CONFESSION OF ONLINE GAMERS: A PHENOMENOLOGICAL STUDY
CHAPTER 1
                             Introduction
      As the world grows into technologically sophisticated, there
is a great demand for the hottest electronic gadgets. These are
cell phone, laptop or computers, camera, MP3 player, and several
cool electronic gadgets.     Cell phones support a wide variety of
other services such as, text messaging, multimedia messaging,
email, internet access, bluetooth, business applications, games,
photography and calendaring among other services.
      Internet as a source of information plays an important role
in   developing   one's   mind   and   life   experiences   by   creating
productive works in schools, offices, and even at home. Nowadays,
this can be a person's most efficient strategic tool for enabling
himself to take charge and cope with the fast growing technology.
      The fact that people live in on informative lifestyle where
everything is updated, internet became one of the necessities of
human beings in today's society. As to what Rock [1] said, all
these technologies are very good at distracting people. In line
with    this    development,     online    gaming     was    created       to   give
entertainment to people.
       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 game addiction on a global platform (Iowa
State University, 2011). According to recent researches, online
gaming has become one of the most addictive Internet activities
to date (Wan & Chiou, 2006). Based on established researches,
the thesis is interested in discovering the reasons behind why
young people start to play online games as well as how playing
such games affects the daily lives and activities of them.
       The rise in the use of the internet has led to many changes
in our daily life. In particular, this rise has also led to the
rise of online gaming. 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
video games played over the internet, where multiple players are
in different locations around the world. In most cases, online
games are freeware programs that can be used for an unlimited
time and are available for free. Most percentage of web games
available      nowadays   is    written    in   Flash,    Shockwave    and      Java
languages. Because of that, they feature more primitive game play
than downloadable games.
       Having   an    online   gaming    experience      typically    requires     a
high-speed      internet   connection.        Proper   hardware    will   also    be
required whether it’s a computer or a gaming console, such as
Xbox or Play station that’s connected to the internet. Some
online games require a specific piece of controlling hardware
such as a joystick or a game controller, but these days, gaming
technology      has   progressed    to   an    amazing   extent.     Things    like
streaming      3-D    animation    graphics     with   superb     surround    sound
stereo now have the ability to make all addicted to gaming. In
terms of video games, online gaming is growing in popularity for
variety of reasons. Gamers can easily find opponents of a similar
skill level when playing a head-to-head game over the internet.
Players also can compete in massively multiplayer games, where
dozens of players play an ongoing game in a virtual world. Some
online games change a monthly fee for access to the video game
software.
       For most people, on-line gaming is one of the best past time
that    they    acquire    specially     for     teenagers,     youngsters       and
students. According to Kuss & Griffiths [2], 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. During school hours, students tend to feel
stressed due to loads of school works and through playing it will
relive their stress.
       Based on information gathered from the Sweden’s Official
Gaming Website (2009) the market for computer and video games has
grown and continues to grow at an accelerating pace within the
Scandinavian     regions,      including        Sweden.      Gaming       has   become   a
massive industry. Over the past three years, this growth has been
seen    to   reach     and     surpass     3    billion       SEK     (which      roughly
approximate     375    million    USD).        Even   in     light    of    the    recent
recession      the    gaming    industry       has    held    on     strong     with     an
increasing volume of game sales in 2009.
       Although the Internet could be very productive, it can have
a drastically opposing effect. For some people who play online
games, the Internet acts as an enabler. It is4used to feed an
addiction, which by its very definition interferes with daily
life, work and personal relationships. According to a report of
Syracuse University on the Science Daily website (2007), online
games may have significantly negative consequences, especially in
the    lives     of    students,     through          causing        distraction       and
interfering with important reaction of out-game life actions,
such as academic performance, health and social life.
       Everyone who plays video games has a different reason for
playing, and the usage of the game leads to different effects for
each    individual.       Childhood        upbringings,            peer     influences,
pressures at school and family issues are all factors that have a
strong connection with the effects of gaming on individuals.
Video games maybe therapeutic for some people, but the small
amount of people who are negatively affected by gaming impact are
many.
                    STATEMENT OF THE PROBLEM
         This study is conducted to determine the causes and the
effects of online games to the students and the impacts of online
games to the students.
                          RESEARCH QUESTIONS
1. What causes the students to be addicted to online games?
2. What are positive and negative effects of online games in the
student's academic performance?
3. What are the impacts of online games in student’s life?
4. What are the struggles or challenges do the online gamers
experienced?
                         PURPOSE OF THE STUDY
       The purpose of this phenomenological study is to understand
the causes, effects and impacts of online games addiction to the
grade 10 students of Sapian National High School.
                               ASSUMPTIONS OF THE STUDY
       The researchers made a multiple study about the addiction of
online games of grade 10 students of Sapian National High School.
(1) The student's can further explain about the causes of their
addiction to the online games, (2) They can site examples about
the    positive        and   negative    effects    of    online    games,    (3)    The
student's can share their experiences about the impacts of online
games in their life, (4) The student's can further explain the
struggles of challenges they faced when they get addicted to
online games, (5) The student's can share what they learn from
the online games they played.
                                         SUMMARY
       Video game addictions are similar to other addictions in
terms of the amount of time spent playing, the strong emotional
attachment        to     the    activity,     and     the    patterns    of    social
difficulties       experienced          by   gaming      addicts.    Online    gaming
addiction is usually happened on vulnerable young people. They
tend    to   be   socially       isolated    and    unsure    of    themselves      when
interacting with others. Online gaming gives them a chance to
reinvent themselves into the kind of person they wish they could
be in real life. They forget to eat or sleep when they are
playing games. It is not only happening on kids, some parents are
hooked those things too. The online role-playing games aim is
that encourage interaction amongst other people and development,
but it may ruin a “successful social life”.
                            CHAPTER 2
                    Review of Related literature
      This chapter presents the related literature and studies in
relation to the variable involved in the study.
Computer Game Addiction
      There are five aspects of internet addiction noted by Shaw
and   Black   (2008):   Cyber     sexual     addiction,   cyber-relational
addiction, net compulsions, information overload, and computer
addiction. The main subtype we will be looking at is computer
addiction, as it is described as “Many computers come equipped
with pre-programmed games and people become addicted to playing
them at the cost of work performance or family obligations. There
is a lot of controversy over the overlap of devices in gaming,
which has resulted in an ambiguous definition for computer games
and computer game addiction.
       For instance, a game that was made for a video game console
now has an internet version, a computer game has moved onto the
tablet, gambling has also moved to the internet, etc. We will
extend their definition to include all computer games playable on
a   web-enabled   device   that   is   not    a   video-game   console,   as
computer games are recreational activities that are meant to be
enjoyed, and outside of educational games have little productive
value. The following are in depth examinations of computer-game
addiction symptoms as studied by researchers as well as real
life-examples.
       Addiction has only recently gained volume due to the rise of
computer    gaming    in     the     past    two     decades    as       well   as    the
availability of computers to the general public. Assessments for
Problematic       Gambling    are     often    used     to     create      tests      for
Computer/Internet Addiction due                    to similarities between the
two; both are behavioral based addiction. For instance, Thomas
and Martin (2010) note that their assessment for computer game
and Internet addiction were adapted from pathological gambling as
“no     empirically    tested      measure     for     behavior      addiction        was
available in 2004 at the time of data collection.
       Bonald 2010 The addicted gamer often isolates him/herself
from    others,    ignores    more    important       responsibilities,         and    is
often    obsessed     with    obtaining       higher     status      /     rankings     /
achievements in his/her favorite computer game. According to the
DSM-IV     (the     current        manual     for      classifying          emotional,
psychological, and mental disorders) no. Although there have been
calls from some mental health professionals (and parents) to
recognize computer game addiction as a "real" disorder, it has
not been granted official diagnostic status. As more research on
the effects of excessive gaming is conducted, many believe that
it is only a matter of time before computer game addiction is
classified      as      a     compulsive         behavior     similar     to     gambling
addiction.
       Diao (2003) everyone needs to express their feelings and
though. As such, when a person cannot express himself or herself
adequately      he    or     she    may    get   depress.    Therefore     one    way   to
release    this      depression       or    pressure      would   be    though    playing
online game, which enables gamers to chat or play with other
friends and players on the internet.
        Another explanation of why young people become addicted to
the internet was proposed in that they were trying to avoid
societal pressure. Some young people are naturally too shy to
talk to strangers face to face in reality, but when surfing the
internet or playing online games, they can be whoever they want
to be. As, such they can chat with the people, online without
feeling of the regular social pressure that come with physical
meeting.
       Rutger (2014) The Benefits of playing video games, video
games     are     controlled          training      regimens      delivered        highly
motivating behavioral contexts because behavioral changes arise
from    brain        changes        and    the    performance      improvements         are
paralleled      by     enduring       physical      and     functional    neurological
remodeling.
        Teenagers           react    towards      frustration     and    stresses       for
example problematic gamers will indeed show off emotions like
anger,   depression      and   frustration.   But    it’s   not   all   bad,
problematic gamers can show positive emotions depending on the
outcome of the game. This seems particularly problematic because
those teenagers who play online games excessively are likely to
develop a healthy lifestyle because they are constantly playing
online games instead of occupying themselves with school, friends
and family.
     Therefore, their psychosocial development may be
significantly impaired. The consistent blocking out of and
passive coping with stressful experiences is a strategy that may
be successful in the short-term. However, from a long-term
perspective, it may not work quite as well and could have deadly
consequences. In this case, it appears more likely that once new
stressors appear, teenagers continue to use escapist and media-
focused coping mechanism.
     Ivy Shiue (2010) in herself and environment exposure to
drinking,     smoking,    gambling   or   video     games   addiction    are
associated with adult hypertension, heart and cerebrovascular
diseases, allergy, self-rated health and happiness.
     In the Psychological effects of videogames on young people:
A review by Lavinia McLean and Mark Griffiths (2013), the study
sought to determine (a) the role and impact of video games in the
lives of young people within a technological society, and how
this impact can occur (b) The exposure of young people to violent
video games may viewed within the context of risk factors for the
development of aggression and as such an understanding of the
research within this area.
     Gupta (2004), online gaming can be addictive. The research has
tended to concentrate on negative aspects, such as excessive play and
addiction. Instead of spending their hours on studying and doing their
homework, children spend their time on playing computer games. Online
games can be addictive and that some online games have been associated
with aggressive behavior. However these studies have been relatively
controversial as they examine these factors using self-report methods
and artificial scenarios.
     This type of research is fraught with problems and criticism.
Stated the computers have become a part of man’s life. Almost all the
things around us were made by computers with the aid of modern machines.
Associated with the computers is the internet where we can find online
games. Online game has a big impact to children especially to teenagers.
They tend to be hook by the computer. On the other hand, online gamers
can also benefit on playing online games. A great variety of forms have
been developed and put into practice to enhance learning, offer solace,
to drive away boredom, and/or to persuade players to adopt certain
actions and opinions.
       The game play improve various thinking skills but that it can
also boost cognitive speed for those who play action games and can also
improve cognitive accuracy for players who solve puzzle and strategy
games.
     Bushman (2013) The more you play, the more aggressive you
become:    a     long-term     experimental       study   of       cumulative      violent
video     game    effects      on   hostile       expectations        and    aggressive
behavior, violent video games increase aggression.
     Violent video games cause aggression in young females that
young    female       adults   with    the       mean   age    22,    with    no    prior
experience of playing video games, were asked to fill in the Buss
Perry Aggression Questionnaire before and after playing violent
video game, last stand and non-violent video game tetris.
     Tracy Miller (2013) add because computer game addiction is a
new development in the world of mental health, treatments are not
as well established as those for depression, anxiety, anger, etc.
Most interventions take a cognitive-behavioral approach which
involve changing how the addict thinks about the addiction
     Lojo        (2008)     conducted        a    study       on    the     effects    of
playing     computer        games     on    the    academic         performance       and
behavior of high school students. The results of her study
disclosed      that    to   maintain       the   good   academic      performance      of
students, parents should set limits on how often and how long
their child is allowed to play video games. T h e             effects     of
electronic        games    and      other   factors      in    the    grade
five      pupils’    academic performance at A. Quezon elementary
school, DEPED, Manila was looked into by Dorol (2009).
          Dorol   concluded   that    electronic     games    were    related
significantly to pupils’ academic performance with correlation of
.194 significant .o21 levels. This means that the computer games
played by the pupils before going to sleep, after taking lunch or
supper,    and    during   recess    significantly    related    to    their
performance in school.
                    APPENDIX F. INTERVIEW PROTOCOL
Interview Introduction
     Hello grade 10 students. Thank you so much for agreeing to
speak   with   me.   I   know   you   have   a   busy    schedule   and   really
appreciate your willingness to participate in this project.
     As stated in a previous letter, we are the senior high
student at Sapian National High School conducting a study about
the addiction to online games of students and their experiences.
Today I hope to glean insight into your opinion of how online
games change your life and what are the struggles or challenges
you have experienced.
     Any information you share will not be attributed to you or
used to identify you or anyone else. You will remain anonymous in
any ensuing presentations or publications that may stem from this
study. As a result of your participation, there should be no
risks for you personally or for your school. Your participation
is strictly voluntary and may be discontinued at any time during
the interview. You may also decline to answer any question during
this interview.
     For ease of note taking, getting all of your input, and not
slowing   down    the    interview,     I    would      like   to   record   our
conversation. The recording made today will be kept confidential
and in a safe place. The only people that will hear the audio
recording   will    be   me   and   the   person   who   transcribes   our
conversation. It will be kept in a secure location and destroy
     when the study is complete. If at any time you would prefer
that I turn the recorder off, please let me know, and I will do
so immediately.
Any questions before we begin?
Did you sign the Informed Consent to participate in this study?
Do I have your permission to begin recording our discussion?
Interview Questions
Research Questions #1: What causes the students to get addicted
to online games?
General Questions
1. How did you discover online games?
2. How does playing games help you in real life?
Research Questions #2: What are positive and negative effects of
online games in student's life?
Cognitive Strategies
1. Do you think playing online games enhances your thinking
ability?
2. Were you able to develop your decision-making ability by
playing online games?
3. What is the difference between making decisions in real life
and in online games?
Research Questions #3: What are the impacts of online games in
students life?
Research Questions # 4: What are the struggles or challenges do
the online gamers experienced?
Self-Management
1. Did you completely isolate yourself to others just to play
online games?
2. What is your relationship with your parents because of playing
online games?
Research Questions # 5: What do online gamers learned from online
games?
Conclusion:
1. Is there anything that I did not ask you that you would like
to share?
     Thank you so much for participating in this interview. I
appreciate your time and thoughts.
     After I have reviewed the transcript of our conversation
today, may I contact you if I have further questions?
     If you have any further questions for me, please do not
hesitate to contact me at any time. A written transcript of this
interview will be made available to you to verify accuracy of
your views and experiences. You will hear back from me in 1-two
weeks. As a reminder this information will remain confidential
and will be destroyed at the end of the project. Let me confirm
your email one more time. Do you have any final comments or
questions?
Thanks and have a great rest of the day/evening.