% answered seldom and
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14 or 17% of the respondents said never. On the statement “I become irritated and
defensive when people suggest I might be gaming too much.”, 15 or 18% answered
always, 9 or 11% answered oftentimes, 27 or 33% answered sometimes, 16 or 19%
answered seldom and 16 or 19% of the respondents said never.
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Table 2. Frequency and Percentage Distribution on Respondents Response per Item
STATEMENT RESPONSES TOTAL
Always Oftentimes Sometimes Seldom Never
(5) (4) (3) (2) (1) Total Mean
F % F % F % F % F %
1. I feel frustrated if I am 19 23 11 13 30 36 8 10 15 18 83 3.13
unable to play the online
game.
2. I have a sense of higher 26 31 25 30 11 13 10 12 11 13 83 3.54
self-esteem when playing
the online game.
3. I would hate to go 18 22 15 18 22 27 13 16 15 18 83 3.09
without playing online
games for more than a
few days.
4. I try to make my playing 25 30 20 24 15 18 13 16 10 12 83 3.45
sessions last as long as
possible.
5. It is important for me to 30 36 10 12 17 20 13 16 13 16 83 3.37
be good at playing online
games.
6. When I am not playing 24 30 17 20 24 17 11 13 17 20 83 3.24
online games, I feel
agitated.
7. I feel that I am 21 25 13 16 19 23 12 14 18 22 83 3.08
scheduling my life to
meet my gaming needs.
8. I am able to interact with 34 41 14 17 24 30 6 7 5 6 83 3.86
friends when gaming.
9. Playing online games 20 24 24 30 28 34 2 2 3 11 83 4.35
hinder my concentration
on my assignment and
lessons.
10. Playing online games 25 30 18 22 3 11 11 13 10 12 83 3.49
diverts me from focusing
appropriately on my
academic tasks.
11. Playing online games 2 2 4 5 6 7 10 12 61 73 83 1.5
influences me to engage
in illegal activities like
trafficking, cybercrime
and pornography.
12. Playing online games is a 25 30 17 20 26 31 4 5 11 13 83 3.49
hindrance for me in
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developing a good
academic.
13. Playing online games 34 41 15 18 16 19 7 8 11 13 83 3.67
causes misunderstanding
between me and my
peers.
14. I get very angry when 17 20 12 14 22 27 18 22 14 17 83 3
someone or something
interrupts a game.
15. I become irritated and 15 18 9 11 27 33 16 19 16 19 83 2.89
defensive when people
suggest I might be
gaming too much.
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Level of Engagement of the Respondents
Result shows that out of 83 respondents, 5 or 18% are highly engaged in online
gaming, 14 or 17% are engaged, 60 or 72% have an average engagement, while 8 or 10%
are somewhat engaged in online gaming.
In general, the level of engagement has a mean of 3.28 which was categorized as
average.
Table 3. Frequency and Percentage Distribution of Level of Engagement of the
Respondents
Level of Engagement Frequency Percentage
(n=83) (100%)
Highly Engaged (4.21-5.0) 1 1
Engaged (3.40-4.20) 14 17
Average (2.61-3.40) 60 71
Somewhat Engaged (1.81-2.60) 8 10
MEAN= 3.28 (Average)
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Association between Independent and Dependent Variable
Age and Level of Engagement
Result shows the association between age and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 4.21 which is lesser than the critical x² value of 12.50
with six (6) degrees of freedom at 5 percent level of significance.
This means that the level of engagement of the respondent is independent to age.
Table 4. Association between Age and Level of Engagement
Level of Engagement
AGE TOTAL
Highly Engaged Average Somewhat
Engaged (3.40-4.20) (2.61-3.4) Engaged
(4.21-5.0) (1.81-2.60)
13-14 years old 0 2 18 0 20
15-16 years old 1 12 37 8 58
17-18 years old 0 0 5 0 5
Total 1 14 60 8 83
Computed x² value= 4.21 Critical x² value =12.50
df = 6
Level of significance= 5%
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Gender and Level of Engagement
Result shows the association between gender and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 3.36 which is lesser than the critical x² value of 7.81 with
three (3) degrees of freedom at 5 percent level of significance.
This means that the level of engagement of the respondents in online gaming is
dependent to gender. Thus, respondents with different gender had relatively the same
level of engagement.
Table 5. Association between Gender and Level of Engagement
Level of Satisfaction
GENDER TOTAL
Highly Engaged Average Somewhat
Engaged (3.40-4.20) (2.61-3.4) Engaged
(4.21-5.0) (1.81-2.60)
Male 1 7 36 7 51
Female 0 7 24 1 32
Total 1 14 60 1 83
Computed x² value= 3.36 Critical x² value = 7.81
df = 3
Level of significance= 5%
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Year Level and Level of Engagement
Result shows the association between year level and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 4.76 which is lesser than the critical x² value of 7.81 with
three (3) degrees of freedom at 5 percent of level of significance.
This means that the level of engagement of the respondents in online gaming is
independent to year level.
Table 6. Association between Year Level and Level of Engagement
Level of Satisfaction
YEAR LEVEL TOTAL
Highly Engaged Average Somewhat
Engaged (3.40- (2.61-3.4) Engaged
(4.21-5.0) 4.20) (1.81-2.60)
Grade 8 0 5 30 6 41
Grade 9 1 9 30 2 42
Total 1 14 60 8 83
Computed x² value= 4.76 Critical x² value =7.81
df = 3
Level of significance= 5%
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Academic Performance and Level of Engagement
Result shows the association between academic performance and level of
engagement of the respondents in online gaming. The data revealed that there is no
significant association between the above mentioned variables. This was statistically
proven by chi-square test wherein the computed value 10.59 which is lesser than the
critical x² value of 21.03 with twelve (12) degrees of freedom at 5 percent of level of
significance.
This means that the academic performance is dependent to level of engagement of
the respondents in online gaming.
Table 7. Association between Academic Performance and Level of Engagement
Level of Satisfaction
ACADEMIC TOTAL
PERFORMANCE
Highly Engaged Average Somewhat
Engaged (3.40- (2.61-3.4) Engaged
(4.21-5.0) 4.20) (1.81-2.60)
Outstanding 0 0 12 2 14
Very Outstanding 0 6 35 1 42
Satisfactorily 1 7 25 3 36
Fairly Satisfactory 0 1 3 2 6
Did Not Meet 0 0 1 0 1
Expectation
Total 1 14 60 8 83
Computed x² value= 10.59 Critical x² value =21.03
df = 12
Level of significance= 5%