Lived experiences of SHS on the effects of online games: basis for a proposed intervention program./ Czarina Marie T. Acain, Maria Nimfa A. Canatoy, Mark Louie A. Manuel, Leni Franceska R. Racimo, & Charlotte P. Velasco
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TextPublication details: ParanÌaque City: Olivarez College, 2023.DDC classification: - T 150 2023 0123
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General Reference And Serial Section | Olivarez College Learning Resource Center | T 150 2023 0123 (Browse shelf(Opens below)) | Available |
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Undergraduate thesis.
According to Ayenigbara (2018), any computer application that can be run on a computing device, such as a laptop, gaming console, or smartphone, is referred to as a video game. Although incredibly popular and age- and gender-inclusive, video games can have effects. According to the Iowa State University (2018) using video games as a coping method for anxiety was found to predict the symptoms of gaming disorder, and stress level increased the likelihood. Different motivations drive people to play video games. Some people play for fun or for competitiveness, while others use gaming as a stress-relief strategy. This study used the descriptive method in conjunction with qualitative approaches. The participants of this study are the senior high school students of DPRO of Olivarez College. The criteria of the study are senior high school students who must be residing in Metro Manila, 18 years old to 21 years old, a gamer who plays a game for more than 6 hours and must be a senior high school student of Olivarez College. We used purposive sampling, it is a non-probability sampling strategy that is chosen based on demographic characteristics and study goals. The research design of this study is conducting an interview and observation method that aims to gather information. The questionnaire consists of a broad range of questions that aim to measure the student{92}s involvement in online games and the time they spent playing as well as the effects of online games on them. We also used a recording device such as a cellphone to record the voices and the information that the participants have given to us. The transcription and decoding of the recorded voices is conducted after the interview. The respondents have shared that online gaming has been a valuable coping mechanism for them during difficult times. They use it to combat feelings of loneliness, to feel appreciated and seen, and to avoid self-harm. It has also helped him fill the void and manage stress. The respondents view online gaming as a way to combat feelings of loneliness, manage stress, and escape real-world problems. The statement {93}Despite being of legal age{94} means that even though the respondents are legally old enough to participate in online gaming, they view it as a way to unwind and have fun rather than solely for fulfilling legal obligations.
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