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ADDICTION
A Research Proposal
In Partial Fulfillment
Submitted by:
Cereneche, Yakki
September, 2019
RAMON PASCUAL INSTITUTE
SENIOR HIGH SCHOOL
S.Y. 2019-2020
CHAPTER 1
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
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
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
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
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
The goal of this study is to further investigate the beneficiary that video games can offer
to the students.
2. RESEARCH ASSUMPTIONS
They can earn money from playing video games aside from satisfying themselves
Video games can help find new friends and can build relationship to anyone
THEORETICAL FRAMEWORK
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
helping people to live happier, more fulfilling lives (Kendra Cherry, 2019).
Uses and Gratification Theory seeks to understand what people are searching for the
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).
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
It shows how a certain thing can motivate oneself in doing that, because of its benefits
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
RESEARCH PARADIGM
GAMING
CONSEQUENCES
ADDICTION
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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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 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 result of this study on significant aspects. It can benefit parents, students,
Students- the outcome of this study may inform students on how they can benefit from playing
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
The sampling approach that the researcher will use is non-probability sampling
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
The sampling technique that the researchers will use is convenience sampling method.
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.
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
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
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
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
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
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
I. RAPPORT BUILDING
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1. When was the time that you notice that video games gives you satisfaction?
(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
(Bakit patuloy kang nasisiyahan sa paggamit ng video games bukod sa iba pang mga
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RAMON PASCUAL INSTITUTE
SENIOR HIGH SCHOOL
S.Y. 2019-2020
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