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Practical Research1

This document is a research paper that aims to understand the impact of online gaming among students of Northeastern Mindanao Colleges. It introduces the background and purpose of studying how online gaming affects students' time management, social life, and emotions. The paper will review related literature on online gaming and its effects. It describes the research design, participants, instruments, data gathering procedures, and ethical considerations that will be used to analyze the impact of online gaming on students.

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0% found this document useful (0 votes)
77 views

Practical Research1

This document is a research paper that aims to understand the impact of online gaming among students of Northeastern Mindanao Colleges. It introduces the background and purpose of studying how online gaming affects students' time management, social life, and emotions. The paper will review related literature on online gaming and its effects. It describes the research design, participants, instruments, data gathering procedures, and ethical considerations that will be used to analyze the impact of online gaming on students.

Uploaded by

joemel ortiz
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 37

Northeastern Mindanao Colleges

Corner Rizal and Amat St.,


8400, Surigao City

UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


NORTHEASTERN MINDDANAO COLLEGES

UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE


STUDENTS OF NORTHEASTERN MINDANAO COLLEGES

A Research Paper presented to


The faculty of the High School Department
Northeastern Mindanao Colleges

In Partial Fulfillment of the Requirements for


Practical Research 1
STRAND gas

By

GERALD ILAGAN
JENNY RUBI

January 2024

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Northeastern Mindanao Colleges
Corner Rizal and Amat St.,
8400, Surigao City

UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


NORTHEASTERN MINDDANAO COLLEGES

TABLE OF CONTENTS

TITLE PAGE i
TABLE OF CONTENTS ii
CHAPTER

1 THE PROBLEM AND ITS BACKGROUND 3

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

2 REVIEW OF RELATED LITERATURE 14

Synthesis of the Review 27

3 METHODS 28
Research Design 29
Participants 30
Instrument
Data Gathering Procedure
Ethical Considerations 32
Data Analysis 32

REFERENCES 16

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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.

Based on stablisehed reserachers,T he thesis in interested In online games as well as

now playing such games affects their study and daily lives on them. Many have stayed

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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

nowadays. It might be psychologists and scientific researchers are beginning to recognize

that playing too much.

Online gaming is a growing phenomenon. New stories are bringing creative a

growing awareness of the 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

aspects of social interaction.

The popularity of online gaming in the Philippines is on the rise. According to a

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

2020 and 2023.

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


NORTHEASTERN MINDDANAO COLLEGES

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

improvement in recursive and proactive thingking, increased sociability and improved

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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

arousal and a corresponding decrease of activity in brain areas involving self-control,

inhabitation and attention.

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

to swift communication and industrial growth and development is indubitable. It has

played an essential role in current pedagogical tools, especially in higher education

(Karabaevna et al., 2020). It introduced recent economic approaches such as online

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

greatness lays huge detriments to human lives especially to mental health.

Framework of the Study

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The Social Development Theory developed by Lev Vygotsky is one theoretical

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.

Lev Vygotsky’s Social Development Theory states that social interaction is


essential to the development of cognitive abilities. Vygotsky through that social contacts
with more experienced people often referred to as the “zone of proximal development”
(ZPD) are the primary source of learning and cognitive development, According to
Vygotsky’s theory, students contacts with others especially adults or more experience
peers have an impact on their cognitive development. Students are exposed to new ideas,
concept, and ways of thinking that are beyond their current comprehension through these
interactions. Their social connection serves as a scaffold for their development as learners
and thinkers

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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

INPUT PROCESS OUTPUT

Profile of respondent: Phenomenological Understanding the


*Age Analysis impact of online
*Sex gaming on social skills
*Online games development

Figure 1. Schematic Diagram of the Study

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NORTHEASTERN MINDDANAO COLLEGES

Statement of the Problem

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?

3. Based on the findings, what recommendations may be proposed?

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Significance of the Study

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

benefits of the following.

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

playing online game.

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

their child and also to their relatives.

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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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

online games we can achieve our dreams.

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.

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Corner Rizal and Amat St.,
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NORTHEASTERN MINDDANAO COLLEGES

Scope and Limitation of the Study

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

prepared by the researchers.

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Corner Rizal and Amat St.,
8400, Surigao City

UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


NORTHEASTERN MINDDANAO COLLEGES

Definition of Terms

The following terms are operationally defined to guide readers to have clear minds

as to its use and purposes

Academic Performance. It refers to the evaluation of the students to prioritize their

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

Social Skills Development. It refers to the evaluation of the students’ to develop

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.

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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter presents previous studies, articles, and many other information from

published journal and internet that are related to study hand.

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

of reasons to play because it can be a stress reliever, a challenge and competition,

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

stressed out cause after doing school works and studies.

Online gaming is an essential component of the variety of virtual behaviors:

children, adolescents and (mostly young) adults allocate long time periods to playing

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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online (Alexander E. Voiskounsky.,2004). Players often enter club-like online

communities and enjoy the mixture of competitive gaming and computer-mediated

encounters. A well-known example is a steady online community of MUDders. Basically,

MUDs (Multi-User Dungeon, or Multi-User Dimension) are text-only virtual

environments, usually in a form of an adventure game; the latter is either original, or is

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

technological advancement of internet connectivity in the Philippines plays a vital role in

the academic life of university students. It allows students to access the knowledge portal

where vast information is provided by various information service providers. Companies

like Google, Yahoo, LinkedIn, and other information and research portals provide tools

for students, academicians, and professionals as a resource for work and educationrelated

activities. The internet, as a source of knowledge, plays an important role in improving

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,

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and reduced connections with others. The goal of this study is to define the consequences

of online gaming apps for students’ academic success.

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

online gaming seen to be problematic.

Like an addiction to alcohol or drugs, gamers show several classic signs of addiction

(CitationGrusser, Thalemann, and Griffiths, 2007). They become preoccupied with

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

be difficult for clinicians, especially as symptoms of a possible problem may be masked

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by legitimate use of the Internet. This paper reviews the warning signs of online gaming

addiction, adolescent issues involved in gaming addiction, especially as the industry

targets youth, and parenting and therapy considerations for this emergent client population

Through online games, people can collectively solve large-scale computational

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

range of applications in areas as diverse as security, computer vision, Internet

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

problem - no matter how laudable the objective

According also to Psychosocial development can be compromised by addiction and

mental health problems. The comorbidity of mental health disorders and addiction to

substances is extremely high.

despite the negative effects of online gaming, most of the participants or players can

earn money by playing online games

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Video gaming is a billion-dollar global industry which continues to expand and

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

recreation preferences for screen-based entertainment over other pastimes. Individuals of

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

can be highly time-consuming and addictive for some vulnerable individuals.

These developments have led to the recognition of Gaming disorder (sometimes

termed “video game addiction”)—a disorder characterized by persistent gaming, impaired

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

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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

literature to refer to the most extreme patterns of gaming-related problems as described in

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

as an “addiction” or a “dependence,” similar to the terms used when describing excessive

substance use. Griffiths (1995) outlined several symptoms related to Internet gaming

addiction, including salience, mood modification, tolerance, withdrawal, conflict, and

relapse. Greenfield (1999) introduced 12 warning signs for a type of cyber-space

compulsion that could be considered a “virtual addiction.” Subsequently, Young (1998)

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.

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There has also been controversy regarding the classification of excessive Internet game

playing as a disease, similar to impulse control disorder, addictive disorder, and

obsessive–compulsive disorder. Further, the terms used when describing IGD are

relatively inconsistent. IGD is also often called problem video game use, video game

addiction, computer addiction, compulsive Internet use, pathological Internet use,

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

prevalence. Epidemiological studies on the prevalence of IGD have reported differing

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

Diagnostic and Statistical Manual of Mental Disorders (DSM-5) (American Psychiatric

Association, 2013) as “Internet Gaming Disorder.” Table 1 shows the diagnostic criteria

for IGD. These criteria include preoccupation with games, withdrawal symptoms,

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tolerance, lack of control, loss of interest, continued excessive use, deception, mood

modification, and jeopardizing a relationship, job, or educational or career opportunity.

Diagnostic criteria for IGD mirror diagnostic criteria for other addictive disorders, such as

pathological gambling. Neuroimaging studies have focused on structural and functional

brain changes in individuals with IGD, similar to neuroimaging studies focusing on

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

to pathological gambling (Sasmaz et al., 2014).

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

in non-gaming activities is neglected, potentially causing social isolation, (e) craving

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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

this emerging mental disorder is crucial.

The Big Five personality traits neuroticism, extraversion, openness to experience,

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

game genres, and role-playing gamers in particular.

According to research, high neuroticism is associated with IGD (Lehenbauer-Baum

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 &

Lounsbury, 2006). However, a recent large-scale representative study of young adults

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

feelings of loneliness. Our knowledge on the neuroticism level of regular gamers is

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

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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

set in fantastical scenarios but there are no further investigations up to now. No

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

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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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.

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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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

genres and agreeableness.

Internet use was negatively correlated with conscientiousness (Landers &

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

behavior. Importantly, low conscientiousness appeared as the most powerful predictor of

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

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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.

In summary, many findings on personality in gaming addicts and, to a lesser extent,

regular gamers have been reported, even though these results do not show a consistent

pattern. Furthermore, there is a lack of research on personality in non-gamers and gamers

who prefer different game genres. Therefore, the present study was designed to fill some

of these gaps in addition to replicating prior findings.

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Synthesis of the Review

According to (Alexander E. Voiskounsky.,2004) Online gaming is an essential component

of the variety of virtual behaviors: children, adolescents and (mostly young) adults

allocate long time periods to playing online (Alexander E. Voiskounsky.,2004). Players

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.

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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.

The methodology we used in doing this research is t we conduct a survey among

high school students of northeastern mindanao colleges. asking questions of related

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

our studied issue.Research Design

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Research Design

This study utilized a qualitative phenomenological approach in order to explore and

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

the impact of online gaming on their social skills development.

Ethical Consideration

Ethical considerations are paramount in conducting this research on Understanding

the impact ofonline gaming on social skills development among the student of

Northeastern Mindanao Colleges. 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

anonymization of participants' identities in reporting and disseminating findings, thereby

safeguarding their confidentiality and contributing to the ethical conduct of this study.

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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

total of 181 participants.

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.

Data Gathering Procedure

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.

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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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 involvement, obtaining explicit consent. 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.

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

involvement, obtaining explicit consent

Ethical Considerations

Ethical considerations are paramount in conducting this research on Understanding the

impact ofonline gaming on social skills development among the student of Northeastern Mindanao

Colleges.

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UNDERSTANDING THE IMPACT OF ONLINE GAMING AMONG THE STUDENTS OF


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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

anonymization of participants' identities in reporting and disseminating findings, thereby

safeguarding their confidentiality and contributing to the ethical conduct of this study.

Data Analysis

In this qualitative study, a phenomenological approach was employed to burrow in the

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.

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This approach aimed to provide a comprehensive and insightful understanding of the

struggles faced by these families, contributing valuable insights to the existing body of knowledge

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NORTHEASTERN MINDDANAO COLLEGES

CCañares, N. (2023, August 5). THE EFFECTS OF ONLINE GAMES ON THE ACADEMIC

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NORTHEASTERN MINDDANAO COLLEGES

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