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This study aims to explore the lived experience of online gaming addiction among grade 11 STEM students at General Flaviano Yengko Senior High School. Specifically, it seeks to understand the profile of respondents, advantages and disadvantages of online gaming, and how gaming influences students' social behavior and psychological well-being. The study is limited to 40 grade 11 STEM students and focuses on how online gaming addiction affects their academic performance, behavior, and daily living. The theoretical framework discusses how gaming can boost learning through intrinsic motivation and skills practice. The significance is in understanding the impacts of excessive online gaming on students' social lives, academics, and well-being.

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0% found this document useful (0 votes)
55 views10 pages

PR 1

This study aims to explore the lived experience of online gaming addiction among grade 11 STEM students at General Flaviano Yengko Senior High School. Specifically, it seeks to understand the profile of respondents, advantages and disadvantages of online gaming, and how gaming influences students' social behavior and psychological well-being. The study is limited to 40 grade 11 STEM students and focuses on how online gaming addiction affects their academic performance, behavior, and daily living. The theoretical framework discusses how gaming can boost learning through intrinsic motivation and skills practice. The significance is in understanding the impacts of excessive online gaming on students' social lives, academics, and well-being.

Uploaded by

Xyril Novelero
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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General Flaviano Yengko Senior high School

PH 11-A, Pasong Buaya II, Imus City Cavite

Exploring the Lived Experience of Online Gaming


Addiction Among Grade 11-Stem
Students in GFYSHS

In Partial Fulfilment of the Requirements


of Practical research 1

Submitted by:
Dela peña, Louise Keith
Palce, Zyron Bocs
Enriquez Lei Kim
Tumbali, Xyril N.

Submitted to:
Alfredo G. Buhain Jr.
Practical Research 1 Teacher

Date Submitted:
March 11, 2024
I. Introduction

The Internet became the most important part of our habits in being able to

play online games and as this internet Era continues to develop, there are some

aspects in our life that are being affected. The Internet is used as a mode of medium

for our daily life activities through sharing information, Communications, shopping and

Playing Online games. The use of the Internet made it cheaper for people to access

information on the internet, and yet caused inevitable changes in their habits.

There are numerous changes in our daily lives that have resulted from the

increase in internet usage. Specifically, this growth has also contributed to the growth

of online gaming. Any kind of game that can be played online or over a computer

network is referred to as online gaming. Online gaming most often refers to multiplayer

video games played over the internet with participants located all over the world.

Online games are typically freeware apps that may be downloaded for no charge and

used indefinitely. This online gaming gives social connection, enjoyment, and cognitive

stimulation but, there are risks involved as well, most notably the possibility of

addiction. For the purpose of creating efficient interventions and support networks, it

is essential to comprehend the underlying causes of this addiction among students.

According to the American Psychiatric Association (APA, 2013) as the

consistent and prolonged use of the Internet to play videogames, frequently with other

gamers, that causes disruption and clinically impairs several aspects of a person’s life

(e.g., personal relationships, occupation and/or education). In addition, the Previous

studies have indicated various variables that predict and/or are associated with

gaming addiction, including attention-deficit/hyperactivity disorder (ADHD),


obsessive-compulsive disorder (OCD), anxiety and depression (Ates et al., 2018

Batmaz & Celik, 2021).

Because of this, there is rising worry over the possible impacts of excessive

online gaming on students' social life, academic standing, and general well-being,

among other areas of their lives. The main purpose of this research is to determine

how online gaming influences the social behavior and psychological well-being of

students by measuring their perceived gaming engagement, social behavior and

psychological well-being
Statement of the Problem

This study aimed to know the lived experience of online gaming addiction among the

Grade 11 Stem Students of GFYSHS.

Specifically, this study sought answers to the following questions:

1. What is the profile of the respondents in terms of:

1.1. Age

1.2. Gender

1.3. Education status

1.4. Online games commonly played

1.5. Length of time the respondents play online games (per day)

1.6. Length of time the respondents play online games in a week (in terms of hour)

1.7. Amount of money the respondents spend for online gaming (per purchase)

2. What are the advantages of online gaming among the selected students?

3. What are the disadvantages of online gaming the selected students?

Scope and Delimitation

This Research mainly focuses if online gaming or online gaming addiction

contributes to the daily living of Grade 11 stem students in GFYSHS. The participants

of the study are only limited to forty (40) Grade 11 stem students of GFYSHS who are

making use of Online Games or are affected by online gaming addiction, tracing its

relation to the academic performance, behavior and daily living of the chosen

participants.
Theoretical Framework

Gaming has demonstrated that educational games can boost memory

retention and the capacity to transfer knowledge to new areas, according to Molcho

(1988). Learners find instructional games appealing because they provide prolonged

involvement, clear and consistent goals, and a straightforward and innovative way to

provide high-level motivation. In addition, The most common argument in favor of

instructional gaming is the principle of intrinsic motivation. Empirical studies have

demonstrated that educational gaming possesses the inherent capacity to foster learners'

self-assurance in steering their own course. This theory proposes that the ideal balance

of fantasy, challenge, curiosity, and control constitutes intrinsic motivation in the context

of instructional gaming. Malone (1981) and By helping with content organization and

retention, gaming can be viewed as a rehearsal technique in the context of education

(Dwyer & Dwyer, 1985). This study presented the related theories which serve as a basis

to strengthen the study this study tells what are the causes and the possible effect of

online games. The first cause is the designers make characters look and act like humans

and the effect is sometimes people or the player feels this action like they are going to do

it, or the players act like the character in the game.

Next cause is when you soak at the computer you couldn’t even stand to eat. And for the

effect is hunger, not in mood, get sick, getting tired of everything especially for the

responsibilities, even when it comes to studying. The bad words they use as a

conversation to their co-players, the effect for this is when they talk to someone that is

elder to them like they are talking to a child. In other words they disrespect elders

especially to their parents now a days, almost everything can be done with just a click.
Almost everyone has their own computers It’s like all around entertainment machine in

one complete

package. The internet is usually referred to as the “cyber space” because it takes you to

another world where you can make friends without seeing each other or having mutual

friends. You can play games using it, communicate with others through it or even watch

movies on it. Over the years, online gaming is very popular with people of all ages around

the world. It served as a form of enjoyment without the need to go out and do physical

activities more people are engaged in online gaming without knowing how it affects them

today, experts see online gaming as a possible cause of addiction. Many of us spend long

hours playing games online which greatly affect our daily lives. It has become a problem

especially to student computer game addiction generally refers to an excessive, unhealthy

amount of playing computer games. Rather than engaging in the real world an addicted

user devotes the majority of his or her time

to gaming (Conrad,2011). The issue of game addiction is getting spread widely and

uncontrollable. Gaming addiction became a mysterious problem which is still difficult to

treat, more terrifying than alcohol or drugs addiction. Whereas, in fact, Dr. Shumaila

Yousafzai (2009) from Cardiff Business School said popular online video games warned

players not to overuse their products. These warning messages also suggest that the

online video game industry might know how high the percentage of over-users is, how

much time

gamers spend playing and what specific features make a particular game more engrossing

and addictive than others (Yousafzai, 2009). In other hand, cyber psychologist Dr. Zaheer

Hussain, from the University of Derby, said warning messages were not enough. As a first

step online game developers and publishers need to look into the structural features of

the game design, for example the character development, rapid absorption rate, and
multiplayer features which could make them addictive and or problematic for some gamers

Hussain (2008). Parents across the globe are increasingly concerned about their son's

online gaming habits. They are sure that there is a problem but counselors unfamiliar with

online gaming addiction don’t understand how seductive they can be. Fraser (2012)

mentions that kids are among the most vulnerable to video game addiction, experts said,

and may become violent when their "drug" is taken away. Video game and Internet

addiction usually point to other mental problems including anxiety, depression and trouble

forming healthy relationships.

Resman (2010) says, not only are children, teenagers, and college students affected by

online gaming addiction, but a growing number of adults are becoming hooked to online

gaming. While such cases are rare, mental health professionals say the fantasy worlds

offered by computer and videogames can become the stuff of very real addictions that

destroy marriages and careers. People of all ages are quickly becoming immersed in this

virtual fantasy world whereby they can easily escape problems in their lives. As in any

treatment program, the primary step to take in the path, according to Kimberly (2009), to

recovery is to accept and not refute “denial,” a defense mechanism that addicts frequently

employ and that effectively stops them from accepting treatment. Once this obstacle is

conquered, treatment can be performed more effectively than it would otherwise.


Significance of the study

The study aims to explore how online gaming impacts the daily lives of

students at General Flaviano Yengko Senior High School, shedding light on its

emotional, mental, physical, and financial effects, particularly on academic

performance.

To the Teachers By providing insights into whether gaming is merely a leisure activity

or has significant repercussions, it can inform teachers and offer strategies to mitigate

excessive gaming habits.

To the Students often overlook the consequences of excessive gaming due to the

enjoyment it brings, necessitating awareness to prompt corrective actions.

To the Parents This research is crucial for students and parents alike. Parents being

responsible for their children, should understand how gaming influences academic

performance and daily routines, enabling them to support their children effectively.

To the future Researchers Furthermore, the findings will serve as a valuable

resource for future researchers, aiding in the development of their studies and

contributing to the broader understanding of online gaming's impact on adolescents.


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