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INTRODUCTION
The internet has been touched as a premier educational tool. It drives the schools
to integrate internet services among its classroom environment. It also become part of the
daily lives of people including the engagement of the internet like browsing, researches
and mostly for wide connection of everyone. On the other side, online and offline gaming
According to Wakoopa (2012), computer games are the second most frequently
used application after social media. Online and offline games are preferred by wide range
of people ranging children and especially the adolescents. In addition, several studies
showed that the average game player is 30 years old and 32% of the players are 18 years
old (Griffiths, 2012). Hence, gaming represents a part of the postulated construct of
internet gaming addiction. It affects the academic performance and social interaction and
excessively gaining prior to academic and socialization effects. The negative impacts of
internet gaming addiction have led government and health care providers to take action of
the problem Kuss (2000). It has been stated that the higher the internet and gaming
problems.
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other pastime activities, sleep, work, education, socializing, and relationships, obsession
with gaming and a lack of real-life relationships, lack of attention, aggression and
verbal memory, and low well-being and high loneliness. Moreover, psychosomatic
consequences have been found in a number of studies. These included problems with
sleeping, seizures, and psychosomatic challenges. This long list indicates that Internet
gaming problems must be taken seriously as they can affect the individual negatively in a
variety of ways.
The study was conducted to determine the impact of gaming disorders of the
selected high school students of Valencia National High School. The study also examine
if the impact of online games can affect the student positively or not, and explore the
This study aims to know the impacts of gaming disorder among the students of
a. frequency of gaming?
c. preferred games/s?
4. What are the significant effects of gaming disorder among the students in terms
of:
a. academic performance?
b. social interaction?
c. physical well-being?
The study generally investigated the gaming disorder and its impacts to the
a. frequency of gaming;
c. preferred games/s.
4. ascertain any significant effects of gaming disorder among the students in terms
of:
a. academic performance;
b. social interaction;
d. mental well-being.
This study will define Internet addiction so that students have a workable model
to understand the problem from a clinical perspective. The study also outlines the major
consequences of Internet addiction and its associated abuse. This study is significant to
School organization will be able to implement events and activities that can help
rejuvenate computer addicts and help them restore their self-esteem and fix their social
life. The results of this study could benefit these events by using it as a basis or as a
theme.
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Through this study, in line with our generation, to help gamers with their
academic and social problems. This study will provide information to deliver this
generation’s problems which will allow the researchers to hasten further studies.
This study was mainly concerned and limited to the impacts of online gaming
among the students of Valencia National High School. This study considers every aspects
of the student’s utilization on online games commonly played. Also with the length of the
time they spent in playing. Each students was given a questioners to answer. All program
as respondents except SPJ, SPED, Senior High and Open High School. The study was
Definition of Terms
withdrawal.
DOTA (Defense of the Ancients) is a multiplayer online battle arena video game.
6
Gamer Fatigue is whenever you are playing a video game of some sort, you
become sleepy after a while. Similar to driver fatigue but not fatal.
pathological internet use, is excessive internet use that interferes with daily life.
his or her own potential, can cope with the normal stresses in life, work productively and
strategy, in which a player controls a single character in a team who compete versus
experience, etc.
8
Online gaming is hugely popular with children and young people. Recent research
shows that gaming is one of the top activities enjoyed by 8-17 years olds online, with
gaming more popular than social networking. From sport related games to mission based
games and quests inspiring users to complete challenges, interactive games cater for a
wide range of interests, and can enable users to link up and play together (Chen, 2010).
Games are played on many platforms, with those bought in shops often having an online
component to them. Internet connectivity in a game adds a new opportunity for gamers as
it allows players to find and play against, or with other players from around the world in a
multiplayer game (Granic, Lobel, & Engels, 2014). All online games start their life cycle
and participate in the online experience. For many, network connected gaming is sought
out with a strong desire, which stems from a common theme: the need for human social
interaction. This need is both a catalyst for initial online activity, and also the cause of its
The development of video games goes back to the 1940s and 1950s. Computer
scientists had started working on early stages of video games by designing simulations
impossible to point out the very first video game produced during that time period due to
the unorganized processes of creating video games and the lack of concern of
preservation at that time, in addition to the fact that those early games were created on
obsolete and unavailable computer systems (Redmond, 2010). The popularity of video
games grew rapidly in the 1970s and the 1980s when they reach the main stream
population as game consoles, and computers were introduced to the public. During that
time, there was little variety of video game, some of the popular ones were Gun Fight,
Blockbuster and Space Invader. Space Invaders was released in 1978 and created a
renaissance in the video gaming industry as it was the new hit of the time (Seay, Hudson,
In the last couple of decades, the popularity of video games has increased at an
even greater rate. Video games have rivaled all types of media for leisure time use. The
Video games can clearly consume the attention of children and adolescent.
However, it is important to access the extent that video game technology had an impact
on childhood education. Since video games have the capacity to engage children in
learning experiences, this had led to the rise of “education and entertainment” media.
(Wen, Kow, & Chen, 2005). Online games has been found to help improve perceptual
skills and visual attention (Green & Bavelier, 2003), visuospatial cognition (Feng, Spence
& Pratt. 2007, Green & Bavelier, 2003; 2006), and spatial skills (De Lisi & Wolford,
2002; Passig & Eden, 2001). Research has explored the impact of online games of the
videogames can offer a unique avenue for learning players. Oblinger (2004) argues that
online games are potentially powerful learning tools because they support multi- sensory,
The disadvantages of online gaming are not suitable for children’s age that
contain violent or sexually-explicit content. On the other hand, is the bullying, Gaming
addiction may lead to mental disorder and its aspects like no time to social interaction to
friends, family and not engaging in outdoor recreational activities that involves physical
and almost half of these games, included a form of serious violence taking place against
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another character. There are many outcomes, mostly negative, as a result of being
addicted to something. In a study of online game players behavior. There are much
disadvantages of online gaming, and according to the database, it depends on our tips of
our hands to stop or pursue the gaming addiction itself. Online gaming is one the fastest
growing trend in today's generation. Internet is an open place where you can access a vast
amount of information. Kids may download games from less reputed sites. As a result,
they end up downloading spam, viruses, malicious software etc. Some people out there
are always trying to find ways to take undue advantage of kids. Kids are fooled and
cheated and can also be abused and harassed online (Karm, 2014). Online games offer
not only entertainment but also visual effect. Most parents object their children to play
online games, because they are afraid that children will be addicted to it. Actually being
addicted to online games may cause many terrible things. The first one, it will affect your
learning attitude. Once you played overhead, you would have to skip the class or be
unable to concentrate on your studies. Second, it may affect your relationship. At this
time, the relationship between you and your family or friends must get worse. You do not
have the same topics o chat with each other. Third, the most important one, it may harm
your health. According to investigation, there are more and more teenagers wearing
glasses. It is the consequence of playing online games for a very long time. Besides, it is
also very harmful for your backbones. Seriously, it can cause many terrible diseases
(Todorovic, 2012). Many health and medical consequences that may result from
Reports in the popular media continue to suggest that the design and content of
certain games are responsible for the detachment depression, and even addiction that
some players experience. It is assumed that 10% of online game players are addicted to
the activity, an extrapolation from the survey finding that 10% of all users of the internet
are addicted to it. An internet search for gaming addiction yields lists of physical and
psychological symptoms from dry-eyes and carpal tunnel syndrome to problems with
school or work offered as in dilative of problem usage behavior. Clinicians around the
globe like Kim Hyun Soo, a psychiatrist and chairman of the Net Addiction Treatment
Center in Busan, South Korea, claimed that online game players don’t have normal social
relationships anymore” people pay online games in order to cover feelings of anger and
depression are under 25 years of age. The alarmist media coverage of this burgeoning
“social dilemma” is not unlike that which meets many technological advancements and
entertainment phenomena with deep penetration and wide appeal. Problematic use of
such amounts or at such times that is causes demonstrable problems in the users real life.
Furthermore, online gaming will lead to a problem or conflict, and causes anxiety (Laird
2015).
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Perhaps playing video games can have different effects on different people. As it
diverts the focus away from academic material for some, it may work as a brain stimulant
that boosts the mental capability to perform better academically for others. Ever since the
emergence of video games, there has been only few studies conducted for the sake of
finding various types of effects of video games on human behavior and cognition (Ip,
Jacobs, & Watkins, 2008). There are even fewer studies conducted to examine the
relationship between playing video games and academic performance. Most video game
studies focus on the behavioral effect of video games, in particular, the effect of violent
video games and their possible effect on the level of aggression (Ku, Kwak. & Yurova,
2014). In 2005, a research paper suggested that video games are changing education and
that games are more than simple form of entertainment. It explains that student learning
can be enhance by experiences in vast virtual worlds (Prot, Anderson, & Gentile, 2014).
On the other side, some research concludes there is little evidence to suggest that
interactive media enhances the learning experience. Other sources have noted positive
intensity, intrinsic motivation, positive affect and overall student engagement when
Durkin and Barber (2002) explained that gamers tend to have a high level of
family closeness as compared to adolescents who do not play games at all implying that
social cohesion within the family is generally higher with gamers. Moreover, despite the
fact that video games are often played alone, many gamers would prefer to play with
friends or family as indicated by interviews with LAN gamers (Jansz & Martens, 2005).
This could be, in part, because the game environment allows family members ton interact
with each other in a new and interesting format that fosters togetherness and teamwork.
Work by Kubey and Larson (1990) suggest that adolescents playing video games may
show higher arousal and more positive subjective states when they play video games with
friends or family. If playing with family and friends can enhance the experience of
playing video games then this may be an incentives for adolescents to seek out family
and friends to play games with. Durkin and Barber (2002) suggest this very idea claiming
that adolescents that feel close to their families may play video games more frequently in
order to share the experience with family members. In particular, gaming together can
produce strong bonds between fathers and sons (Jansz & Martens, 2005).
It is important to mention that video games are not only played by adolescents and
children. In fact, the average age of today’s gamer is 29 (Rosser Jr. et al., 2007). Further,
the average age of a MMORPG player in the study conducted by Cole and Griffiths
(2007) was 23.6 years with nearly 30% of players being older than 25. Interestingly, only
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one fifth of the players in the study were under age 18. This shows that video games are
becoming more acceptable and even enjoyable to adults making potential for family
interaction within the game even higher. Parents interviewed by Kutner et al. (2008)
expressed an understanding of how valuable video games were to the social lives of their
children further indicating that parents are becoming increasingly willing to accept video
Hopf and Weed (2008) argued that the lack of parental monitoring together with
frequent exposure to violent media can lead to significant risk of child demonstrating
antisocial behavior during adolescence. Research on the effect of parental monitoring has
provided clear evidence for a beneficial effect of such monitoring and mediation of media
messages (Austin, 2003). Research conducted with Japanese children indicate that they
are less likely to have own television sets and games consoles (Anderson et al, 2010), and
thus are more likely to play videogames in a public place where monitoring of
inappropriate games may be possible. Research conducted in Ireland indicates that just
over one-third of all nine-year olds had videogame consoles in their bedroom (GUI,
2009). Cultural factors have been put forward as a possible moderator of the effects of
violent media. Anderson et al. (2007) have argued that particular cultures in Japan have
high levels of media violence but have low levels of crime. This suggests there may be a
difference in the context of the violence portrayed and the understanding of the violence.
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The authors also suggest that this finding supports the notion of exposure to violence as
having only one risk factor for aggression. Lemmens and Bushman (2006) argued that a
violence cycle can be observed in the exploration of online game moderators and
Conceptual Framework
Peters and Malesky (2008) supported the idea that gamers who look for social
the real environment. Individuals can avoid face to face interactions, relationships or
rejections and they tend to form online relationships which are much safer (Sheeks and
Birchmeier, 2007). On the other hand, several researcher demonstrated that extraversion
as a personal trait is the strongest motivation predictor for playing multiplayer games
(Park et al., 2011; Stiles 2010). This result support the findings of Sheek and Birchmeier,
2007. On the other hand, no significant difference was found between extraversion scores
of gamers based on their reason for game preference (competing, social communication,
fantasy, challenge, relax, refreshing effect) and also their game preference (single player,
multiplayer or both of them). However, according to Yee, 2006; Krotoski, 2004, Jansz
and Martens, 2005; and these games encourage group interaction and leads to for new
other players but it is not possible to claim that playing multiplayer games always result
in meaningful relationships. In the study by Cole and Griffths (2007), while 80% of the
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gamers prefer playing with real life friends and family members, only 26.3% of them
Playing online games is often associated in our society with poor academic
negative correlation between GPA and time spent playing online games. On the other
side, some research concludes that there is little evidence to suggest that interactive
Research Paradigm
HO: There is no significant effects of gaming disorder among the students in terms
HA: There is a significant effects of gaming disorder among the students in terms
METHODOLOGY
Research Design
The study about the impact of gaming disorder among the students of Valencia
National High School employed a Quantitative design. The test questionnaire were given
to 30 students that were randomly chosen on every curriculum with different grade levels.
Entry Protocol
A formal letter was sent to the school principal, Dr. Ramilito P. Paloma to allow
the researchers to conduct their study within the parameters of the school. This is to
permit the researchers to gather data and administer questionnaires to the selected
The study was conducted in Valencia National High School. The conduct of the
study started on the first week of February and ended on the first week of March 2019.
The respondents of the study were the students that are identified gamers of
different online games on Valencia National High School on different grade levels and
curriculums. The respondents were purposively selected. The total of two hundred (200)
participants that are enrolled in Valencia National High School in all grade levels.
8 20 10 10 10 50
9 20 10 10 10 50
10 20 10 10 10 50
TOTAL: 80 40 40 40 200
Instrumentation
Referring to previous related works, the authors developed the research questions
of the study along with the conceptual research model. Since a variety of the factors
could affect students’ academic of learning outcome, social interaction, physical and
mental well-being, it is not wise to pinpoint a single factor. Previous studies showed that
various factors including gaming frequency, gaming genre and platform, self-control
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social media, personal characteristics, and motivation to play video games can be
Valencia National High School at different grade levels. Before the questionnaires was
given, the researchers asked the permission of the respondent’s advisers and a letter from
the researchers was placed on the questioners to inform the respondents about the study.
The respondents filled up the questionnaires that was given, after the questionnaire was
answered the grades of the respondents was requested. The researchers focused on the
Data Analysis
All statistical analysis were conducted using the IBM SPSS a Statistics (20.0)
software. The study used a descriptive analysis specifically the study determine the
Photo Documentation
The researchers used a phone camera in taking photos for the documentation of
the study. It serves as evidence that the researchers conducted the social study.
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The online game nowadays gains attention because of the entertainment it can
give specially on students and teenagers, past studies also prove that online games can
help the academic performance and socialization of the gamer. In contrast based on
previous studies too much gaming can result to addiction, anxiety and depression.
The table below shows the data gathered from two hundred (200) respondents
from Valencia National High School at different grade levels and curriculum that are
randomly selected.
5-6 55 27.5%
Table 2 shows the frequency and percentage of gamers gaming time from 200
respondents. The data revealed that 55% of the identified gamers spent most of their time
in online games 1 up to 2 hours. The data also shown that 27.5% of the respondents spent
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online games 5 up to 6 hours and 17% of the gamers spent more than 6 hours a day. This
implies that hours 1 up to 2 are the most common gaming time of gamers among of all
the respondents.
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 3 shows the academic performance for online gamers, there are 10 indicators on
the academic performance .On the questions 8 and 9, it has a mean of 2.2200 with a
standard deviation of .84007. This means that online gamers are satisfied and concluded
that online gaming can highly affect their academic performance . On the other hand, in
question number 3 which garnered a mean of 2.7600, with a standard deviation for
1.02140, which is the highest mean in the table 3, that indicates they are less in studying
and intervening to school without achieving any high grades.
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Table 4: The Physical and Mental Aspects of the Online Gamers for Grade 7
Q1. I eat meals at the appropriate time prior to engaging 50 2.5800 .94954
online games.
Q2. I gain or lose weight when I play online games. 50 2.5200 .86284
Q3. I experience disturbances in sleep that may lead you 50 2.4800 .83885
to excessively outgrowth of pimples.
Q4. I feel threatened in terms of your physical status 50 2.3800 .85452
when I spend time in online gaming.
Q5. I feel inactive or weak when I cannot play online 50 2.1800 .94091
games prior to my physical status or changes.
Q6. I feel the improvement of cognitive skills when I 50 2.6200 .90102
play online games.
Q7. I experience poor academic performance and low 50 2.2800 .83397
intelligence in our school.
Q8. I experience anxiety, insomnia and headaches when 50 2.0000 .92582
I play online games.
Q9. I directly get mad when I lose the game. 50 2.5200 .97395
Q10. I feel addicted or fell in love to online games when 50 2.5200 .90891
I play them most of the time.
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
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The table 4 shows the physical and mental aspects for online gamers in Grade 7. It
illustrates that status of their cognitive, and mental capabilities and physical status of the
Grade 7 online gamers prior to its results. In question number 8, which garnered a mean
of 2.0000 with a standard deviation of .92582, therefore this means that they can feel
anxiety, insomnia and headaches when they play online games. This is a good indication
that playing online games or other related to the core results to dizziness, insomnia and
anxiety. On the other hand, in question number 7, that the respondents got a mean of
2.2800 which implies they have much risk of low intelligence in their school
performances. On the contrary, in question number 3, focusing in physical aspects, that it
got the 2.4800 which the respondents strong agreed that they are experiencing excessive
growth of pimples due to the fact of sleeping late at night because of playing online
games.
Table 5: Social Interaction Performance for the Online Gamers for Grade 7
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
The table 5 shows the social interaction performance for Grade 7 online gamers. Based
on the result, in question number 2, it garnered a mean of 2.5200, which is quite high to
the other results, this implies that online gamers has lesser social interaction to others. On
the other hand, in question number which come up to a mean of 2.6200 and a standard
deviation of .90102, which highly indicates that the respondents are experiencing lesser
socialization qualities and capabilities in gaining lesser interaction and lesser engaging
aspects prior to youth clubs and organizations in dealing with advocacies of helping
humans.
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 6 shows the academic performance for online gamers for Grade 8 , there are 10
indicators on the academic performance .On the questions 8 and 10, it has a mean of
2.6400 and 2.6000 with a standard deviation of .96384 and .94761 This means that online
gamers are satisfied and concluded that online gaming can highly affect their academic
performance .
On the other hand, in question number 9 which states that the respondents can’t
familiarize well in class due to sleeping late at night in the reason of playing online
games , the respondents highly agreed that it can really affect their academic performance
in playing online games.
Table 7: Physical and Mental Aspects of the Online Gamers for Grade 8
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 7 shows the physical and mental aspects of the online gamers of Grade 8. It
illustrates the status of their cognitive, and mental capabilities and physical status of the
Grade 8 online gamers prior to its results.
In question number 8, which garnered a mean of 1.9800 with a standard deviation of
.95810, therefore this means that they can feel anxiety, insomnia and headaches when
they play online games. This is a good indication that playing online games or other
related to the core results to dizziness, insomnia and anxiety.
31
Table 8: The Social Interaction Performance for the Online Gamers of Grade 8
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
32
Table 8 shows the social interaction performance for online gamers in Grade 8. It
illustrates that status of their intellectual aspects, cognitive status, and mental capabilities
and physical status of the Grade 8 online gamers prior to its results. In question number 8,
which garnered a mean of 1.9800 with a standard deviation of .95810, therefore this
means that they cannot play outside involving physical activities and they can experience
anxiety, insomnia and headaches when they play online games. This is a good indication
that playing online games or other related to the core results to dizziness, insomnia and
anxiety. And the respondents have lesser time in socializing needs.
Table 9: The Academic Performance for the Online Gamers for Grade 9
Descriptive Statistics
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 9 shows for Grade 9 shows the academic performance for online gamers, there are
10 indicators on the academic performance .On the question 1, states that the respondents
work or grades suffer because of the time I spent in playing games. and, it has a mean of
1.8400 with a standard deviation of .76559 . This means that online gamers are satisfied
and concluded that online gaming can highly affect their academic performance . On the
other hand, in question number 3 which garnered a mean of 2.6000 , with a standard
deviation for .83299, which is the highest mean in the table 3, that indicates they are less
in studying and intervening to school without achieving any high grades.
Table 10: Physical and Mental Aspects of the Online Gamers for Grade 9
Q2. I gain or lose weight when I play online games. 50 3.0400 .87970
Q3. I experience disturbances in sleep that may lead 50 2.8800 .93982
you to excessively outgrowth of pimples.
Q4. I feel threatened in terms of your physical status 50 2.7000 .95298
when I spend time in online gaming.
Q5. I feel inactive or weak when I cannot play online 50 3.0400 .80711
games prior to my physical status or changes.
Q9. I directly get mad when I lose the game. 50 3.0400 .85619
Q10 .I feel addicted or fell in love to online games 50 2.7800 .97499
when I play them most of the time.
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 10 shows the physical and mental aspects for online gamers in Grade 9. It
illustrates that status of their cognitive, and mental capabilities and physical status of the
Grade 9 online gamers prior to its results. In question number 8, which garnered a mean
of 2.9200 with a standard deviation of .92229, therefore this means that they can feel
anxiety, insomnia and headaches when they play online games. This is a good indication
that playing online games or other related to the core results to dizziness, insomnia and
anxiety.
50 2.6000 .96890
1. I still spend quality time
with my friends.
35
50 2.4200 .99160
2. I engage or join some
recreational activities in
our school or at our
home.
50 2.3200 1.01900
3. I socialize myself to my
family in achieving
quality time and
bonding activities
everyday.
50 2.6800 .97813
4. I spend volunteering in
community services.
50 2.4600 .93044
50 2.2600 .87622
6. I intervene myself in
engaging youth clubs
and organizations in
dealing with advocacies
of helping humans.
50 2.3400 .87155
50 2.3600 .92051
50 2.3000 .88641
Valid N (listwise) 50
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 11 shows the social interaction performance for Grade 9 online gamers. Based on
the result, in question number 2, it garnered a mean \ of 2.4200, which is quite high to the
other results, this implies that online gamers has lesser social interaction to others. On the
other hand, in question number 9 which come up to a mean of 2.4600 and a standard
deviation of .81341, which highly indicates that the respondents are experiencing lesser
socialization qualities and capabilities in gaining lesser interaction and lesser engaging
aspects prior to youth clubs and organizations in dealing with advocacies in life.
Grade 10
Table 12: Academic Performance for the Online Gamers for Grade 10
Descriptive Statistics
Questions N Mean Std. Deviation
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
39
Table 132 shows the academic performance for online gamers, there are 10 indicators on
the academic performance .On the questions 8 and 9, it has a mean of 2.2400 with a
standard deviation of .82214. This means that online gamers are satisfied and concluded
that online gaming can highly affect their academic performance .
On the other hand, in question number 3 which garnered a mean of 2.8800 , with a
standard deviation of .82413 , which is the highest mean in the table 13, that indicates
they are less in studying and intervening to school without achieving any high grades.
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
Table 13 shows the physical and mental aspects for online gamers in Grade 10. It
illustrates that status of their cognitive, and mental capabilities and physical status of the
Grade 10 online gamers prior to its results. In question number 5, which states that the
respondents feel inactive or weak when I cannot play online games prior to my physical
status or changes. garnered a mean of 2.1200 with a standard deviation of .79898
therefore this means that they can feel anxiety, insomnia and headaches when they play
online games.
This is a good indication that playing online games or other related to the core results to
dizziness, insomnia and anxiety. On the other hand, in question number 7, that the
respondents got a mean of 1.8400 which implies they have much risk of low intelligence
in their school performances. On the contrary, in question number 3, focusing in physical
aspects, that it got the 2.3000 which the respondents strong agreed that they are
experiencing excessive growth of pimples due to the fact of sleeping late at night because
of playing online games.
Table 14: The Social Interaction Performance for the Online Gamers
Legend:
Strongly Agree- 1.999-2.499
Agree- 2.500- 2.999
Disagree- 3.000- 3.499
Strongly Disagree- 3.500-3.999
42
Table 14 shows the social interaction performance for Grade 10 online gamers. Based on
the result, in question number 2, it garnered a mean of 2.8400, which is quite high to the
other results, this implies that online gamers has lesser social interaction to others. On the
other hand, in question number which come up to a mean of 2.6200 and a standard
deviation of .78559 , which highly indicates that the respondents are experiencing lesser
socialization qualities and capabilities in gaining lesser interaction and lesser engaging
aspects prior to youth clubs and organizations in dealing with advocacies of helping
humans.
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