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QUALITATIVE

This research proposal aims to explore the experiences of selected Grade 12 students at Holy Rosary Academy of Las Piñas City regarding online game addiction. It seeks to identify reasons for gaming, negative impacts on academic performance, and coping techniques used by students. The study highlights the growing concern of gaming addiction among adolescents and its implications for their social and educational lives.

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0% found this document useful (0 votes)
15 views51 pages

QUALITATIVE

This research proposal aims to explore the experiences of selected Grade 12 students at Holy Rosary Academy of Las Piñas City regarding online game addiction. It seeks to identify reasons for gaming, negative impacts on academic performance, and coping techniques used by students. The study highlights the growing concern of gaming addiction among adolescents and its implications for their social and educational lives.

Uploaded by

rapunzelnixie
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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EXPERIENCES OF SELECTED GRADE 12 STUDENTS TOWARDS

ONLINE GAME ADDICTION AT HOLY ROSARY ACADEMY


OF LAS PINAS CITY

A Research Proposal Presented to the


Senior High School Department of
Holy Rosary Academy of
Las Piñas City

In Partial Fulfillment of the Requirements in


Practical Research 1 – AS 7

by

Grade 12 - Liberal

Carandang, Cheska Lyn Ricafrente, Jose Mari

Bance, Allaiza Kim Tasarra, Justin Kurt


Bernese, Khylee Faye
Dela Cruz, Arlene
Leyes, John Ellex

to

Ms. Reyna D. Giango

May 2024
PROBLEM APPROVAL SHEET

RESEARCH TOPIC/TITLE/PROBLEM:

Experiences of Selected Grade 12 Students Towards Online Game Addiction at Holy


Rosary Academy Of Las Pinas City.

Name(s) of Student Researcher(s):


Group Leader:Bernese, Khylee Faye
Group Members :Carandang, Cheska
Dela Cruz, Arlene
Bance, Allaiza Kim
Leyes, John Ellex
Ricafrente, Jose Marie
Tasarra, Justin Kurt

Year, Section, and Strand: 12 –Liberal ( HUMSS )

Approved by:

MS. LILY MAE PAPA


Chair of the Panelists

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

CHAPTER 1: THE PROBLEM AND ITS BACKGROUND 6-10


Introduction 6
Statement of the Problem 7
Conceptual Framework 8
Scope and Delimitation of the Study ---------------------------------------- 9
Significance of the Study 9
Definition of Terms 10

CHAPTER 2: REVIEW OF RELATED LITERATURE 11- 15


Review Of Related Literature
Rates of teenage video gaming—and video game addiction—are
steadily increasing (Foreign) 11

Online Gaming Addiction and Basic Psychological Needs Among

Adolescents: The Mediating Roles of Meaning in Life and

Responsibility (Foreign) 11
Examining the Online Game Addiction Level in terms of Sensation
Seeking and Loneliness in University Students (Foreign) ------------ 11

Maladaptive player-game relationships in problematic gaming and


gaming disorder: A systematic Review (Foreign) ----------------------- 12

Why it’s too soon to classify gaming addiction as a mental disorder

(Foreign) 12

Internet Gaming (Foreign) 12


The Effect of Online Game Addiction on Children and Adolescents
(Local) 12
Network analysis of time perspective and its interaction internet
gaming disorder in college student (Local)-------------------------------- 13
Youth Gaming Addiction: Implications for School Nurses (Local) --- 14

Gaming addiction has become an increasing problem among


Children, Teenagers and even adults (Local)---------------------------- 14
The Effect of Flow Experience on Online Game Addiction during
the COVID-19 Pandemic:
The Moderating Effect of Activity Passion (Local) ---------------------- 15
Synthesis— 16

CHAPTER 3: METHODOLOGY 17-19


Research Design .................................................................................. 17
Sample and Sampling Technique Used ............................................. 17
Research Instrument ............................................................................ 18
Data Collection Procedure................................................................... 18
Data Analysis Procedure ....................................................................... 19

CHAPTER 4: RESULTS AND DISCUSSION 20-27


Discussion ......................................................................................... 20
a. Thematic Map 21
b. Coping Techniques 21
c. Coping Techniques 22
d. Reason For Playing Online Games ---------------------------------- 23
e. Negative Effects of Online Games -----------------------------------24
f. Negative Effects of Online Games -----------------------------------25
g. Negative Effects of Online Games -----------------------------------26
h. Negative Effects of Online Games -----------------------------------27

CHAPTER 5: CONCLUSION AND RECOMMENDATION 28-31


Summary 28
Conclusion 29
Conclusion 29
Recommendation 30
Recommendation 31

Appendices and References 32-53


References 32
References 33
Appendices… .......................................................................................... 34
Appendix A: Research Instrument and Table of Specification .......... 34
Appendix B: Permission Letter ............................................................. 35
Appendix B: Permission Letter ............................................................. 36
Appendix B: Permission Letter ............................................................. 37
Appendix C: Raw Data ..........................................................................38
Appendix C: Raw Data ..........................................................................39
Appendix C: Raw Data ..........................................................................40
Appendix C: Raw Data ..........................................................................41
Appendix C: Raw Data ..........................................................................42
Appendix C: Raw Data ..........................................................................43
Appendix C: Raw Data ..........................................................................44
Appendix C: Raw Data ..........................................................................45
Appendix C: Raw Data ..........................................................................46
Appendix C: Raw Data ..........................................................................47
Appendix D: Analyzed Data .................................................................. 48
Appendix E: Profile of The Researchers…............................................. 49
Appendix E: Profile of The Researchers…............................................. 50
Appendix E: Profile of The Researchers…............................................. 51
CHAPTER 1
THE PROBLEM AND ITS BACKGROUND

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.

Background of the Study

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's specific goal is to determine the experiences of selected grade 12


students with online game addiction.

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.

This study will be conducted during the school year, 2023-2024.

Significance of the Study

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.

To the Future Researchers


To help them conduct better research, they can use it as a manual or a reference.

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

Newport academy (2024)


Rates of teenage video gaming—and video game addiction—are steadily increasing.
About three-quarters of children and teens play video games. According to a Common
Sense Media study, teens spend an average of almost two hours gaming daily. Boys
make up the large majority of gamers, with an average of 2 hours and 19 minutes of
video gaming per day.As a result, more teens are experiencing video game addiction,
which is officially known as internet gaming disorder. And boys are almost twice as likely
to experience a gaming addiction. When parents complain, “My son is addicted to video
games,” they may be dealing with an actual mental health disorder.

Dinçer & Kolan, (2020)


Another study reported a significant negative relationship between the students’
videogame addiction and their personal and social responsibility behavior.

Batmaz & Çelik, (2021)


Key characteristics of online gaming addiction are individuals obsessively playing online
videogames to the point of neglecting everything else in their lives, which leads to social
and/or psychological disorders in such individuals.
King D. (2019, p73)
Maladaptive player-game relationships in problematic gaming and gaming disorder: A
systematic review.

Cleveland Clinic (2022)


Signs and symptoms of video game addiction (internet gaming disorder) includes poor
performance at school, work or household responsibilities as a result of excessive video
game playing, withdrawal symptoms, such as sadness, anxiety or irritability, when games
are taken away or gaming isn’t possible, a need to spend more and more time playing
video games to get the same level of enjoyment, giving up other previously enjoyed
activities and/or social relationships due to gaming, being unable to reduce playing time
and having unsuccessful attempts to quit gaming despite the negative consequences it’s
causing, lying to family members or others about the amount of time spent playing video
games, decline in personal hygiene or grooming due to excessive video gaming, using
video games as a way to escape stressful situations at work or school or to avoid conflicts
at home.

Przybylski and Orben, (2018)


Another worthy article by The Guardian, video games played on smartphones, tablets,
computers and consoles have been a popular form of leisure for some time now. In
Europe, recent figures indicate that games are played by more than two thirds of children
and adolescents, and a substantial number of adults now play games – 38% in the UK,
64% in France, 56% in Germany and 44% in Spain.

James Sherer, M.D (2023)


Internet gaming disorder involves preoccupation with gaming, withdrawal symptoms,
tolerance, inability to quit, loss of interest in other activities, deception, use of gaming to
relieve negative moods, and risk of job or relationship jeopardy. A diagnosis requires five
or more symptoms within a year, including gaming with others or alone.

LOCAL LITERATURE

Nazlim, Yalcin (2019)


The dissertation explores the correlation between addiction to online games and
academic performance and success, focusing on Turkey-based studies due to their
prevalence in recent scientific discourse and interest in gaming addiction in a region with
lesser technological penetration. Young individuals often struggle to commit time, energy,
and resources to academic affairs, especially when more interesting alternatives emerge.
Online games become too enticing to ignore, leading to excessive game time and
absenteeism, which reduces the probability of academic success. Success-enabling
factors, such as student engagement and teacher-student relationships, are affected, as
detached gamers grow increasingly isolationist, forfeiting social contacts and support to
recover from addiction. The dissertation examines studies on the correlation between
addiction to online games and academic success, highlighting the importance of
addressing gaming addiction and its impact on students, teachers, and the academic
environment.

Shan, Haidi (2022)


The study investigates the relationship between time perspective (TP) and risk factors in
the development of gaming disorder (GD). It found that past negative TP and perceived
social support from others play a significant role in GD. High-risk individuals displayed
weaker network strength and a distinct structure compared to low-risk individuals. They
also exhibited reduced connections with present hedonistic and fatalistic TP and
perceived social support from family and friends. The study suggests that addressing
past negative experiences and expanding social support beyond online sources is
crucial for managing GD. Targeted interventions targeting specific nodes in the network
could improve treatment outcomes.

LOCAL STUDIES

Edward, Philip Matthew (2020)


Technology is pervasive in society and reaches across all age-groups. The use of
technology in youth has risen steadily in the past two decades through access to
television, 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. The American Psychiatric
Association mentioned internet gaming disorder in the 2013 publication of the Diagnostic
and Statistical Manual of Mental Disorders (5th ed.). While not recognized as a specific
diagnosis at the time of publication, there was a call for further research and evaluation
of this phenomenon. Research indicates there are negative impacts on academic
performance, social development, and self-concept in game-addicted youth. The purpose
of this article is to provide the school nurse with information needed to recognize and care
for youth at risk for and those experiencing gaming addiction. The school nurse is poised
to provide nursing care in the school setting to educate, prevent, and help manage youth
with gaming addiction risks and experiences, as part of an interdisciplinary team.

Veronica, Maria (2023)


Gaming addiction has become an increasing problem among children, teenagers and
even adults in Indonesia. This study aims to examine the impact of gaming addiction on
education in Indonesia, focusing on aspects such as academic performance, social
behavior, and mental well-being. The research method used was a survey and interview
of active gamers and non-gamers through 3 research subjects who are students at one
of the campuses in Palangka Raya. The results showed that gaming addiction has a
negative impact on students' academic performance. Respondents who played games
more often tended to have lower grades compared to non-gamers. They also tend to be
absent from school more frequently.

Chen, Kuan-Yu (2022)

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

The chapter contains information on the researchers' research methodology and


strategies. The material gathered fundamentally illustrated the research paper's objective
and goal. The research chapter visibly accompanies the in-depth perception of the
investigation. The chapter offers information about the factors that lead to students becoming
addicted to online gaming.
The goal of this chapter is to learn about the personal experiences of students who have
been connected to playing online games. Furthermore, this chapter assists the researcher
and participants in learning about the effects and reasons why certain students become
addicted to online games based on their personal experiences.

Research Design

The researchers used a qualitative method to identify the experiences of selected


Grade 12 students with online game addiction. In qualitative research, phenomenology is
chosen as the research design. It was chosen because it is well-suited to uncovering the rich
and nuanced experiences of selected Grade 12 students at Holy Rosary Academy dealing
with game addiction. It prioritizes participants' viewpoints and offers a holistic understanding
of this phenomenon.

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.

Sample and Sampling Technique Used

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.

Data Collection Procedure

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

Through this research, the researcher embarks on an exploration of the experiences


of selected Grade 12 students toward online game addiction, culminating in the presentation
and discussion of research findings. Through a meticulous examination of students'
perspectives, behaviors, and attitudes, this chapter sheds light on the nuanced dynamics
surrounding online game addiction within this demographic. By delving into key factors such
as gaming habits, motivations, and perceived consequences, it aims to provide a
comprehensive understanding of the phenomenon. Furthermore, this chapter serves as a
platform for critical reflection, where compares the empirical evidence with existing literature
and theoretical frameworks, elucidating the broader implications for both research and
practice in addressing online game addiction among Grade 12 students of Holy Rosary
Academy of Las Piñas City (HRA).

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.

● Limiting Phone Use


Some of the strategies that the participants used were to adjust their time spent playing
online games, including setting a limit on the use of their cellphones, so that they could
balance their playing and not affect their academic performance. These are some of
the strategies and experiences of selected grade 12 students based on their experience
of online game addiction.

● Prioritizing Responsibilities and Studies


As a discipline for respondents, prioritizing their responsibilities and studies can
improve their academic performances and also their lifestyle. They said that it's a big
help for them when they know what they should do first or what they should prioritize
first. Instead of spending a lot of time playing online games, they prioritize first their
studies or their responsibilities in their house, such as doing their assignments,
projects, and household chores.

● 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.

● Skill development represents another motivation, as players engage in strategic


thinking, problem-solving, and hand-eye coordination activities, honing their abilities
over time. Lastly, the exploration of virtual worlds captivates players, offering
opportunities to discover new environments, narratives, and experiences within the
digital realm.

● 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.

Negative Effects of Online Games


● Neglect things and priorities
Through the gathering of data from the participants, the researcher distinguished the
negative effects of online game addiction since, according to the conducted interview,
we asked the question, "As a student, what are the negative effects of playing online
games?" The participants answered, "As a student, the negative effects of online
games are that we neglect the things we need to prioritize that are related to school
because sometimes we prioritize playing online games. It's just an example of
increasing the rank of the game instead of reviewing and studying.". This results in
ignoring things and priorities since the participants are focused on playing online games
to the point that tasks at school and priorities are neglected. According to Batmaz &
Çelik (2021), key characteristics of online gaming addiction are individuals obsessively
playing online videogames to the point of neglecting everything else in their lives, which
leads to social and/or psychological disorders in such individuals (Ates et al., 2018;
Batmaz & Çelik, 2021).

● Reduced study time


As the researcher conducted the interview, they found out that online game addiction
can reduce study time since one of the participants answered, "The negative effects of
playing online games as a student can include reduced study time, a lack of focus in
class, and sometimes neglecting other responsibilities." According to Edward, Philip
Matthew (2020)
Technology is pervasive in society and reaches across all age-groups. The use of
technology in youth has risen steadily in the past two decades through access to
television, 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. The American
Psychiatric Association mentioned internet gaming disorder in the 2013 publication of
the Diagnostic and Statistical Manual of Mental Disorders (5th ed.). While not
recognized as a specific diagnosis at the time of publication, there was a call for further
research and evaluation of this phenomenon. Research indicates there are negative
impacts on academic performance, social development, and self-concept in game-
addicted youth. The purpose of this article is to provide the school nurse with
information needed to recognize and care for youth at risk for and those experiencing
gaming addiction. The school nurse is poised to provide nursing care in the school
setting to educate, prevent, and help manage youth with gaming addiction risks and
experiences, as part of an interdisciplinary team.

● 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."

● Poor academic performance


The data gathered in this research highlights the correlation between online game
addiction and poor academic performance among Grade 12 students. Through the
interview, the participants answered the question, What are their experiences as
students with online games? The participant's answer made it evident that they spend
too much time playing online games. Due to this, they have concentration problems,
missing activities, insufficient preparation, and procrastination, resulting in a decline in
their academic performance considering they spend more time gaming than studying.
Students who have higher levels of online game addiction may experience a noticeable
decline in academic engagement.
● Lack of time
As the researchers interviewed the students with the question of what are the negative
effects of online games on their studies, the participants answered, "As students, the
negative effects of online games are that we neglect the things we need to prioritize
that are related to school because sometimes we prioritize playing online games." This
unveiled underlying factors contributing to the lack of time for academics, such as lack
of time to do homework, lack of sleep, and reduced study time. This reveals a common
pattern among students in Grade 12, showing that a significant portion of their daily
schedules are taken up by online gaming.

● 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.

Based on the findings, it can be concluded that:

● 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.

2. Parents are known to have an impact on students' conduct. Researchers advise


parents to get more involved. Schools and parents can work together to hold a lecture
about the recognition, comprehension, and treatment of online gaming addiction.
Educating and empowering parents to keep an eye on and control their kids' 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.

4. Schools should provide more engaging extracurricular activities for children to


participate in in order to overcome these problems. Sports, clubs, arts and crafts, and
music are a few examples of these activities. Students can lessen their screen time
by participating in these activities.

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.

● Cleveland Clinic (2022) Video Gaming Disorder


https://my.clevelandclinic.org/health/diseases/23124-video-game-addiction

● 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

● Sherer, J.M. (2023) Internet Gaming


Https://www.psychiatry.org/patients-families/internet-gaming#:~:text=Inability%20to
%20reduce%20playing%2C%20unsuccessful,Continuing%20to%20game%20despit
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● 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

APPENDIX A: Research Instrument and Table of Specification

APPENDIX A1: Research Instrument


In this study, the researcher utilized a semi-structured interview guide to collect data
from the respondents. The interview guide consisted of open-ended questions aimed at
exploring the experiences of selected Grade 12 students with online game addiction and its
impact on their lifestyle.

APPENDIX A2: Table of Specification (TOS)


APPENDIX B: Permission Letter

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

Name: Khylee Faye M. Bernese

Age: 17

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas


City

Name: Bance, Allaiza Kim S.

Age: 17

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas

City
Name: Carandang, Cheska Lyn T.

Age: 18

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas

City

Name: Delacruz, Arlene B.

Age: 18

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas

City

Name: Leyes, John Ellex

Age: 19

Grade Level & Section: 12- Liberal

Strand: HUMSS
School: Holy Rosary Academy Of Las Piñas City

Name: Ricafrente, Jose Mari

Age: 20

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas

City

Name: Tassara, Justin Khurt E.

Age: 18

Grade Level & Section: 12- Liberal

Strand: HUMSS

School: Holy Rosary Academy Of Las Piñas

City

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