Research Paper Final
Research Paper Final
OF STUDENTS
By:
BASA, Kristina
CANO, Quennie
CATANGUE, Ardene
CEDRON, Christina
DELA CRUZ, Kyle
DIONEDA, Justine Allison
DUQUE, Mia Jobelle
FAMINIALAGAO, Daphne
OJEDA, Clarisse Natalie
Submitted to:
Obligar, Gretchen E.
March
2021
OUR LADY OF FATIMA UNIVERSITY
ABSTRACT
As the time goes by, Online Gaming in the Philippines starts to grow and have
different features like high quality graphics, more enjoying the twist of the game and of
course how the game is being played. The researchers aim to show what are the
impacts of it on the time management of a person and how it will affect its life. In this
research topic you'll know what are the negative impacts of online games in students'
time management. The study was conducted to know a person’s opinion about it,
This research aims to find out how it impacts a person’s life and how time consuming
an online game is. The main purpose of this said study is to aid and spread awareness
to students on the negative and/or positive impact of online games on the time
problem. The qualitative research method was used on this research to gather and
interpret the datas about the present conditions by analyzing the answers of the
respondents on the survey. The respondents of this study were purposely selected
students aged 15-20 years old who are actually engaged in playing online games. After
gathering the data we came up with the findings, together with the conclusion,
ENDORSEMENT
This thesis entitled: "The Impact of Online Games in Time Management of Students"
prepared by Mia Jobelle N. Duque, Clarisse Natalie G. Ojeda, Justine Allison E.
Dioneda, Daphne F. Faminialagao, Ardene C. Catangue, Christina Z. Cedron, Kristina M.
Basa, Quennie M. Cano, and Kyle Ashley B. Dela Cruz of Y2-10, in partial fulfillment of
the requirements for the strand of Accountancy and Business Management has been
examined and now recommended for Oral Examination.
This is to certify that Mia Jobelle N. Duque, Clarisse Natalie G. Ojeda, Justine Allison E.
Dioneda, Daphne F. Faminialagao, Ardene C. Catangue, Christina Z. Cedron, Kristina M.
Basa, Quennie M. Cano, and Kyle Ashley B. Dela Cruz, are ready for the Oral
Examination.
This is to certify that the thesis: "The Impact of Online Games in Time Management of
Students" prepared and submitted by Mia Jobelle N. Duque, Clarisse Natalie G. Ojeda,
Justine Allison E. Dioneda, Daphne F. Faminialagao, Ardene C. Catangue, Christina Z.
Cedron, Kristina M. Basa, Quennie M. Cano, and Kyle Ashley B. Dela Cruz of Y2-10, is
recommended for Oral Examination.
ACKNOWLEDGEMENT
The researchers would like to express their sincerest gratitude and appreciation to the
following:
First and foremost, a big praise to our Almighty God for giving knowledge, love, and also
for showering the blessings throughout this research work to be successfully completed.
To our research adviser, Mrs. Gretchen E. Obligar for the full guidance and patience
given on making this research. Importing her knowledge and expertise helped us to
make this research work possible to be completed.
To our parents, we are sincerely grateful for your hard work and sacrifices given just to
provide or support us in terms of financial needs and you also serve as our motivation to
finish this research work.
And lastly, to those students who participated to finish this study. We are thankful to all of
you for being part of this research, we will never forget your contributions on this said
study.
The Researchers
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CERTIFICATE OF ORIGINALITY
We hereby declare that this thesis is our own work and that, to the best of our knowledge
and belief, it contains no material previously published or written by another person nor
material to which to a substantial extent has been accepted for award of any other
degree or diploma of a university or other institute of higher learning, except where due
acknowledgement is made in the text.
We also declare that the intellectual content of this thesis is the product of our work,
even though we may have received assistance from others on style, presentation, and
language expression.
Members:
Basa, Kristina
Cano, Quennie
Catangue, Ardene
Cedron, Christina
Dela Cruz, Kyle Ashley
Dioneda, Justine Allison
Faminialagao, Daphne
Date:
OUR LADY OF FATIMA UNIVERSITY
TABLE OF CONTENTS
Page
Title Page…………………………………………….……………………………………….. i
Abstract……………………………………………………….……...………………………. ii
Acknowledgements..………………………………………………………………..….….. iv
Certificate of Originality…………….……………………………………………….......… v
Table of Contents……………………………….……………………………………...…… vi
Introduction 1
2. METHODOLOGY
Method of Research 4
Research Instruments 6
Summary of Findings 17
Conclusion 18
Recommendations 19
BIBLIOGRAPHY 20
APPENDICES
Appendix 2 Answers 22
Introduction:
The Internet as a source of data plays a vital part in creating one's intellect and
domestic. These days, this may be a person's most efficient strategic device for
empowering himself to require charge and adapt to the quickly developing technology.
Online gaming is one of the widely used leisure activities by many people. For some
people, it is said that playing video games has several reasons to be played, for it can be
and even mentally escaping from the real world. For most people, online gaming is one
of the best pastimes that they acquire especially for teenagers, youngsters, and
students. According to Kuss & Griffiths [2], teens who play online games are just having
fun. They do not just actually play because of some sort of seriousness, but also
because they just want to feel relief. During school hours, students tend to feel stressed
due to loads of school work, and playing it will relieve their stress. As the time goes by,
Online Gaming in the Philippines starts to grow and have different features like high
quality graphics,more enjoying the twist of the game and of course how the game is
being played. The researchers aim to show what are the impacts of it on the time
management of a person and how will affect its life. The study was conducted to know a
person’s opinion about it, whether this contained advantages and disadvantages. This
research aims to find out how it impacts a person’s life and how time consuming an
The main purpose of this said study is to aid and spread awareness to students
on the negative and/or positive impact of online games on the time management of
students, and to provide a solution to the negative impacts of said problem. The
obstacles faced by the students might be caused by the lack of time management skills
of a student and their lack of knowledge on how to overcome the negative effects of this
problem, giving them a hard time organizing the things they have to do.
1. What are the difficulties experienced by the students that had the negative impact of
2. What are the positive effects of online games to their time management?
3. What are the solutions available to the affected students so that they can ease away
Significance of Study:
The underlying success of this research paper will be greatly benefited to the
following:
Parents. This study will help parents in guiding their children to greatly change
their time management skills and lessen the stress their children may partake in. This
also helps parents understand their children more, creating way less stress and
conflict when helping out their children on things they do not have a deep understanding
of.
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Students. This study will further help you know what you lack in your time
management skills and help you develop said skills so that in the future you won't have
Teachers. This paper will further enhance your understanding on how students
behave. This will also help you on scheduling your activities with students as some
This study focuses on the different impacts of Online Games on a students’ time
management. The researchers will conduct a study on those students that are 15-20
years old since most of those ages are most likely to be a player of Online Games.
Mainly the respondents will just be selected from the range of 15-20 years old. The
survey will be done out and in the coverage of the campus. So, for the chosen
Chapter 2
METHODOLOGY
This chapter deals with research design, the population, sampling, instruments and
procedures for data collection and analysis. Criteria for establishing trustworthiness and
Method of Research
This research focuses on the positive and negative impact of online games on
the time management of the students. The main tool used by the researchers to collect
the data is the process of survey. Moreover, the questions will be answered based on the
The qualitative research method was used on this research to gather and interpret
the datas about the present conditions by analyzing the answers of the respondents on
the survey. Moreover, by using this method it emphasizes the present status of a certain
phenomenon. It portrays a current situation, person and process. The students who play
online games at the same time studying are the one to possess the necessary
Crossman (2020) features that the Qualitative research is a type of social science
research that collects non-numerical data and works with it, so we can understand the
social life of a particular population or places on these studies. With this type of research
, the research can be universal, because of the data gathered it can be related to words
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experiences. It can be used to gather in-depth insights into a problem or generate new
ideas for research. Qualitative research is used to understand how people experience
the world. While there are many approaches to qualitative research, they tend to be
flexible and focus on retaining rich meaning when interpreting data.(Published on June
The respondents of this study were purposely selected students aged 15-20
years old who are actually engaged in playing online games. There were (number of
relies on the judgement of the researchers when it comes to selecting the units
This study used this kind of method for the reason that there are specific
characteristics that the study needed. These techniques will surely manifest in the
This means that the researchers will get the targeted sample quickly because of
Research Instruments
study methodology. This includes the survey or checklist the researches needed to
conduct. And the way that the surveyor came up with the participants. You may be asked
open-ended questions by the use of technology, where the respondents will be given an
opportunity to express their views and insights about the given question. And the
participants needed to answer the questions that the surveyor’s going to ask, they could
answer by their own words that would make them comfortable to answer. They will be
given an online questionnaire to participants who are able to answer it. Using technology
The researcher's study entitled " The Impact of Online Games in Time
that is selected based on characteristics of a population and the objective of the study
(Crossman , 2020) . In this research the researchers use this because their main goal is
the response from students who are playing online games while studying so they can
The researchers constructed a letter of consent for the specified students before
gathering the data and information of respondents, and making sure it is secured first
and given permission to respondents during the gathering of data.Before giving away the
research teacher, the research teacher is expected to validate and inspect the
formulated questions regarding the topic. The researchers will give questions to the
selected respondents, and answer it in their own word and opinion freely. After gathering
data and information, it has to be recorded, summarized and analyzed by the answer of
respondents given.
REFERENCES
https://www.thoughtco.com/qualitative-research-methods-3026555
https://www.scribbr.com/methodology/qualitative-research/
https://www.thoughtco.com/purposive-sampling-3026727
Rehttp://study.com/academy/lesson/what-is-sampling-in-research-definition-methods-im
portance.html
Kuss, D., Griffiths, M. (2012). Adolescent online gaming addiction. Education and Health.
https://knepublishing.com/index.php/KnE-Social/article/view/2447/5372#info/contributor_
2
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Chapter 3
population, sampling, instruments and procedures for data collection and analysis.
This research focuses on the negative and positive effects of online games in
students' time management. The main tool used by the researchers to collect the data is
the process of survey. Moreover, the questions will be answered based on the situation
want to access a specific sub-group of folks, as all study participants are really chosen
The respondents of this study were ten purposively selected from students in or
out of the campus and aged between 15 to 20 years old and playing online games.
selecting the sample they believe can be the most fruitful in answering the research
qualities of potential participants that affect the contribution they could provide to the
study. These variables may be simple demographics such as age, gender and
socioeconomic status but can also include more nuanced aspects such as specific
Therefore , researchers would get the sample easily and rapidly because of the
Survey
are planed, and create in advance so you may be asked question about what do you
play online games,what did you like about online games and other casual question, we
Wherein the respondents will be given an opportunity to express their views and
insights about the given question. And the participants needed to answer the questions
that the surveyor’s going to ask, they could answer by their own words that would make
Chapter 4
This chapter presents the analysis and interpretation of the data accumulated
by the researchers. The data was analyzed and interpreted utilizing thematic analysis to
The collected qualitative data become the basis of knowing the impact of
Results
1. What are the difficulties experienced by the students that had the negative
Four themes were identified to answer the first research questions. They are as
follows:
From the data gathered, it showed that two participants claimed that their
learning was affected. Because of spending more time playing online games it creates a
Participant 1 stated "Most of the time, we forget what our priorities are because
of the online games. We focus more on this rather than attending our online classes and
doing our school work." Participant 2 stated "Having not enough energy when attending
class because I'm lack of sleep." The statement claims that lack of sleep affects a
From the data gathered, three participants agreed that playing online games is
addictive. When you start playing it, there is a possibility that you will become obsessed
with it and this can be caused by losing control of yourself in spending time here.
With these thoughts, participants 1,2 and 3 said that It is difficult to control
It has been demonstrated that video game addicts suffered poorer mental health
online games or playing online games is lack of sleep and at the same time they can
damage your eyesight”, Participant 10 stated that "It may affect your health. You may
have a lack of sleep because you spend more time playing online games." Some of the
From the data gathered, some of the respondents are not prioritizing the important
tasks like doing household chores, doing school work and also not prioritizing their family
Participant 3 stated that "Online games consumed most of the family and study
time. It also hinders us to have some social time and to not explore about different things
sa bahay at kulang na rin sa tulog.". Participant 9 stated that "Bilang isang online gamer,
nasusunod yung mga utos ng parents or ate ko dahil kailangan kong tapusin yung laro
ko at dahil doon nagagalit sila sa akin at pinagmumulan na ito ng away.". The answers of
participant 3, 6 and 9 representing that they're not prioritizing their tasks and because of
2. . What are the positive effects of online games to their time management?
Four themes were identified to answer the second research question. They are
as follows:
Theme 1: Socializing
Multiplayer Online Games (MOGs) like Defense of the Ancients and StarCraft II
have attracted hundreds of millions of users who communicate, interact, and socialize
Participant 1 stated that "You learn how to socialize with others and then make
new friends.", socializing through games is one of the best in gaming especially when
you feel sad and lonely and also because of socializing you can gain friends or
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game buddies. In gaming one of the positive impacts is the students will improve their
social skills.
Stress reliever is something that relieves the stress. Based on the answers of the
friend who's playing the same game, having a great time and enjoyment.", Participant 5
stated that "It will save you from sadness, pero pag puro talo lumbay ka.", Gaming is one
of the stress relievers especially for the students and also gaming can save you from
sadness.
Learning English is usually learned by the students from the school but based
on the answer of one of the respondents, some students who play online games can
also learn English through gaming especially when the student is socializing with
Participant 6 stated that "I learn English and I've found some playing
buddies.". Finding playing buddies in different countries is one of the best experiences in
gaming. Chatting with players who live in different countries is one of the ways to learn
Gaining friends through gaming is also one the best. Having online
friends is fun and exciting. Online friendships can develop in places like forums, gaming
sites, blogs, online groups, Facebook, or even from websites that help you meet friends.
Participant 8 stated that "I can play with my friends", Participant 9 stated that
“I'm Ineovina and because of online games I have a lot of friends.” Based on the
answers of the participant 8 and 9, gaming is also a way to find and gain friends. Gaming
Online gaming has positive effects like the answers of the respondents like
socializing, gaining friends, learning English and also gaming is a stress reliever
3. . What are the solutions available to the affected students so that they can
One theme was identified to answer the third research question. They
are as follows:
Time and Self-Management can help students to focus on what they need to do
and prioritize things and organize it, Managing your time and self little by little can help
you get through to your task and finish your goal clearly and smoothly.
Participants 2 , 6 and 9 advise that “do your chores and activity first before playing
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online games”, “i would suggest that try to prioritize their activities first”,“ do your activity
first before you play”. Participant 5 says that “ Practice self-management and self-control
and not only the time” . And the rest of participants advise that keep on going on what
you love but do not forget your studies and know your limitations.
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Chapter 5
The purpose of this study was to know and identify the impact of online games
especially in the time management of the students. There were ten respondents who
The study used qualitative research design. And also by gathering data, the
study used surveys as the main tool. The data were analyzed using thematic analysis.
SUMMARY OF FINDINGS
After interpreting the data, the researchers came up with the following findings:
1. What are the difficulties experienced by the students that had the negative
students' time management, and the difficulties are that [1] the students forget what is
their priorities because of playing online games, [2] the students are losing focus on
studying, not getting enough sleep, [3] the students are not doing household chores
2. What are the positive effects of online games to their time management?
The researchers found out that playing online games has positive effects in
students' time management. Some of them said that it is their way to release stress,
some said that it is their one way to communicate with friends who are playing the same
game, to learn how to socialize with other people and make friends with them.
3. What are the solutions available to the affected students so that they can
The researchers found out the solutions students ease the negative impacts of
online gaming in their time management. According to the point of view of students,
Most of them said that prioritize your study first,and also focus on other things not just
playing online games, and learn to have self control and balance your time.
CONCLUSION
In this part,states here that the students are having lack of time management in
their studies because they are playing at the same time.This statement is based on all
parts of the research that will be input. It says that many students are experiencing some
Based on the findings of interpretation of the study in the previous chapter, the following
1. Majority of the students say "yes" rather than "no" in the first question "Does time
2. Majority of the students say "do my activities first" in the question of "Activity first or
Online games?".
3. Some of the students answer "for stress relief" and some of them are "for fun" in the
4. And lastly, some students answer "2-3 hours" and some of them are "4-6 hours" on
the question of "How many hours do you spend playing online games?".
RECOMMENDATIONS
1. The researchers would like to recommend to parents that they should be aware
2. The researchers would like to recommend to the students that they must know to
play responsibly; they should know how to balance their time on online gaming
and other personal matters. They can set a time limit so that they will not
3. For teachers, the researchers would like to recommend to inform the students
about the possible impacts of online gaming and also teach them how to manage
BIBLIOGRAPHY
https://doi.org/10.1016/j.earlhumdev.2019.03.016.
(https://www.sciencedirect.com/science/article/pii/S0378378219301859)
Wang, JL., Sheng, JR., & Wang, HZ. (2019, September 06). The Association
Between Mobile Game Addiction and Depression, Social Anxiety, and Loneliness.
Jia, AL., Shen, S., De Bovenkamp, RV., & Losup, A. (2015, October). Socializing
Staff Author, (2017, July 14). What Really Constitutes an Online Friend?.
https://www.liveabout.com/what-really-constitutes-an-online-friend-1385663
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APPENDICES
APPENDIX A
SURVEY QUESTIONS
1. As a student and gamer at the same time, do you manage your time effectively?
3. What would you do if you are having a short time doing your activities in school
4. Would you rather do your activities first and play online games first in your free
time?
7. What do you think is the positive effect of online games based on your
experience?
9. What is your advice to those students who wanted to try playing online games
while studying?
10. What do you think is the negative effect of online games based on your
experience?
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APPENDIX B
PARTICIPANT 1.
1. As a student and a gamer at the same time, do you manage your time
3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
7. What do you think is the positive effect of online games based on your
experience?
PARTICIPANT 1: "You learn how to socialize with others and then make
new friends."
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9. What is your advice to those students who wanted to try playing online
PARTICIPANT 1: "I would suggest that they prioritize their activity first."
10. What do you think is the negative effect of online games based on your
experience?
online games or playing online games is lack of sleep and at the same
PARTICIPANT 2.
1. As a student and gamer at the same time, do you manage your time
PARTICIPANT 2: "Yes"
3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
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PARTICIPANT 2: "Exactly"
online games"
7. What do you think is the positive effect of online games based on your
experience ?
9. What is your advice to those students who wanted to try playing online
10. What do you think is the negative effect of online games based on your
experience?
playing online games, the sooner they fall asleep. Lack of concentration
will be an issue to you that spend more time in playing online games
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PARTICIPANT 3.
1. As a student and gamer at the same time, do you manage your time
3. What would you do if you are having a short time doing your activities in
games"
4. Would you rather do your activities first and play online games in your
free time?
doing my schoolworks."
7. What do you think is the positive effect of online games based on your
experience ?
9. What is your advice to those students who wanted to try playing online
PARTICIPANT 3: "Know your limits and know what you should prioritize
10. What do you think is the negative effect of online games based on your
experience?
time. It also hinders us to have some social time and to not explore
PARTICIPANT 4.
1. As a student and a gamer at the same time, do you manage your time
3. What would you do if you are having a short time doing your activities in
alternative games that take less time to play than other games that have
4. Would you rather do your activities first and play online games in your
free time?
7. What do you think is the positive effect of online games based on your
experience?
who's playing the same game, having a great time and enjoyment."
9. What is your advice to those students who wanted to try playing online
10. What do you think is the negative effect of online games based on your
experience?
example, not eating at the right time, losing focus on studying, not enough
do projects. "
PARTICIPANT 5.
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 5: "Yes."
3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
PARTICIPANT 5: "Yes."
PARTICIPANT 5: "No."
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7. What do you think is the positive effect of online games based on your
experience?
PARTICIPANT 5: "It will save you from sadness, pero pag puro talo
9. What is your advice to those students who wanted to try playing online
10. What do you think is the negative effect of online games based on your
experience?
PARTICIPANT 6.
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 6: "Yes"
3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
PARTICIPANT 6: "No."
7. What do you think is the positive effect of online games based on your
experience?
PARTICIPANT 6: "I learn english and I've found some playing buddies."
9. What is your advice to those students who wanted to try playing online
PARTICIPANT 6: " Do your chores and activity first before playing online
games."
10. What do you think is the negative effect of online games based on your
experience?
PARTICIPANT 7
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 7: "Yes"
PARTICIPANT 7: "Oo."
3. What would you do if you are having a short time doing your activities in
games."
4. Would you rather do your activities first and play online games in your
free time?
7. What do you think is the positive effect of online games based on your
experience?
9. What is your advice to those students who wanted to try playing online
PARTICIPANT 7: " Tuloy nyo lang basta unahin niyo muna pag-aaral niyo
bago laro."
10. What do you think is the negative effect of online games based on your
experience?
online games. We focus more rather than attending our online class and
doing our online work. It became more accessible to all of us since it's just
PARTICIPANT 8.
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 8: "Yes"
3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
PARTICIPANT 8: "No"
7. What do you think is the positive effect of online games based on your
experience?
9. What is your advice to those students who wanted to try playing online
10. What do you think is the negative effect of online games based on your
experience?
PARTICIPANT 9.
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 9: "Yes"
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3. What would you do if you are having a short time doing your activities in
4. Would you rather do your activities first and play online games in your
free time?
PARTICIPANT 9: "No"
7. What do you think is the positive effect of online games based on your
experience?
PARTICIPANT 9: " I'm Ineovina and because of online games I have a lot
of friends."
9. What is your advice to those students who wanted to try playing online
10. What do you think is the negative effect of online games based on your
experience?
PARTICIPANT 10.
1. As a student and a gamer at the same time, do you manage your time
PARTICIPANT 10: "Yes, because I can do online gaming and acads at the
same time."
3. What would you do if you are having a short time doing your activities in
4. What would you do if you are having a short time doing your activities in
my time already on online gaming rather than doing some important stuff."
7. What is your advice to those students who wanted to try playing online
PARTICIPANT 10: "I learn how to concentrate and i also learn how to
weigh my priorities"
9. What is your advice to those students who wanted to try playing online
PARTICIPANT 10: " Know your limits when it comes to online games."
10. What do you think is the negative effect of online games based on your
experience?
PARTICIPANT 10: "It may affect your health. You may have a lack of
.
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CURRICULUM VITAE
EMAIL: [email protected]
AGE: 16
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 17
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 17
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 17
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 16
GENDER: MALE
NATIONALITY: FILIPINO
AND DANCING
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CURRICULUM VITAE
EMAIL: [email protected]
AGE: 17
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 17
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 16
GENDER: FEMALE
NATIONALITY: FILIPINO
CURRICULUM VITAE
EMAIL: [email protected]
AGE: 18
GENDER: FEMALE
NATIONALITY: FILIPINO