Practical Research1
Practical Research1
By
GERALD ILAGAN
JENNY RUBI
January 2024
1
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
TABLE OF CONTENTS
TITLE PAGE i
TABLE OF CONTENTS ii
CHAPTER
Introduction 3
Framework of the Study 6
Statement of the Problem 9
Significance of the Study 10
Scope and Limitation 12
Definition of Terms 13
3 METHODS 28
Research Design 29
Participants 30
Instrument
Data Gathering Procedure
Ethical Considerations 32
Data Analysis 32
REFERENCES 16
2
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
CHAPTER 1
THE PROBLEM AND ITS BACKGROUND
This chapter presents the introduction, framework of the study, statement of the
problem, ssignificance of the study, scope and limitation, and definitaion of terms
Introduction
In this modern era, the use of the internet has become widely popular . The intrternet
has taken stage in many people’s lives as they can obtain a myriad of information from it.
Nowadays, more and more people are starting to use the internet. At the same time,
online games have become extremely popular among the young generation thus leading to
the proliferation of online games addiction on a global platform. Online gaming has
become one of the most addictive internet activitites to date (Web and Chiou, 2006).
based on establised reserchers the study is interested in online games as well as now
playing such games affects the study and daily lives of them.
now playing such games affects their study and daily lives on them. Many have stayed
3
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
up late more than once playing computer or online games. And many have heard
complaints from families and significant others about the amount of time it spend
playing online games rather than with the family and their studies. Maybe a few person
have even wished that could sneak in a game while working. But this is a really a problem
Refers to the effects that playing online has on the ability of students to interact and
communicate with others in real-life social situations. It explores how online gaming
influence their social behavior, communication skills, teamwork, empathy, and other
report by Newzoo, a leading provider of market intelligence for the gaming industry, the
phillippines has a total of 43 million gamers, with a projected growth of 14.3% between
4
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
The purpose of this study is to investigate whether online game impacted students
positively or vice versa; focusing on three elements (time management, social life and
emotion). The rise in the use of the internet has led to many changes in daily life. In
particular, this rise has also led to the rise of online gaming can refer to any type of game
that someone can play through the internet or over a computer network. Most of the time,
online gaming refers to the vedio games played over the internet, where multiple players
are in different locations around the world. In the most case, online games are freeware
programs that can be used for an unlimited time and are available for free.
Today, one can see the impact of computer and vedio games in politicxs, television,
popular music and holywood. A lot of research is conducted to study its effect on lifestyle
and behavior of the wow power leveling gamer especially kids. Online game is the most
sought leisure activity followed by kids nowadays.Computers play a major role in shaping
the future of the kids. Days are gone when children loved to indulge in outdoor activities,
rather than running outside, children spend most of their time playing online games.
Online games surely have an impact on midst of kids. Taking into consideration, it is
positively a great mind exercise and helps kids explore many new things. It includes
5
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
interpretive skills. Some research shows that the children who play online games are
active and have sharper minds than their other counterparts, However, computers and
vedio games aslso receive much more negative critics, because game are often coined with
issue such as mindless entertainment, enhanced social recluse. Sexism and Consumerism.
Resesrch shows that kids who play violent vedio games showed on increased in emotional
The features of the internet and digital technology can be considered as one of the
greatest human inventions. Its immense benefits to human lives especially when it comes
marketing (Suriya, 2019) and new leisure activity such as video streaming and online
video gaming (King & Delfabbro, 2019; Pontes et al., 2019). However, behind its
6
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
framework tha can be utilized to comprehend how online gaming affects students social
skills development.
This idea holds that cognitive development is greatly influenced by social cantact.
Through multiplayer games, chat features, and online communities, social contact happens
in the context of online gaming. The social development concept proposes that social
skills including problem- solving, cooperation, communication, and collaboration can be
developed and practiced by students through online games. Students can develop their
negotiation, cooperation, and conflict-resolution skills through interactions with other
players. Students who play online games can interact with a varied range of people from
various backgrounds, which helps them to develop empathy and perspective-taking.
7
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
The gap between what a student can accomplish on their own and what they can
accomplish with the help and direction of a more experienced individuals is known as the
ZPD. According to Vygotsky, learning.
The primary focus of this research is to gan comprehensive insight into the struggles
and lived experiences of family members of children with special needs of surigao city
8
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
This study would determine the impact on online gaming among the students on
Northeastern Mindanao Colleges. Specifically, it sought to answer the following questions
1. How does online gaming impact the social skills development among the
selected students of Northeastern Mindanao Colleges?
2. How does online gaming impact the personality and behaviour of the
participants?
9
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
The study will be conducted to determine the impact of online gaming and how it
affects the academic performance of the students. This study was undertaken for the
School. when this study published or be success the school can fixed or help many
students on how many of the participants can get over on playing online games not only
on how but also why, why is it really need to stop or stay on playing online games,
because of some effect on the participants study habits if we say some of they students. are
playing online games and lets say they are addicted to, school can help them to prevent
Teacher. This study is important because it can help teachers to teached them
students about the positive and negative effects of online games in their study. And it is
also help to prevent the increasing addictive people in playing online gumes. This study
will sure that playing online games is have a good and bad effect in students, teachers and
10
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Students. As a student, Online gaming can be detrimental to one's health and social
life. I identify the impact on how many hours a day we sperul and stay positive in the
whole time and it is important to to identify the negative aspects of the problem and it is
also important to focus on the goal and progress that we have made If we choose to stop
Future Researchers. This study would help the future researcher, will serve as their
basis as they conduct similar studies related to this issue about Understanding the Impact
of online gaming. This study can be a help as a future reference for more studies in the
future.
11
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
This study focuses on the -understanding the impact of online gaming on social
skills development among the senior high students of northeastern mindanao colleges.This
study will be conducted at Northeastern Mindanao Colleges school year 2023-2024. Who
will represent as the participants of this study. The respondents of the study are the
Student of northeastern Mindanao colleges. Each of the respondents is given the same
questionnaires to answer. The results of this study will be applicable only to the
respondents of this study. The main source of data will be the questionnaire, which is
12
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Definition of Terms
The following terms are operationally defined to guide readers to have clear minds
academic obligations, develop time management skills, set game time restrictions.
Cognitive. Is a growing field of study that deals with human perception, thinking,
and learning
friendships with other students and It speaks about how well pupils get along with one
another and what skills they have that let them interact and communicate with others.
13
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
CHAPTER II
This chapter presents previous studies, articles, and many other information from
Online gaming is one of the most commonly used recreational hobbies of many
people (Islam et al., 2020). Some people have said that playing online games has a variety
relaxation, fun, social interaction, and even a mental escape from the real world. For most
people, Online gaming is one of the best past times that have to gain particularly in
teenagers and students. According to Kuss and Griffiths (2011) 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 most especially students who are
children, adolescents and (mostly young) adults allocate long time periods to playing
14
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
based on fantasy books or movies. Non-adventurous social MUDs and graphic (i.e. not
text-only) MUDs are less numerous and less popular,and thus will not be analyzed in the
paper. Important, MUDs are online role-play group games, often with hundreds of
simultaneous players. The players’ goals include the development to the maximal level of
the certain character chosen by the player and representing him or her in all the situations
taking place during the game. But this is not the only possible goal; popular The
the academic life of university students. It allows students to access the knowledge portal
like Google, Yahoo, LinkedIn, and other information and research portals provide tools
for students, academicians, and professionals as a resource for work and educationrelated
one’s mind and life experiences by producing effective work in classrooms, offices, and
even at home. Students in Sultan Kudarat State University ACCESS Campus particularly
in BPEd Department spend too much time on online games every week and appear to
suffer from diminished learning abilities, attention difficulties, low academic performance,
15
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
and reduced connections with others. The goal of this study is to define the consequences
According to Koshevela (2020) Gaming is part of culture around the world and has
an enormous impact on people's lives (King & Delfabbro, 2019). Playing online games is
deemed an essential activity throughout human live and most especially in child
development (rosyati et al..,2020). The gaming industry, offline and online, plays a vital
role in culture and economy (Liboriussen & Martin, 2016). Generally, playing games are
seen as valuable and positive to physical and mental health (King & Delfabbro, 2019). On
the other hand, modern gaming with the use of digital and internet technology, forming
Like an addiction to alcohol or drugs, gamers show several classic signs of addiction
gaming, lie about their gaming use, lose interest in other activities just to game,
withdrawal from family and friends to game, and use gaming as a means of psychological
escape (CitationLeung, 2004). This paper explores the emergence of online gaming
addiction and its impact on individuals and families. This paper reviews the nature of
online games and what makes them addictive among some players. As computers are
relied upon with greater frequency, detecting and diagnosing online gaming addiction may
16
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
by legitimate use of the Internet. This paper reviews the warning signs of online gaming
targets youth, and parenting and therapy considerations for this emergent client population
problems. (Institute of electrical Such games constitute a general mechanism for using
brain power to solve open problems. In fact, designing such a game is much like designing
an algorithm - it must be proven correct, its efficiency can be analyzed, a more efficient
version can supersede a less efficient one, and so on. "Games with a purpose" have a vast
accessibility, adult content filtering, and Internet search. Any game designed to address
these and other problems must ensure that game play results in a correct solution and, at
the same time, is enjoyable. People will play such games to be entertained, not to solve a
mental health problems. The comorbidity of mental health disorders and addiction to
despite the negative effects of online gaming, most of the participants or players can
17
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
display innovations around the world from one year to the next (King, Koster, & Billieux,
2019). The popularity of online gaming reflects a major cultural shift in leisure and
all ages play games daily for enjoyment and socialization, and some people report finding
deeper personal satisfaction and meaning in their virtual experiences than in the real
world. Gaming provides an endless and constantly changing play experience, often in a
social context, and there are new gaming products and innovative technologies continually
entering the consumer market. Many new games include features that make them more
immersive, socially integrated, and monetized than those before them. However, while
there can be many benefits associated with gaming, there is also growing recognition that
unrestricted screen time, particularly in younger people, can lead to harm and that gaming
control, and functional impairment. The two major diagnostic systems for mental
disorders, the DSM-5 and ICD-11, have recognized gaming as a disorder and advocated
for the need to better understand this condition. In the case of the DSM-5, gaming disorder
is listed as a condition for further study, not an official disorder. However, Gaming
18
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
disorder (GD) has recently been included in the forthcoming ICD-11. For simplicity, this
chapter will refer to gaming disorder to refer to the broad collection of terms used in the
the DSM/ICD. Definitions of GD refer to “persistent and recurrent use of the Internet to
engage in games, often with other players, leading to clinically significant impairment or
distress” (APA, 2013, p. 795). In the DSM-5, GD is indicated by meeting five or more of
the following criteria (which are similar to gambling and substance disorders) in a 12-
month period:
Since the early 1990s, the growing phenomenon of Internet gaming disorder (IGD)
has received increasing attention from researchers. Keepers (1990) first reported the case
of a young boy who was pathologically preoccupied with playing video games. This and
subsequent reports have led to the classification of excessive Internet and video game use
substance use. Griffiths (1995) outlined several symptoms related to Internet gaming
developed the Internet Addiction Test to assist with the diagnosis and severity assessment
of Internet addiction. However, it has been difficult to conceptualize IGD because there
has been no clear evidence for biological and epidemiological characteristics to date.
19
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
There has also been controversy regarding the classification of excessive Internet game
obsessive–compulsive disorder. Further, the terms used when describing IGD are
relatively inconsistent. IGD is also often called problem video game use, video game
maladaptive Internet use, Internet addiction, problematic Internet use, virtual addiction,
Internet dependency, etc. Explicit definitions and terminology are needed for the purpose
of reducing discrepancies found in the present IGD literature, particularly when assessing
results based, in part, on the use of various assessment tools and criteria. For example, the
overall prevalence of pathological Internet use among adolescents in Europe was 4.4%
(Durkee et al., 2012). The prevalence rates of problematic Internet use among US youth
ranged from 0% to 26.3% (Moreno, Jelenchick, Cox, Young, & Christakis, 2011). In Asia,
the prevalence of Internet addiction was 15.3% (Taiwan) (Lin, Ko, & Wu, 2011), 10.7%
(South Korea) (Park, Kim, & Cho, 2008), and 6.3% (China) (Li, Zhang, Lu, Zhang, &
Wang, 2014).
In May 2013, IGD was introduced in Section III of the Fifth Edition of the
Association, 2013) as “Internet Gaming Disorder.” Table 1 shows the diagnostic criteria
for IGD. These criteria include preoccupation with games, withdrawal symptoms,
20
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
tolerance, lack of control, loss of interest, continued excessive use, deception, mood
Diagnostic criteria for IGD mirror diagnostic criteria for other addictive disorders, such as
disorders such as substance and behavioral addictions (Han et al., 2011). These studies
have noted that males have a risk factor for IGD that is 2–3 times higher than the risk
factor for females. These sex-based risk factors are similar to those observed with respect
In 1954, Gebsattel postulated that any human interest can become addictive. But
only in the last decade have behavioral addictions such as Internet Gaming Disorder (IGD)
attracted the interest of researchers and clinicians (King and Delfabbro, 2014, Kuss et al.,
2014, Weinstein and Lejoyeux, 2015). The criteria of IGD, which was recently included in
the appendix of the DSM-5 (American Psychiatric Association, 2013), are based on the
criteria of substance-related addiction: (a) loss of control indicates that the beginning,
duration, and end of gaming sessions have slipped out of one's hands, resulting in long
playing times, (b) withdrawal symptoms such as nervousness can appear when gaming is
prohibited, (c) tolerance means that a subtle increase in the duration and frequency of use
is needed to obtain the desired effects, (d) reduced involvement indicates that involvement
21
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
means that one longs for the game and constantly thinks about it, and (f) attempts to cut
back are not met with success. Since IGD appears to be a worldwide health-related issue
with prevalence rates ranging from 1 to 9% (Müller et al., 2015), a better understanding of
agreeableness, and conscientiousness have been used to describe human personality for
many years (Costa & McCrae, 1985). Research on video game players’ personality has
previously focused on gaming addicts, regular gamers without further distinctions between
et al., 2015, Mehroof and Griffith, 2010, Müller et al., 2014, Yan et al., 2014, Yang et al.,
2005), probably abetting and maintaining it (Wölfling & Müller, 2009). This finding did
not hold true in the context of regular internet use in a former study (Landers &
showed that global internet use was also positively related to neuroticism (Mark &
Ganzach, 2014), perhaps because people who are neurotic use the internet to lower their
limited so far; however, Teng (2008) suggested that it did not differ from non-gamers in a
student sample. Regarding game genre, exposure to a role-playing game was not
22
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
correlated with emotional instability, and the role-playing gamers obtained a healthy
psychological profile in an early study (Simon, 1987), but role-playing gamers tended to
be high on neuroticism in a recent investigation (Graham & Gosling, 2013). The latter
might indicate that the role-playing gamers deny their negative emotions through games
association emerged between neuroticism and video game violence exposure (Bartholow,
Sestir, & Edward, 2005), thus violent contents that are primarily found in action games
might be too stimulating for people high in neuroticism. On the other hand, in a recent
study neurotic individuals preferred to play video games that were more violent (Chory &
Goodboy, 2011). The connection between neuroticism and other game genres has not been
explored yet.
There is some evidence that the frequent and addictive use of the internet and video
games is related to low extraversion (Landers and Lounsbury, 2006, Müller et al., 2014,
Ötztürk et al., 2015). The reduced face-to-face communication and anonymity of the
internet can probably provide an alternative to the eschewed offline social activities of
introverts and bind them. Contrarily, some studies have found no connection between
extraversion and internet addiction (Senormanci et al., 2014) or even a positive relation
between extraversion and global internet use (Mark & Ganzach, 2014), use of leisure
services (Amichai-Hamburger and Ben-Artzi, 2000, Tel and Sargent, 2004), online game
playing (Teng, 2008), and violent video game use (Chory & Goodboy, 2011). The latter is
23
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
consistent with previous media research (Bruggemann & Barry, 2002) and is explained by
sensation seeking, which requires activity and a “rush”. Role-playing gamers were found
to be low on extraversion (Douse & McManus, 1993). Maybe role-playing allows them to
expand their self by playing roles that would otherwise be inaccessible to them in real life.
But there is also evidence of extraverted role-playing gamers who focus on the interactive
and socializing elements of those games (Graham and Gosling, 2013, Worth and Book,
2014, Yee, 1999). Links between extraversion and other game genres have not been
explored so far.
A connection between internet use and openness was confirmed (Witt, Massman, &
Jackson, 2010) but as well disconfirmed (Landers & Lounsbury, 2006). These contrary
findings might be due to different options to move through the internet: It is possible to
search for but also to avoid new things. Regarding IGD, the user is constricted to a certain
field, so it is not surprising that IGD was associated with low openness (Wang et al.,
2015). However, participants performed better in creativity tests after having played action
video games (Yeh, 2015). In addition, openness was high in regular gamers (Teng, 2008,
Tuten and Bosniak, 2001, Witt et al., 2010), frequent players of violent video games
(Chory & Goodboy, 2011), and in role-playing gamers (Graham and Gosling, 2013,
Simon, 1987, Yee, 1999), probably because games often require fantasy activities and
imagination, and there are many things to explore in these kinds of games. The other game
genres have not yet been investigated with regard to the players’ level of openness.
24
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Low agreeableness was associated with IGD (Lehenbauer-Baum et al., 2015) and
internet usage in general (Landers & Lounsbury, 2006). These findings seem reasonable
because spending time in front of a computer may contradict social harmony. Playing
violent video games was related to low agreeableness (Chory & Goodboy, 2011).
Especially in violent games one does not tend to be kind; these games’ appeal may also
stem from the lack of social rules in violent virtual worlds. Role-playing gamers who
focused on achievement were found to have low agreeableness (Graham & Gosling,
2013). So far there are no studies that explored the relationship between the other game
Lounsbury, 2006). On the other hand, conscientiousness was also positively related to
internet use (Mark & Ganzach, 2014) and regular gamers (Teng, 2008). This finding
shows that using the internet can also demand and foster self-discipline and planned
IGD in a clinical sample of gaming addicts and also allowed to discriminate this group
from pathological gamblers and from internet addiction in general (Müller et al., 2014,
Wang et al., 2015). Role-playing gamers who play to gain a sense of achievement showed
low conscientiousness (Graham & Gosling, 2013), but there were no correlations between
25
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
conscientiousness and the use of violent video games (Chory & Goodboy, 2011). So far,
the relation between conscientiousness and other game genres has not been investigated.
regular gamers have been reported, even though these results do not show a consistent
who prefer different game genres. Therefore, the present study was designed to fill some
26
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
of the variety of virtual behaviors: children, adolescents and (mostly young) adults
often enter club-like online communities and enjoy the mixture of competitive gaming and
computer-mediated encounters. Regarding this research, the researcher observed what the
students of Northeastern Mindanao Colleges usually do and the students are more focused
on playing online games, also one of the things observed is their negligence in studying
that's why most students of Northeastern Mindanao colleges have low scores.
27
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
CHAPTER III
Methods
This chapter introduces the research methodology of the study. This includes the research
design, participants of the study, instrument used, data collection procedures, and data analysis.
questions about the study we are doing, but giving the question and survey is not enough
for the reader to understand it well. We observed and searched online websites related to
28
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Research Design
understand individuals' lived experiences and the meanings they attach to those
experiences. In this study, the focus is on exploring how students perceive and experience
Ethical Consideration
the impact ofonline gaming on social skills development among the student of
about the study's objectives, procedures, potential risks, and benefits, ensuring their
participants will have the option to withdraw from the study at any point without
repercussions. Throughout the research process, the researchers will diligently ensure the
safeguarding their confidentiality and contributing to the ethical conduct of this study.
29
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Participants
The study included senior high school students of Northeastern Mindanao Colleges. The
participants are in the prime of adolescence, so they are acutely aware of everything that is going
on around them. The researchers employed stratified random sampling wherein the researchers
sought cooperation from their senior peers in NEMCO to participate in the study. There were a
Instrument
In this study, the researchers made a researcher-made survey questionnaire to determine the
profile of the participants and the level of evaluation of the presence in terms of people present in
the classrooms.
The data gathering procedure for this research meticulously captures insights The impact of
online gaming on social skill among the students of northeastern Mindanao colleges.
30
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
encouraging open discussions about their experience and how social gaming affects their academic
performance. The researchers also ensured participants are fully informed about the research
purpose, procedures, and their voluntary involvement, obtaining explicit consent. The data
gathering procedure for this research meticulously captures insights The impact of online gaming
The researchers conducted one-on-one interviews, focus group discussions and questionnaires
with selected student of northeastern Mindanao College, encouraging open discussions about their
experience and how social gaming affects their academic performance. The researchers also
ensured participants are fully informed about the research purpose, procedures, and their voluntary
Ethical Considerations
impact ofonline gaming on social skills development among the student of Northeastern Mindanao
Colleges.
31
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
The researchers are committed to upholding the principles of confidentiality, privacy, and
respect for the participants' autonomy. In seeking informed consent, participants will be provided
with comprehensive information about the study's objectives, procedures, potential risks, and
benefits, ensuring their voluntary and informed participation. To minimize any potential harm or
discomfort, participants will have the option to withdraw from the study at any point without
repercussions. Throughout the research process, the researchers will diligently ensure the
safeguarding their confidentiality and contributing to the ethical conduct of this study.
Data Analysis
Understanding the impact of online gaming on social skills development among the student of
Northeastern Mindanao Colleges. The research aims to scrutinize the nuances of individual cases
within this particular context. Through a combination of focus group discussions and face-to-face
interviews, the study sought to capture the depth and diversity of participants' experiences.
Thematic analysis served as the method of choice for data analysis, enabling the identification and
exploration of recurring patterns, significant themes, and shared meanings embedded in the
collected data.
32
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
struggles faced by these families, contributing valuable insights to the existing body of knowledge
33
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
REFERENCES
http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_VOISKOUNSKY.
26(2).
https://doi.org/10.30829/tar.v26i2.519
Alkahtani, M. A. (2022). Parents’ view on the effect of online games on social interaction of
https://doi.org/10.1080/20473869.2022.2116906
Beate Braun a, Juliane M. Stopfer b, Kai W. Müller a, Manfred E. Beutel a, Boris Egloff c,
Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and
https://www.sciencedirect.com/science/article/abs/pii/S0747563215301722#preview-section-cited-
by
34
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
CCañares, N. (2023, August 5). THE EFFECTS OF ONLINE GAMES ON THE ACADEMIC
http://www.eprajournals.net/index.php/IJMR/article/view/2531
Daniel L. King, Paul H. Delfabbro, in Adolescent Addiction (Second Edition), (2020) Vedio
Doug Hyun Han, ... Perry F. Renshaw, in Neuropathology of Drug Addictions and Substance
https://www.sciencedirect.com/book/9780128006344/neuropathology-of-drug-addictions-and-
substance-misuse
Erdoğan, Ö. (2023). The mediator’s role of communication skills in the effect of social skills on
https://doi.org/10.1016/j.actpsy.2023.103948
Garcia, K., Jarabe, N., & Paragas, J. (2018). Negative Effects of Online Games on Academic
Performance. Southeast Asian Journal of Science and Technology, 3(1), 69-72. Retrieved from
https://www.sajst.org/online/index.php/sajst/article/view/40
35
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Hassan, H., Mailok, R., & Hashim, M. (2019). Gender and Game Genres Differences in Playing
https://doi.org/10.37134/jictie.vol6.1.2019
https://pdfs.semanticscholar.org/067c/7c74dfef7871a98cbf5ffdab0b931067441e.pdf
JRN Delos Santos, EE Cornillez (2020) Mobile games and academic performance off university
students.
https://www.academia.edu/download/65707805/Mobile_Games_and_Academic_Performance_of_
University_Students.pdf
Kamal, N. S. Z., & Wok, S. (2020). The Impact of Online Gaming Addiction on Mental Health
among IIUM Students. International Journal of Heritage, Art and Multimedia, 3 (11), 01-20.
DOI: 10.35631/IJHAM.311001
36
Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City
Li, F., Zhang, D., Shu, W., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of online
games on the growth of college students: A qualitative study from China. Frontiers in Psychology,
14. https://doi.org/10.3389/fpsyg.2023.1008211
https://www.academia.edu/download/54142779/PID28-523-532e.pdf
Seok, H. J., Lee, J. M., Park, C., & Park, J. Y. (2018). Understanding internet gaming addiction
among South Korean adolescents through photovoice. Children and Youth Services Review, 94,
35–42. https://doi.org/10.1016/j.childyouth.2018.09.009
37