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RAMON PASCUAL INSTITUTE

SENIOR HIGH SCHOOL


S.Y. 2019-2020

LENS OF STUDENTS: A PHENOMENOLOGICAL STUDY ABOUT ONLINE GAMING

ADDICTION

A Research Proposal

Presented to Rommel Menorias

In Partial Fulfillment

Submitted by:

Bastes, Jules Aryl

Batohanon, John Joshua

Cereneche, Yakki

Doroin, Ervin James

Ferrer, Glen Silvino

Marilla, Paul Damien

Reyes, Nicus Madrigal

Rodriguez, John Shannon

September, 2019
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CHAPTER 1

THE PROBLEM AND ITS SETTING

INTRODUCTION

A very popular recreation activity among adults is video gaming (Pew Research Center,

2018). The time spent on playing video games has steadily risen from a time of 5.1 hours per

week in 2011 to 6.5 hours per week in 2017. Video gaming has some advantages, such as

better concentration, multi-purposes and memory, but it can be expensive when used heavily.

Excessive video gamers risk showing lower education and career progression, difficulties with

their peers and lower social capability by spending a predominant part of day gaming (Mihara

and Higuchi, 2017). Video gaming is the only type of play that has not fallen over the decades,

but has evolved. For the most part, as they once did, children can no longer go outside to find

others to play with, openly, away from adults; but many of them can and do go to computers to

play video games. Such games have become increasingly diverse, dynamic, imaginative and

social over time. This is especially true with multi-player online games ' growing popularity.

Unless you believe the frightening reports in the news, you might feel that the increase of video

gaming is a cause of psychological health declines, but, as I mentioned elsewhere, the reverse

may be true. If the psychological health of video games gets worse, we should expect to find

more mental health and social problems in video gamers than in non-gamers. If video gaming

improves well-being as other forms of play, we should find that gamers are, on average,

mentally healthier than non-gamers. A variety of forms of entertainment computing are used,

mainly in video games, to present users with their interactivity and challenges. Modern video

games offer a wide variety of tasks and challenges, for example: tasks that call for the dextery

and precise timing of control inputs (such as in first person shooters), tasks that require logical

thinking and problem resolution (e.g., adventure games, brain training), or strategic planning
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and complexity management tasks (such as successful management). While social research on

the motivational appeal of video games is still sparse, it is clear that game tasks and challenges

to master games are closely linked to gambling pleasure. Ryan, Rigby and Pryzybylski

demonstrated that the motivation of digital games is characterized by feelings of competence.

The competition has been identified as the driving force for two surveys. Competence as well as

competition are intrinsically linked with the tasks and challenges of games–mastering

challenges therefore probably relate to gambling.

Video gaming is an extremely popular leisure-time activity with more than two billion

users worldwide (Newzoo, 2017). TV, gaming device power, and couch relaxation are becoming

routines for millions of people around the world— indeed, over 1.8 billion people play video

games worldwide on a variety of devices, from smartphones to game consoles and computers.

In the United States alone, the estimated Forbes companies employ 2,858 video game

companies and 65,678 employees. Newzoo says that these people together with the billions of

players will help to bring market value to $108.9 billion in 2017, up by 7.8 percent. The biggest

market leader is mobile gaming, which accounts for 42% of the income – 46.1 billion dollars –

and the deep interest on the Asia-Pacific market. The market in video games is expected to

grow to $128.5 billion by 2020, as current growth continues. China and more than 500 million

gamers will account for a quarter of total sales of $27.5 billion from global games in 2017. The

US is projected second at 25.1 billion dollars compared with the figure. The large amount of

interest is generated by console games, such as Call of Duty and FIFA, computer games like

Minecraft and League of Legends, and mobile games like Clash Royale and Pokémon Go. The

launch of popular holiday games only increases interest— they are used easily and are not too

expensive for gifts around the world.

The Philippines is a minor player regarding the game development industry. A survey of

77 percent or almost 8 of every ten children play in the Philippines by the Asian Institute of
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Journalism and Communication shows that Luzon has the highest number of players in video

games. Now, this figure certainly coincides with all the' computer shopping' I did, which is a lot.

When you enter a computer shop in Manila, you will see a dozen (maybe even further) children

and adolescents who fly round and round. No, they don't fight; they play video games. they just

play. In the Philippines, smartphones played a hand with the growth of video gaming, as well as

computers and video game consoles. Such games have not just attracted children but older

generations like the Epic Paint Adventure, Flappy Bird, the Candy Crush and Iconmania. In the

early 2000s, cybercafes broke out across the country. The fact that the internet was relatively

new in the country then, and that it was still restricted and expensive, they were a source of

fascination. These shops offered a new, relatively cheap form of entertainment. What was

unusual at the time was that the players neither played against AI nor changed controllers —

they competed with each other and against each other directly. ESports are becoming

increasingly popular in the Philippines, even supported by government officials because it may

have a potential impact on the country, including creating more jobs and boosting tourism. E-

sports are also recognized in the Philippines as a legitimate sport and professional players can

obtain sports licences from 2018.

Video gaming have been popular thoughout the entire metro manila, it started blowing

the significant number of players up since the introduction of the Internet. The Internet at home

was gradually sufficiently confident and paved the way for new types of games which attracted a

new group of players to play. The advent of smartphones and cheap data connection made

gaming even more accessible if playing at Home was not comfortable enough. Now everywhere

people can play. At the same time, the introduction of the computer shops, on every streets of

the Philippines especially the metro manila, a lot of the adolescence now have the opportunity

to try out some games and entertain themselves.


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OBJECTIVES OF THE STUDY

The purposes of this study are:

- To let the readers, know the benefits of playing video games.

- To let the readers, feel

- To make the readers be aware

STATEMENT OF THE PROBLEM

  The goal of this study is to further investigate the beneficiary that video games can offer

to the students.

Specifically, this paper seeks to answer the question:

1. How do video games satisfy the students

2. RESEARCH ASSUMPTIONS

The researchers assume the following:

 Playing video games relieve high stress

 They can earn money from playing video games aside from satisfying themselves

 Video gamers are usually boys

 Video games can help find new friends and can build relationship to anyone

 Video gamers are weak in physical means compared to other people

THEORETICAL FRAMEWORK

Humanistic psychology is developed as a reply to psychoanalysis and behaviorism.

Alternatively, humanistic psychology focused on individual free will, personal growth, and the

theory of self-actualization.
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Humanistic psychology is very popular today and has significant impact on other aspects

of psychology, including positive psychology. A particular branch of psychology focuses on

helping people to live happier, more fulfilling lives (Kendra Cherry, 2019).

Uses and Gratification Theory seeks to understand what people are searching for the

news that they do and what they use to do.

Use and Gratification Theory investigates how individuals intentionally seek out media to

fulfill other needs or goal, such as entertainment, stimulation or socialization (David L., 2016).

Self-Determination Theory (SDT) is a motivational theory of personality, growth, and

social processes that explores how social contexts and individual differences promote different

types of motivation, particularly self-motivation and regulated motivation, and in effect, predicts

learning, success, experience, and psychological health.

It shows how a certain thing can motivate oneself in doing that, because of its benefits

(Ryan and Deci, 2015).

COMPETENCE
RELATEDNESS
AUTONOMY

SELF-

DETERMINATION

THEORY

CONCEPTUAL FRAMEWORK

Video games can provide so many satisfactions. It can benefit an individual in many

terms, just like in terms of money, entertainment, and knowledge. Many people just go and play

video games just to gain happiness or be save from sadness, because video games can give
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you a alternate reality where you can be somebody else and forget all the negativities that you

have in your life. Video games can also gain you some money, most MOBA games or

Multiplayer Online Battle Arena games have tournaments where you can join and when you win

you can acquire money, and you also can gain money by streaming into social media while

playing video games. Video games can give you knowledge in terms of English language,

because most of video games are in English language, and also you can gain knowledge by

playing some puzzle, word, and school related video games. From this framework we can

assume that video games give benefits to us.

RESEARCH PARADIGM

GAMING
CONSEQUENCES
ADDICTION

ACADEMICS HEALTH FINANCIAL EMOTIONAL FAMILY SOCIAL

Figure 1

The figure above shows the research paradigm of the study. A representing line from Gaming

addiction to consequences says that too much exposure to gaming or being an addict can lead

to a much more worse problems or consequences. The consequence now leads to the various

types of effects of online gaming addiction that can affect a person’s lives’
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SCOPE AND LIMITATIONS OF THE STUDY

This study will focus on how video games can satisfy students.

The targer participants of this study will be the students who play videogames.

The study will be conducted on the month of october.

The study will be conducted in parañaque.

The researcher will use the method of interview where questions are asked to elicit

information.

The researchers will conduct this study to raise awareness about the benefits of

videogames.

The researchers will face some challenges when conducting the interview:

 the researchers will have hard time dealing with participants schedule.

 the weather might stop the researchers for gathering the data.

 the participants might not take the interview seriously

 the time schedule that the researchers have.

SIGNIFICANCE OF THE STUDY

  The result of this study on significant aspects. It can benefit parents, students,

teachers, admins, and future researcher.

Students- the outcome of this study may inform students on how they can benefit from playing

video games, so that they can use it for better purpose.

Teachers- the outcome of this study may inform teachers on benefits of video games to their

students learning, so that they can use some of this benefit to upgrade their way of teaching.

Parents- the outcome of this study may inform parents that playing video games can also have

benefits in this way parents can avoid the stigma that video games only have bad side.
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Admin- Admins can use this study to produce programs that will boost gaming as a part of

learning.

Future researchers- The results can be a model or source of other studies. Moreover, the

result can be reproduced by using additional variable in other setting or different participants.

CHAPTER 3

METHODOLOGY

Case study is a research methodology, typically seen in social and life sciences. There is no

one definition of case study research. However, very simply… ‘a case study can be defined as

an intensive study about a person, a group of people or a unit, which is aimed to generalize over

several units’. A case study has also been described as an intensive, systematic investigation of

a single individual, group, community or some other unit in which the researcher examines in-

depth data relating to several variables ( Evid Based Nars, 2018). The researchers used the
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Case study research design because the researchers wants to know what are the reasons or

why do they get satisfied whenever they play video games.

II. Tradition of Inquiry and Data Generation Method

The sampling approach that the researcher will use is non-probability sampling

approach. Non-probability sampling approach is an approach where the number of participants

can’t be calculated and it relies on the skill of the researchers to select a participant (Stephanie,

2015). The researchers will use this approach cause the researchers is the one who will set the

criteria and select the participants.

The sampling technique that the researchers will use is convenience sampling method.

Convenience sampling method is a process of selecting participants based on ease and

accessibility of the participants (Cohen D, Crabtree B., 2006). The researchers will use this

method because the researchers know some people that have peptic ulcer.

Data gathering procedure is a systematic approach to collecting and evaluating data

from a multitude of sources in order to provide a full and precise image of the region of concern

(Margaret Rouse, 2016). The researchers will follow this step for gathering the data.

First, the researchers will find their participants through the use of convenience sampling

method

Second, the researchers will inform their participants about what does their study means

and what it’s all about

Third, the researchers will use interview as a major instrument for the researchers to

gather the data. The researchers will ask the question about their struggles as a person who

plays video games for their own satisfactory then it will be followed by some deepening

questions.
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The researchers will use thematic data analysis. Thematic data analysis is a versatile

data analysis scheme used by qualitative researchers to produce themes or topic from interview

data. This approach is flexible because there is no specific research design associated with

thematic analysis (Braun, V., & Clarke, V., 2013). The researcher will use thematic data analysis

because it is the most commonly use in qualitative research and it can be use in the

researchers research design.

III. Source of Data

The participants for this study will be the people who plays video games. The research

participant may be referred to as the subject of the research, the participant, the ordinary

volunteer or the patient (Anne Tompkins, 2007). The participants will be selected if they uses or

plays video games for their own satisfactory.

The locale for this study will be in various places in Paranaque. The research locale is

the physical, social, and cultural site in which the researcher conducts the study (Lisa M.

Givens, 2008). The researcher will choose this area because the researcher lives in this area

because of that conducting the study will be much easier for them.

IV. Instrumentation

The instrument used was a researcher-made questionnaire for interview to gather the

needed data for the study about people who plays video games. The draft of the questionnaire

was drawn out based on the curiosity of the researchers, readings, published, unpublished

studies.

We had a validity index of which means it is highly valid by the different field experts

including the field of language, field expert of science, and admin


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A point value that is 4 and above is considered very valid and that at least 80% of the

items in the questionnaire are appropriate and relevant to the study that the researchers are

trying to conduct ( Balacunag-Bitionio, 2014).

V. Ethical Consideration

The researchers will follow the standard research ethics to protect and respect the

participant’s privacy in the study that the researchers conducted. The researchers are cautious

and aware about the importance of follow the ethical consideration on conducting the study.

Before conducting the study, the researchers will ask the participants about the study in order to

assure that the data that they will provide will be safe and protected. The privacy and the

security of the respondents are the main priority of the researchers. Their participation is

informed consent. The respondents can stop or quit answering without the researchers forcing

them to answer again. Their personal information will not be included, for their own privacy.
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APPENDICES

APPENDIX 1

INTERVIEW GUIDE QUESTIONS

I. RAPPORT BUILDING
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1. How was your day going?

(kamusta naman ang araw mo?)

2. Are you doing fine?

(ayos ka lang ba?)

3. Have you played today?

(nakapaglaro ka na ba ngayong araw?)

II. KEY QUESTION

1. How do video games satisfy you?

(Paano ka na napapasaya ng video games?)

III. DEEPENING QUESTION

1. When was the time that you notice that video games gives you satisfaction?

(Kailan mo napansin mo na ang video games ay nakapagbibigay kasiyahan sa iyo?)

2. What are the reasons behind your video gaming lifestyle?

(ano ang mga dahilan ng iyong paglalaro ng video games sa iyong pamumuhay?)

3. Why do you keep on satisfying yourself through the use of video games among other

things?How does it make you happy?

(Bakit patuloy kang nasisiyahan sa paggamit ng video games bukod sa iba pang mga

bagay?Paano ka napapasaya nito?)

IV. PARTING QUESTION

1. Is there anything you want to ask?

(may gusto ka pa bang itanong?)

2. Do you have anything to say?


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(mayroon ka pa bang sasabihin?)

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