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A Qualitative Study on the Cause and Effect of Gaming Addiction, Essays (high school) of Psychology

A Qualitative Study on the Cause and Effect of Gaming Addiction Among Senior High School Students Of Universidad de Manila An Undergraduate Research Paper Presented To Universidad de Manila In Partial Fulfillment of the Requirements For Senior High School Major In Science, Technology, Engineering and Mathematics Submitted to: Prof. Reginald Pabico Belmonte, Roi John D. Latoreno, Mark TJ M. Pascua, Jorgemartin Dagangon, Gwynneth Valerie R. Daguman, Casandra Mariz M. Mustacisa, Diana Rose Q.

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Download A Qualitative Study on the Cause and Effect of Gaming Addiction and more Essays (high school) Psychology in PDF only on Docsity! Universidad de Manila Cecilia Mufioz Palma St., cor. Antonio Villegas St., Mehan Gardens, Ermita, Manila A Qualitative Study on the Cause and Effect of Gaming Addiction Among Senior High School Students Of Universidad de Manila An Undergraduate Research Paper Presented To Universidad de Manila In Partial Fulfillment of the Requirements For the Senior High School Major In Science, Technology, Engineering and Mathematics Submitted to: Prof. Reginald Pabico Belmonte, Roi John D. Latoreno, Mark TJ M. Pascua, Jorgemartin Dagangon, Gwynneth Valerie R. Daguman, Casandra Mariz M. Mustacisa, Diana Rose Q. 2019 Chapter I: The Problem and Its Background A) Introduction, Background of the Study Technology has come a long way. With the invention of computers, cellular phones, and the Internet, it is inevitable to avoid gaming with the use of these modern devices. Most people tend to use their vacant hours on playing online/video games for fun and entertainment. Others are freeing their time from loads of paper and legworks. Specifically, those students who are piled with school works and needing a break. They tend to engage themselves in online/video gaming and this may lead to gaming addiction. According to the quarterly assessment of Global Games Market Report, as of 2017, the Philippines ranked #29 worldwide in terms of game revenues with a total of 29.9 million of gamers nationwide. In the survey conducted by Philippine Consumer Gamer Insights on the same year, 18% of male and 16% of female in the age group 10-20 years old are active mobile players. In the age group of 10-20, most of them are students ranging from late elementary to early college stage. With this, students may be addicted to gaming for self-satisfaction and to pass time. In Universidad de Manila, it is evident that Senior High School (SHS) students, particularly Grade 11 students, tend to engross themselves in playing video games, consuming their time, sometimes making them unprepared for school. 7. Are there more negative effects that gaming addiction cause to gamers than positive ones? 8. What are the skills do the students get from video games? C) Scope and Delimitation of the Study The study will focus on the causes and effects of video gaming among the Senior High School (SHS) Students of the School Year 2018 — 2019 of Universidad de Manila, located at C.M. Palma Street, Ermita, Manila City, Philippines. This study will observe the common objectives on why students play video games and will elaborate its effect on the students’ study and lifestyle. A questionnaire-checklist will serve as the main instrument for gathering data on the 50 participants, in which 25 will come from Grade 11 students and the remaining 25 will be from Grade 12 students. Data gathering will be from the start of September until the last day of the semester. The limited access on participants decreases the generalizability of the findings. This study will not be generalizable to all student gamers. The results of the study will greatly benefit the SHS students by knowing how they can reduce their gaming addiction and recognize its effects on their life. D) Significance of the Study The findings of the study will redound to the awareness of the society to gaming addiction and its causes and effects considering that gaming has become rampant since the beginning of digital gaming. Society has increased awareness on gaming addiction since gaming caused obvious effects on youngsters especially on students. Gaming mainly targets teenagers’ attention to entice the teenagers to spend their time to gaming rather than spend it on useful tasks. Students who are addicted to gaming affect their lifestyle and academic performance. For the researchers, the study will help them discover missed causes and effects of past researches. Thus, the uncovering of the study on gaming addiction will help teens (mainly students) to avoid the excessive habit of playing video games. Chapter II: Conceptual and Theoretical Framework We are living in a digital world, where almost everything depends on the usage of the Internet. After the invention of the Internet, gaming sites and video gaming became more popular to the people, especially to the younger generation. For this, the excessive time for playing video games is introduced, which may lead to gaming addiction. A) Review of Related Literature 1.1. Foreign Literature According to the USA Today Network (2018), the World Health Organization says that compulsively playing video games now qualifies as a new mental health condition; in amove that some critics warn may risk stigmatizing too many young players. Also, in the article of Kimberly Young (2009), excessive gaming has been identified as a specific subtype of Internet addiction (Block, 2008). “Video games may look innocent, but they can be addictive as gambling or drugs and just as hard to kick,” explained by Keith Bakker, director of Amsterdam-based Smith and Jones Addiction Consultants and founder of the center. Another worthy article by The Guardian (Przybyliski and Orben,2018), Video games played on smart phones, 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. endless, because the main feature of MMORPGs is its system of goals and achievements. 2.2. Local Studies In the Philippines, a study by Rayo (2012), majority of the gamers of the country are playing DOTA and regarding it as their specialty compared to playing games like Ragnarok, Tantra, etc. These factors make playing DOTA to become a ‘booming’ culture here in the country, and it continues to flourish since 2003. In the study of Lumbay et. Al (2017), majority of the computer gamers had already been playing computer games while they were still a junior high school student, and most of them plays DOTA this result strongly suggests that computer gaming exists not only among college students but also amongst high school students. Most of the gamers were good performers in the academe, this supports the belief of Prensky (2006), that video and computer game playing, done appropriately, is actually very beneficial to today's “Digital Native" kids, who use them to prepare for life in the 21st century. The rest of the results compliments with the results of the previous studies cited in the review of related studies in this study (e.g. all of the gamers were males, most the gamers were adolescents). Also, according in the study of Cortes et. al (2012), studies indicate that children who play computer games can improve visual intelligence skills. Parents believed that computer use is related to better academic performance of the children. It was found that high school students who used educational software at home scored significantly higher on computer literacy tests than other students. Computer use at home is also associated with improvements in general academic performance. Other studies also found that students who own computers at home had higher over-all grades, particularly in Math and English, than those without home computers. D) Hypothesis of the Study This study is designed to assess the cause of gaming addiction among senior high school students and its visible and significant effects in the academic performance and lifestyle of the students. This study also expects to identify the commonly used games among the students. E) Assumptions of the Study This study is dependent to the assumption that the students will answer the questionnaire accurately and subjectively in expressing their experiences in playing online games. F) Definition of Terms e Contemporary recreational activities- activities that are often done for enjoyment, amusement or pleasure and are considered to be fun at the present time. e Compulsively playing video games- uncontrollable urge to play video games. e Digital Native- a person born or brought up during the age of digital technology and therefore familiar with computers and the internet from an early age. e Excessive gaming- unnecessary time for playing games; too much time spent on playing. Heroinware- an addictive computer game, especially one played to the extent it interferes with the everyday life of the player. Stigmatizing- describe or regard as worthy of disgrace or great disapproval. IRC- Internet Relay Chat; is an application layer protocol that facilitates communication in the form of text. MUDs- Multi-User Dungeon and Multi-User Domain is a multiplayer real-time virtual world, usually text based. MUDs combined elements of role-playing games, hack and slash, player versus player, interactive fiction and online chat. MMORPG- Massively Multiplayer Online Role-Playing Games; are a combination of role-playing video games and MMOG (massively multiplayer online games) in which a very large number of players interact with one another within a virtual world. DOTA- Defense of the Ancient is a multiplayer online battle arena (MOBA) mod for the video game Warcraft Ill: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne. Everquest- is a 3D fantasy-themed MMROPG by Sony Online Entertainment lunched on March 16, 1999. It was the first commercially successful MMROPG to employ a three- dimensional game engine. LOL- League of Legends is a multiplayer online battle arena video game developed and published by Riot game for Microsoft Windows and MacOs. Ultima Online- is a MMORPG, released on September 24,1997. It is a fantasy role-playing game set in the Ultima universe. It is Known for its extensive player vs player combat system. C) Instruments of the Study The study used a questionnaire as the primary source of data or instrument. Questionnaire is the commonly use in normative survey and in the measurement of attitudes and opinions (Good,1991). Also, this study mainly focuses on the behavior of the respondents thus the questionnaire is the best instrument for this study as it will gather data effectively and completely and is commonly used for behavioral and social research based from Calderon and Gonzales, 2005. The questionnaire is written subjectively for the purpose of getting the opinion and experiences of the respondents. In the questionnaire it is included there the name of the student (optional), age, their section and strand that is needed specifically. The questionnaire provided 5 questions that suggests the respondents the game they are playing, the time span, and the cause and effects of their gaming that is needed to be answer specifically for data gathering. D) Statistical Treatment To fully analyze and interpret the data collected from the questionnaires, this study will use the statistical treatment, Percentage Frequency Distribution wherein this will determine the frequency counts and distribution of the answers of the respondents. Formula: %= F/N x 100 Where: % is the percentage F is the frequency Chapter IV: Presentation and Analysis of Data Table 1.1: What game(s) do you commonly play? Game STEM ABM ICT GA PFD Mobile 3 8 5 1 42.5% Legends League of 2 4 Z 3 40% Legends DOTA 2 3 3 3 2 27.5% Rules of 1 5 6 0 20% Survival Counter- Strike i & 8 8 40% Arena of 0 1 2 0 7.5% Valor Crossfire 3 7 5 41 40% Clash of 1 5 4 1 27.5% Clans World of Q 1 5 1 17.5% Warcraft ~ ~ Dragon Nest 1 1 4 0 15% Others: m= Clash m Tekken (1) | m Pokémon | m Wordlink 30% Royale (1) = 4Pics 1 (1) (1) = Superstar Word (1) BTS (2 a (2) m Big Fish m Paladins (FB (1) Game) (1) m PlayerUnk nown Battlegrou nd Mobile (PUBG Mobile) (1) Minecraft (1) m Roblox (1) Interpretation 1.1. In this table, it shows that among the 40 respondents, the most game that is being played is Mobile Legends with a PFD (percentage frequency distribution) of 42.5%,followed by League of Legends, Counter-Strike and Crossfire with 40%, and followed by Rules of Survival and other games with 30%, followed by DOTA 2 and Clash of Clans with 27.5%, next is World of Warcraft with 17.5%, and Dragon Nest with 15% and the last game is Arena of Valor with 7.5%. In this table, it shows also that ICT students tend to play more online games followed by ABM, STEM and GA respectively. Table 1.2: How much time do you spend in gaming? Number of hours STEM ABM ICT GA PFD 0-1 hour 0 1 1 3 12.5% 1-2 hours 3 Q 2 5 25% 2-3 hours 2 3 a 1 15% 3-4 hours 4 2 3 1 25% the game Online friends 1 2 4 a 17.5% The game is 6 4 6 0 addicting 40% I gain certain skills from 4 3 3 1 gaming 27.5% m Way of procrastina 7.5% Others: tion (1) = Stress = Stress - | reliever (1) reliever (1) = Creativity (1) Interpretation 1.5 In this table it is stated that out of 40 respondents, 62.5% of them admitted or thinks that they are addicted in playing games. 55% of them stated that they are addicted in gaming because it is ‘fun and exciting,” while 40% says that the ‘game is addicting., and 32.5% says that they are playing because of the urge to progress in the game, 27.5% of them says that , | gain certain skills from gaming, 17.5% of them says that the game is addicting because of their’ online friends, and 7.5% have their own reasons specified in the table. Table 1.6: STEM ABM ICT GA PFD NO 1 4 1 8 37.5% Focus in 0 2 1 6 academics 22.5% Gaming is 0 1 0 3 boring 10% Wh | don’t like 0 0 0 2 games 5% Family time 0 0 0 3 7.5% Love/Social life 1 1 0 3 12.5% No time in 0 1 0 3 playing games 10% Others: - - - - Interpretation 1.6 In this table it is stated that out of 40 respondents, 37.5 % says that they are not addicted in playing games with the reasons, 22.5%% focus in academics, 12.5% love/social life, 10% gaming is boring and no time in playing games, 7.5% family time and 5% stated that they don't like games. Table 1.7: Give the positive and negative effects of gaming in your life and in school: Positive STEM | ABM ICT GA Total PFD Stress reliever 9 9 10 4 32 80% Gaining more friends 3 6 5 1 15 37.5% More strategic thinking 10 9 7 5 31 77.5% Gaining analytical skill 6 6 5 1 18 45% Being knowledgeable in 4 6 7 3 20 technology 50% Gaining more skills that 4 7 4 1 16 are applied in real life 40% Others: - - - - 0 Positive Total: 36 43 38 15 132 Interpretation 1.7. This table shows all the positive effects gaming has done to the respondents as stated by themselves. The effects are as follows: 80% stress reliever,77.5% more strategic thinking, 50% being knowledgeable in technology, 45% gaining analytical thinking, 40% gaining more skills that are applied in real life, and 37.5% gaining more friends. It is clearly stated that most of the respondents play online games due to the positive effect of stress relieving. With the study conducted, MMROPGs are also the one who are so popular among the respondents. The following games are as follow, Mobile Legends League of Legends, DOTA2, Rules of Survival and more. Most of the gamers were good performers in the academe, this supports the belief of Prensky (2006), that video and computer game playing, done appropriately, is actually very beneficial to today's “Digital Native" kids, who use them to prepare for life in the 21st century. The rest of the results compliments with the results of the previous studies cited in the review of related studies in this study (e.g. all of the gamers were males, most the gamers were adolescents). Supporting this, the respondents answered the questionnaires with more positive effects on their life than the negative ones. Such as stress reliever gaining more friends, more strategic thinking, gaining analytical skill, being knowledgeable in technology and gaining more skills that are applied in real life. Also, according in the study of Cortes et. al (2012), studies indicate that children who play computer games can improve visual intelligence skills. Parents believed that computer use is related to better academic performance of the children. It was found that high school students who used educational software at home scored significantly higher on computer literacy tests than other students. Computer use at home is also associated with improvements in general academic performance. Other studies also found that students who own computers at home had higher over-all grades, particularly in Math and English, than those without home computers. B) Conclusion With the collected data, the researchers came up with the following conclusions: a. Most of the respondents are addicted in gaming. The researchers concluded that the reason why students engage themselves in video gaming is because the students find gaming fun and exciting, and how the game itself is designed to be addicting. i. The researchers also noticed that even if most of the students’ schedule in school is in the afternoon, they can allocate time in their gaming. This can cause why some of the respondents said that they need to focus in academics and not get addicted to gaming. b. The researchers noticed that the reason why some respondents of the study are addicted to gaming is because of how they want to progress in the game they are playing like ranking up or leveling up. This is because of the game design they are playing. i. Most of the respondents voted that they play Mobile Legends and Crossfire, different genre of game but are design to entice the players to have the urge to progress in the game even more. ii. The illusion of leveling up and getting better in the game with the use of labeling like “Grandmaster”, “Legend” or “Mythic” in Mobile Legends and “Sergeant”, “Lieutenant” and “General” in Crossfire. c. The main reason of how video games affect the study of the respondents is stated in the Table 1.8 from Chapter IV. The researchers inferred that the main effect of gaming addiction in their study is the failure to in school requirements. i. But, some respondents got around the problem, yet they faced a new problem where they lack sleep because of gaming after midnight. Some faced physical pain and illness like headache and eye strain because of gaming addiction. ii. Though, gaming addiction really affect the students in their academic performance and focus in studying. Thus, the researchers conclude that gaming addiction has a direct effect on gaming addiction. d. The researchers conclude that video games also have a direct effect on the lifestyle of the students. It is because of how they skip meals and spend more money just in playing video games instead of just fulfilling their hunger. They also lacked time with their family and friends. e. The researchers averaged the respondents time on spending video games by 3.35 hours. This amount of time considering the schedule of the students in school and in their house, can cause lack of sleep if they spent those hours in after midnight. But, if they spent those hours in the morning, their love life and family time can be affected. f. In Table 1.2, the researchers noticed that only some students think twice when they realized that they spent too much time on playing video games. Some students said they spend more than 2 hours of playing video games which is not healthy anymore. The healthy number of hours in gaming is just only 1 hour based from the study of Andrew K. Przybylski in Electronic D) References 1 Electronic Gaming and Psychosocial Adjustment http://pediatrics.aappublications. org/content/pediatrics/early/2014/07/29/peds.201 3-4021.full.paf The Culture of DOTA in the Philippines (revised) | J Franco Ray http:/www.academia.edu/22222828/The_Culture_of_DOTA_in_the_Philippines_ revised Philippines PNP-CIDG: Addiction to Online Gaming is a Disease Attp:/gameshogun.ws/philippines-pnp-cidg-online-gaming-is-a-disease/ Weekly Gaming Update - GameCon PH And Gaming Addiction Disorder https://pinoygamer.ph/threadsAveekly-gaming-update-gamecon-ph-and-gaming- addiction-disorder.4340/ Kids on Computer Game Addiction in the Philippines https://centrecources. blogspot.con/2016/03/kids-on-computer-game-addiction- in.Atml?m=1 Why it's too soon to classify gaming addiction as a mental disorder https://www.theguardian.com/science/head-quarters/2018/feb/14/gaming- addiction-as-a-mental-disorder-its-premature-to-pathologise-players It's time to stop running from gaming addiction https://www.eurogamer.net/articles/2018-06-27-gaming-addiction Video game addiction is a mental health disorder, WHO says, but some health experts don't agree https://www.usatoday.com/story/tech/nation-now/2018/06/18/gaming-disorder- who-classifies-video-game-addiction-health-disorder/709574002/
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