QUALITATIVE
QUALITATIVE
by
Grade 12 - Liberal
to
May 2024
PROBLEM APPROVAL SHEET
RESEARCH TOPIC/TITLE/PROBLEM:
Approved by:
MS. REYNA D.
GIANGO
Date: April 21, 2022 PR 1
Adviser
TABLE OF CONTENTS
Title Page 1
Problem Approval Sheet 2
Table of Contents 3
Table of Contents 4
Table of Contents 5
Responsibility (Foreign) 11
Examining the Online Game Addiction Level in terms of Sensation
Seeking and Loneliness in University Students (Foreign) ------------ 11
(Foreign) 12
Introduction
In this generation, some students are becoming addicted to online games since
technology is evolving. The researchers decided to study the experiences of the students
towards online game addiction to identify how they became addicted and coped with the
game addiction.
This study will provide information on the experiences of selected Grade 12 students
toward online game addiction among young people because many students in this
generation enjoy playing mobile games, which interferes with their studies. The
researchers chose to undertake a study to teach Filipinos, particularly the youth, how
internet games might damage their social and educational lives.
With over 100 million players registered in the Philippines, the popularity of Mobile
Legends is growing. Addiction is becoming more common across the country.
Furthermore, there is a significant degree of gaming addiction, which is positively
connected with the rate of academic breakdown among adolescents in Manila, and our
investigation discovered that there are many adolescents from the City of Las Pinas who
are addicted to Mobile Legends. That is why we want to investigate Holy Rosary Academy
in Las Pinas City in order to determine Experiences of Selected Grade 12 Students
Towards Online Game Addiction.
Statement of the Problem
This study can help anyone who plays online games understand how their studies
and daily lives as students are affected, as well as provide lessons or guidance if they
are addicted to the game and it disrupts their learning.
General Problem:
To determine the Experiences of Selected Grade 12 Students Towards Online
Game Addiction at Holy Rosary Academy Of Las Pinas City.
Specific Problems:
1. What are the reasons why the participants are playing online games?
2. What are the negative impacts of playing online games as experienced by
the participants?
3. What are the coping techniques that the participants utilize to prevent being
addicted to online games?
Conceptual Framework
This framework highlights the study's cause and effect. This will benefit our research by
having dominant and significant elements.
Figure 2. Experiences of Selected Grade 12 Students Towards Online Game Addiction at Holy
Rosary Academy Of Las Pinas City.
Scope and Delimitation of the Study
This study will utilize selected Grade 12 Students in Holy Rosary Academy of Las
Piñas City and may not be generalizable to other academic levels or institutions.The
main purpose of our study is to point out the experiences of those addicted to online
gaming. Furthermore, this topic is about determining whether playing online games
hinders their ability to complete their classwork. The study will assess the impact of
addictive online gaming on academic performance, including attendance, grades, and
overall scholastic engagement. The study focuses on the factors in online games that
contribute to them.
The purpose of this research problem is to find out and identify the effects of each
youth's excessive addiction to online games on their experiences.
To Participants
This teaches them how to control their gaming habits and makes them more conscious
of the fact that playing online games can become addictive.
To the Parents
It can inform, guide, and teach parents that games can be addictive to their children.
To the Students
will benefit from this since they will be able to assess their reported gaming activity and
learn how playing online games affects their academic performance.
Definition of Terms
Addiction – According to this study, Addiction refers to a person who plays Mobile
Games excessively.
Mobile Games – According to this study, mobile games are the primary reason for
students getting addicted to online games.
CHAPTER 2
REVIEW OF RELATED LITERATURE
This chapter describes the studies and literature related to the topic of this study.
Theme 1
FOREIGN LITERATURE
LOCAL LITERATURE
LOCAL STUDIES
The COVID-19 pandemic has led to increased online gaming participation, but it may also
trigger addiction. A study investigated the relationship between players' flow experience
and addiction, and whether differences in passion type lead to addiction. Results showed
that higher flow experience increases the likelihood of addiction. Activity passion
significantly moderates the relationship between flow experience and addiction, with
obsessive passion being more likely to experience addiction than harmonious passion.
Future research will explore the causes of online game addiction from different
perspectives. The study used the structural equation model (SEM) to verify the causal
relationship between constructs and the fit index measurement standard.
Synthesis
In the study of Kuan-Yu Chen (2022), pandemic has increased digital entertainment
consumption, particularly online gaming, despite its potential to enrich lives and trigger
addiction. Factors like gaming skills, ability, social interaction, and specialization affect
participation outcomes, but these alone don't explain why individuals with similar passions
have different recreational outcomes. Furthermore, various experts give useful insights to
understanding this complicated problem by drawing on a comprehensive assessment of
the literature on online gaming addiction. Johnson (2018) investigates the psychological
characteristics of excessive gaming behavior, stressing behavioral addiction theories and
cognitive features as crucial to understanding. Smith et al. (2019) emphasize the
significance of social surroundings and cultural elements in creating
vulnerability to online game addiction, presenting a nuanced understanding of how
external influences impact individual gaming behaviors based on sociocultural
viewpoints. Chen and Lee (2020) study age and gender disparities in demographic
variables, demonstrating various vulnerabilities in different groups. Brown (2021) digs into
the neurobiological alterations linked with compulsive gaming, drawing comparisons with
drug addiction and emphasizing the importance of neurotransmitter imbalances. Williams
and Jones (2022) examine educational efforts, psychological therapies, and technology
solutions in terms of prevention and intervention, highlighting the importance of a holistic
approach. This synthesis exemplifies the authors' joint effort to combine psychological,
social, and neurobiological perspectives, providing a comprehensive knowledge of online
gaming addiction and directing future research approaches.
CHAPTER 3
Methodology
Research Design
The researcher's participants are the Grade 12 students at the Holy Rosary Academy of Las
Piñas. The respondent's experiences are expected to provide the answers to the
researcher's focused questions.
Purposive sampling was used in this study. The respondents of the study were the
selected seven (7) Grade 12 students of the Academic Senior High School of the Holy
Rosary Academy of Las Piñas City for the school year 2023-2024. The respondents were
purposely chosen because the researchers believed that through purposive sampling, they
obtained a representative sample by using sound judgment, which also resulted in saving
time and finances (Black K., 2010). The sample was selected through the criterion sampling
method of purposive sampling. Students’ who used online games as coping
mechanisms and also those students who continued excessive use of online games despite
the fact that it can affect their academic performance. The process of selecting the
respondents is non-probability sampling, in which not all the students have an equal chance
of being selected. The researchers will select twenty (7) participants as the sample size.
Divided into 4 groups of 2 participants each and additional 1 participant, group 1 is for STEM,
group 2 is for ABM, group 2 is for ICT, and group 2 is for HUMSS students,
Research Instrument
In this study, the researcher will conduct an interview guide that consists of a series of
questions designed to elicit information from respondents. The researcher collected data
using open-ended methods. The interview guide asks about the experiences of selected
Grade 12 students with online game addiction and how it affects their lifestyle.
The researcher will use semi-structured interviews. The questions the researchers intend to
ask respondents are prepared beforehand in the form of an interview schedule or guide. An
interview guide is a list containing a set of questions that have been prepared to serve as a
guide for researchers in collecting information or data about a specific topic.
Upon the approval of the research instruments, such as methods and tools, the
researchers will formally compose a letter addressed to the Superintendent of the Holy
Rosary Academy of Las Piñas City, seeking their official consent to conduct the study. This
letter will include a detailed explanation of the research objectives, methodologies, and
expected outcomes. The researchers will also emphasize adherence to ethical guidelines,
confidentiality, and data protection measures throughout the study. Furthermore, the letter
will request permission to access and engage with the school's students, faculty, and
relevant facilities, as their collaboration and cooperation are crucial for this research about
online game addiction. Gathering qualitative data on online game addiction consists of
several critical components. To begin, find and recruit participants with prior experience with
online game addiction while ensuring informed consent. Conduct semi-structured interviews
with open-ended questions on their gaming habits, motivations, and the impact of gaming
on their everyday lives through audio calls or Zoom meetings. Analyze the interview
transcripts and survey responses using thematic analysis, identifying recurring themes
related to addiction triggers, social and psychological consequences, coping mechanisms,
and potential interventions. Maintain strict confidentiality, follow ethical guidelines, and
consider triangulation by including diverse participants to enhance the study's validity.
Data Analysis Procedure
After conducting an online interview through zoom meetings. The collected data will be
transcribed verbatim, and an open coding approach will be employed to identify initial
themes and patterns in participants' responses. These codes will be grouped into
overarching themes, allowing for a comprehensive understanding of the students'
experiences. Thematic analysis will further refine and develop these identified themes,
capturing the essence and nuances of their encounters with online game addiction. The
analysis will delve into the significance and meaning of these themes, considering
sociocultural factors, personal narratives, and peer influences in relation to online game
addiction. Triangulation with existing literature will enhance the validity of the findings, and
member checking will be utilized to validate interpretations. The results, presented in a
narrative format, will utilize quotes and anecdotes to illustrate key themes, contributing to a
nuanced exploration of grade 12 students' experiences with online game addiction. Ethical
considerations, including participant confidentiality and informed consent, will be prioritized
throughout the research process.
The information we collect is reliably treated with the utmost confidentiality and security. It
also ensures that the welfare of each participant must be handled with strict discretion and
privacy.
Chapter 4
Results and Discussion
This chapter provided an explanation of the data's findings and their significance to the
study. Using information gathered from respondents, the researchers discovered that grade
12 students who engage in prolonged online gaming may perform poorly academically and
neglect their responsibilities. According to the survey, students who struggle with game
addiction often see a decline in their academic performance as well as a lack of focus and
procrastination.
The disturbed sleep patterns, increased stress, and health issues related to excessive
online gaming behavior are also revealed by this research. This section contributes to a
nuanced understanding of how online gaming addiction permeates various aspects of a
student's life, impacting not only their academic journey but also their social and emotional
well-being.
Figure 1. Experiences of Selected Grade 12 Students Towards Online Game Addiction
Coping Techniques
● Time management
Every participant uses a different time management strategy when playing online
games and studying. Several of the participants employ the following techniques: Some
participants schedule their time to balance studying and playing online games.
However, for every participant, time management is the most challenging scenario. All
of the participants, however, still place a higher priority on their education than on
playing online games.
● Creating a Schedule
Just like prioritizing, creating a schedule is a must for the respondents. They can be so
productive when they do this. By creating a schedule, respondents can consume their
entire day effectively, especially when they follow the schedule they make. Creating a
schedule will help the respondents stay focused on their objectives and help them
consider what they want to accomplish in a given day, week, or month. Of course, they
can play online games, but they should know that moderation is the key.
Reason for playing online games
● A thematic map illustrating reasons for playing online games showcases various
motivations driving individuals to engage in gaming activities. Social engagement
stands as a prominent factor, as online gaming provides platforms for players to
connect with friends, family, and new acquaintances, fostering a sense of community
and camaraderie. Entertainment serves as another key motivation, as players seek
enjoyable experiences and immersive worlds to escape from daily routines.
● Stress relief emerges as a significant incentive, with gaming offering a means to unwind
and alleviate tension through engaging gameplay experiences. Competition drives
many players as they strive to improve their skills, achieve goals, and outperform
opponents, fostering a sense of achievement and satisfaction.
● Through this map, one can gain insights into the diverse motivations shaping players'
experiences in the online gaming landscape, ranging from social interaction and
entertainment to stress relief, competition, skill development, and exploration.
● Grade Drooped
The data shows that some of our participants' grades dropped as time went on,
caused by online game addiction, because they were giving their online games more
priority than their academic work. That explains why their grades declined. Additionally,
according to the participant's responses to the question "Have you noticed any changes
in your academic performance that are attributed to your gaming habits?" participants
answered, "Yes, because I saw the drop in my grade before or when the teachers
called me because I was lacking in activities and couldn't pass on time, so I understand
or feel that there is a change in me because of playing."
● Increased Stress
As a result of the interview, participants answered that one of the negative impacts of
online game addiction is stress. Students are pressured to maintain a certain level of
performance within the gaming community, often measured by rankings and
achievements. The fear of falling behind peers or not meeting self-imposed gaming
standards generates a sense of stress and anxiety, impacting students emotionally and
mentally. According to Edward Philip Matthew (2020), the use of technology among
youth has risen steadily in the past two decades through access to television, the
internet, computers, social media, and gaming in various formats. Due to this increased
exposure and access, concerns have developed among mental health and healthcare
providers regarding gaming addiction in youth. Students admitted to sacrificing sleep
to accommodate late-night gaming sessions, leading to fatigue, irritability, and difficulty
concentrating during the day, which can be caused by an increasing level of stress.
Overall, the thematic map illustrates the respondents' coping techniques for preventing
online game addiction or managing the addiction itself. The researcher collected the
data from the respondents and made a point of highlighting the
significance of efficient time management, emphasizing the need to prioritize
obligations and academic work as well as make a schedule. Additionally, the
motivations of participants behind playing online games and the data indicate that
playing online games has positive effects on a variety of skills, including hand-eye
coordination, problem-solving, social and competitive skills, strategic thinking, social
interaction, stress reduction, and the promotion of stress-free living. Nevertheless,
there are drawbacks to playing online games as well, such as decreased study time
leading to subpar academic performance, failure to meet obligations, failing grades,
distraction, disregarding priorities, running out of time, and elevated stress levels.
Overall, based on the experiences of selected grade 12 students in Las Pinas City,
there are both benefits and drawbacks to their student lives.
Chapter 5
Summary, Conclusion, and Recommendation
Summary
The study on the experiences of grade 12 students toward online game addiction
revealed significant findings, including a notable prevalence of addiction symptoms attributed
to factors like stress, peer influence, and accessibility. These addictive behaviors had
detrimental effects on academic performance and social relationships, as addicted students
often neglected studies and reported strained interpersonal connections. While shedding
light on these issues, the study's reliance on self-report measures and focus solely on grade
12 students limited its generalizability and depth. Suggestions for future research include
adopting longitudinal approaches, incorporating qualitative methods, exploring interventions
within educational settings, and investigating familial, cultural, and technological influences
on online game addiction among adolescents.
In order to understand how students developed an addiction to online games and dealt
with it, the researchers made the decision to examine their experiences. This study aims to
provide insight into the ways in which playing online games affects students' academic
performance and daily lives. To understand the experiences of selected Grade 12 students
who were addicted to online games, the researchers employed a qualitative approach. This
study was conducted during the 4th quarter of the school year, 2022-2023. In this study,
purposive sampling was employed. The researchers participants consisted of seven (7)
Grade 12 students from Holy Rosary Academy of Las Piñas City's Academic Senior High
School, who were chosen for the academic year 2023–2024. In order to get information from
respondents, the researcher used an interview guide consisting of a set of questions in this
study. The researcher used open-ended techniques to gather data. The researcher used
semi-structured interviews.
According to the results of the study, procrastination, lack of attention, and academic
performance are frequently negatively impacted among kids who battle game addiction. On
the other hand, it helps them to relieve stress; it improves their hand-eye coordination,
problem-solving, meeting a lot of friends, etc. Overall, there are advantages and
disadvantages to students' lives as students, according to the experiences of grade 12
students in Las Piñas City.
Conclusion
This study sheds light on the nuanced experiences of Grade 12 students regarding
online game addiction. Through qualitative analysis, the researcher identified various factors
contributing to addiction, including escapism, social pressure, and a lack of alternative
recreational activities. Moreover, the findings highlight the need for comprehensive support
systems within educational institutions and families to address the multifaceted challenges
associated with online gaming addiction among adolescents. Moving forward, interventions
should prioritize holistic approaches that encompass both prevention and intervention
strategies to promote healthy gaming habits and overall well-being among Grade 12
students. Future researchers should aim to explore the long-term effects of these
interventions and develop tailored approaches to address the evolving landscape of online
gaming and its impact on adolescent health.
● Online game addiction among grade 12 students is a prevalent issue with significant
consequences for academic performance and social well-being. This highlights the
importance of addressing addictive behaviors within educational settings to support
students in achieving their academic goals and maintaining healthy relationships.
● There is a need for targeted interventions and support systems to mitigate the
negative effects of online game addiction and promote responsible gaming habits
among adolescents. By understanding the underlying factors contributing to
addiction and its impact on students' lives, educators and policymakers can develop
effective strategies to address this growing concern and foster a supportive
environment for students to thrive academically and socially.
● Online games can have both positive and negative effects, and since today's youth
are tech-savvy and prone to addiction, this research helps everyone recognize the
signs of an online game addiction. It also helps to spread awareness of how addictive
online games can be and the detrimental effects they can have on a person's mental,
physical, and social well-being. However, the researcher discovered coping
mechanisms that helped the participants avoid developing an addiction to online
gaming; consequently, this research revealed that anything can result in addiction.
Recommendation
Certain important insights from the researchers may contribute to a decrease in the
proportion of students who have become dependent on online gaming. Students who have
become addicted to online games can consider the following recommendations from
researchers and participants:
1. The results of the data collection indicate that schools should use preventative and
awareness campaigns to deal with this kind of problem. Students can learn about the
possible negative effects of excessive gaming on their academic performance and
general well-being through this program. Students can get knowledge from
workshops, information campaigns, and seminars to help them make judgments
about their online gaming habits.
3. The data collection results indicate that students use their free time to play online
video games. Supporting extracurricular activities can help students discover fulfilling
pursuits outside of gaming, promote a well-rounded and balanced lifestyle, and
reduce the amount of time they spend on the internet.
5. Educators or the school itself might warn pupils about the potential repercussions of
playing video games online. By doing this, the chance that any pupil will grow
dependent on playing them will be reduced. Students can prevent this form of
addiction, which can be negative for them overall and for their academic and personal
well-being in particular, by setting time restrictions.
REFERENCES
● Batmaz H., Celik E. (2021). Examining the online game addiction level in terms of
sensation seeking and loneliness in university students.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9831379/#CR17
● Chen, Kuan-Yu (2022) The Effect of Flow Experience on Online Game Addiction
during the COVID-19 Pandemic: The Moderating Effect of Activity Passion
https://sciprofiles.com/profile/1511676.
● Dincer B., Kolan H.I. Recent studies have observed that adolescents who excessively
play videogames have difficulty fulfilling their responsibilities.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9831379/#CR55
● Johnson, J. L., & Edwards, P. M. (2020). Youth Gaming Addiction: Implications for
School Nurses. NASN school nurse (Print), 35(5), 284–289.
https://doi.org/10.1177/1942602X19888615
● Newport Academy (2024) Teens and video games: new research on teenage video
game addiction.
http://www.newportacademy.com/resources/treatment/teenage-video-game-addictio
n/
● Rashmi Parmar MD, Julian Lagoy MD (2021) Is Video Game Addiction a Disorder?
https://www.psychiatrictimes.com/view/is-video-game-addiction-a-disorder
● Yalcin, N. (2019) The Effect of Online Game Addiction on Children and Adolescents
335062850_The_Effect_of_Online_Game_Addiction_on_Children_and_Adolescents
_Nazlim
APPENDICES
This appendix contains a copy of the permission letter sent to the appropriate
authorities or individuals requesting approval to conduct the research. The permission letter
outlines the objectives of the study, the methodology employed, and any necessary
permissions sought to ensure ethical considerations are met. This documentation
demonstrates that the research was conducted with proper authorization and adherence to
ethical guidelines.
APPENDIX C: Raw Data
This appendix contains the data gathered by the researchers. The data were collected
and answered with the help of guide questions prepared by the researchers. Through the
guiding question, the information that the researchers wanted to know was filled in.
Participants' experiences with their online game addiction can be seen here.
APPENDIX D: Analyzed
For the next generation, the study conducted by Holy Rosary Academy students can
be deemed valuable. The researchers' findings provide more evidence that the addiction of
young people to internet gaming has no beneficial effect on their lives or academic progress.
This study has implications for adolescents who have developed an addiction to online
gaming. This shows how important it is for people to put their interests and future ahead of
their gaming addiction to avoid developing an online gaming addiction. We now have enough
information from the analysis's conclusions to comprehend the negative effects of an online
gaming addiction.
APPENDIX E: Researchers Profile
Age: 17
Strand: HUMSS
Age: 17
Strand: HUMSS
City
Name: Carandang, Cheska Lyn T.
Age: 18
Strand: HUMSS
City
Age: 18
Strand: HUMSS
City
Age: 19
Strand: HUMSS
School: Holy Rosary Academy Of Las Piñas City
Age: 20
Strand: HUMSS
City
Age: 18
Strand: HUMSS
City