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This document is a research paper presented by students at Namillangan National High School that examines the correlation between online gaming duration and social interaction patterns of students. It provides an introduction that discusses the rise of online gaming and its popularity among students. It then reviews several previous studies that found both positive and negative impacts of online gaming on academic performance, socialization, and mental health. The purpose of the study is stated as investigating the effects of online games on intellectual capacity, academic performance, and social interaction patterns.

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0% found this document useful (0 votes)
39 views26 pages

Original PR

This document is a research paper presented by students at Namillangan National High School that examines the correlation between online gaming duration and social interaction patterns of students. It provides an introduction that discusses the rise of online gaming and its popularity among students. It then reviews several previous studies that found both positive and negative impacts of online gaming on academic performance, socialization, and mental health. The purpose of the study is stated as investigating the effects of online games on intellectual capacity, academic performance, and social interaction patterns.

Uploaded by

davidabigail054
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Correlation Between Online Gaming Duration and Social Interaction Patterns of

Namillangan National High School

A Research Paper

Presented to the Faculty and Staff

of Namillangan National High School

Namillangan, Alfonso Lista, Ifugao

In Particular of the Requirements in

Practical Research II (Quantitative)

Reseachers:

Batoon, Marvilous Faith

Bayaona, Baelian Isaiah

David, Abigail

Domdom, Rustom

Valdevarona, Arline Grace

S. Y 2023-2024
CHAPTER I

Introduction

Living in the modern era, the information or computer age or the digital age

(Tucci, 2023). Technological development is no longer deniable. Modernization in all

walks of life has become a usual phenomenon, especially for the young generation.

Today, the human relationship has been affected by the manipulation of mobile

phones, laptops, and the like (Aquino, 2019).

Online games, ranging from simple text-based games to complex 3D graphics

and virtual worlds, have become increasingly popular in the last decade (Cagiltay,

2015). The rate of online games that are being developed increases each day; the

online gaming industry shows no sign of slowing down (Morikawa, 2023). Electronic

gaming has created immense wealth, with millions of players worldwide engaging in

combat, crafting, buying, and selling within diverse online environments (Ray, 2023).

The global smartphone game gaming market expanded faster than any other gaming

type. Mobile phones and tablets have changed how multiple businesses work, from

retail to hospitality, and gaming technology is no exception. 50% of gaming would be

done on smartphone and tablet computers (Srivastava, 2021). Online gaming has

quickly gone from a hobby into one of the biggest markets in the entertainment

industry. There are approximately 3.09 billion active online video game players

(Howarth, 2023). Video games and online gameplay are ubiquitous in the lives of

most American teenagers.

Video games are significant for boys as they provide a primary avenue for

creating and maintaining friendships. According to (Lenhart 2015), 72% of all teens
play video games on computers and portable devices such as cell phones. According

to a survey conducted by Rakuten Insight in the Philippines, most respondents played

online games daily as of April 2022. Across all ages, the share of online gamers

among 16-24-year-olds is 52% of the respondents, where most Senior High students

belong (Statista, 2022). According to (Thesuccesstalks 2023), the top online games in

the world are PUBG, Minecraft, Apex Legends, and Forth Battle Royal. The Mobile

Legends: Bang Bang from Moonton, Garena Free Fire, and Roblox are part of the

most installed online games in Southeast Asia (Tan, 2022). According to (Similar

Web 2023), the top app online game ranking in The Philippines is Mobile Legends,

followed by Call of Duty Mobile and Roblox.

Online games have become a significant part of adolescent’s lifestyle now.

Playing online games helps adolescents create, have fun, release stress, and

experience various psychological benefits (Sahi & Bhagat, 2019). Also, online video

games provide young people a way to read, improve their self-confidence and reading

skills, and support positive communication with family and friends (Michelle, 2021).

Different literature claims that playing online games has different positive impacts.

The study of (Li, Zhang, Wu, et al. 2023) reported that online games have

three positive effects, namely satisfying the need for personal growth, meeting the

requirements of social life, and promoting academic performance. In the Philippines,

the study of (Dumrique and Castillio 2017) revealed that boys are more of a player

than girls, who often play games requiring three or more players. Even though the

students of Polytechnic University of The Philippines Laboratory High School play

online games, they know how to socialize well and can perform very well in academic

performance. Online games are considered to be teamwork and cooperation with

others. Many multiplayer games, such as Team Fortress 2, involve cooperation with
other online players in order to win. The online game encourages players to make the

most of their skills to contribute to a team (Lobo, 2020).

The annual social media and digital trends report uncovered that the

Philippines ranked first in terms of the average time allotted for watching and playing

video games. Specifically, 95.8% of internet users in the country engage in video

gaming on any device, and this group is observed to dedicate an average of 1 hour and

29 minutes to gaming daily. This is a few minutes more than the global average of 1

hour and 14 minutes (Marciano, 2023). The Statistical Research Department (SRD

2022), stated that Filipino online game players are spending between one (1) to two

(2) hours on one gaming session as of April 2022.

Adolescents have flocked to online gaming as one of their popular pastimes,

which has aroused scholars' interest in investigating its possible influences in different

areas of their lives. Online gaming presents favorable opportunities for socialization

and friendship formation; however, such benefits come with detrimental

consequences like addiction, diminished educational zeal, and mental agony.

Online games can be a welcome form of entertainment for many, and the

internet can even make social activity. However, excessive video game playing to the

point of isolation, addiction, or changes in mood or behavior are growing concerns

now (Neuro Science, 2023). Furthermore, (Robinson 2016) states that many people

utilize online gaming as one of their primary leisure activities. Teenagers who play

these online games claim that they do it for amusement and to escape the sun's heat,

but they are unaware of the numerous negative repercussions that playing these games

might have. Several studies show that playing online games has advantages,

particularly puzzle games. In addition, according to Adair in "The Social Effects of


Video Games," constantly playing video games to the detriment of other interests and

activities is a slippery slope. You will start to neglect your friends and family, leaving

you isolated and unable to re-establish or strike new relationships. Moreover, the toxic

nature can cause social problems for people who play excessively.

Moreover, according to (Lina Dewi Anggraeni Hany Wihardja 2020), Online

game difficulties are a global concern due to the possibility of having a negative

impact on students. The implications of this research reveal that online gaming issues

are not the only element that might affect senior high school student's academic

achievement.

The blog by Cam Adair entitled "The Negative Effects of Video Games-12

Symptoms" states that, although not all gamers experience negative effects from

gaming, and those effects vary from person to person, many do. Video Game

Statistics find that roughly 2-3% of gamers can become clinically disordered. Some of

the adverse effects include aggression, depression, and social anxiety.

According to (Pitakola 2013), there are three reasons why students are

interested in online games: firstly, due to the early socialization of digital games.

Since childhood, they have known the type of game similar to PlayStation. She found

that almost all respondents stated they knew the PlayStation since childhood. It means

that digital games such as caline games and play stations are not new things in a

child's life. Secondly is the availability of technology-based facilities. Since

childhood, they have been introduced to computers, gadgets, and other technologies.

The World Health Organization (WHO) acknowledges online game addiction

as a mental health condition. The rise of excessive online games is emerging in the

Philippines, with 29.9 million gamers recorded nationwide. The incidence of


depression also increases in the country (Labana et al. et al., 202). The study of (Umar

and Idris 2018), stated that the online platforms affect the psychological behavior of

high school students; they recommended that parents, teachers, and educational

psychologists pay more attention to the student's behavior.

The government introduced the DO (DepEd Order) no. 86, s.2010- prohibiting

students in Public and Private Elementary and Secondary schools from going to

computer shops during class hours, as addiction to media and digital online games

negatively impacted students' lives. Almost the world was at a standstill because of

COVID-19; almost half of the population had become addicted to games as the

gaming industry continued with a busy streak (Gilbert, 2023). In the Philippines,

online gaming is widely used by people, especially students. Playing online games

can help individuals exercise their minds and become more active. Online games are

also a form of relaxation after a long day and bonding with friends or relatives

(Fastejo, 2019). Despite the positive effects of online games, many negative aspects

are associated with playing them.

The purpose of this study is to find out how online games affect the

intellectual capacity relation to their academic performance and to get proofs and

ideas on how online gaming affect the social interaction whether it is positive or

negative, additionally, this study will help to spread the awareness on the significant

effect of online gaming to the social interaction of the students of Namillangan

National High School.


Significant of the Study

This study was conducted with a specific purpose, benefiting significantly the people

who were the target of this study. The study provided awareness, information, and

knowledge to beneficiaries.

School Head

The school head was informed about the effects of online gaming on students’

social relationships. In response to this information, rules were developed, and

knowledgeable choices were made to provide a safe and supportive learning

environment for students. The social head’s comprehensions of the effects of online

gaming facilitated efficient resource allocation, including the allocation of funds for

initiatives and support services aimed at enhancing students’ social well-being. The

study’s findings contributed to improving the curriculum, emphasizing the importance

of incorporating ethical online behavior and digital literacy to prepare students for the

digital age.

Teachers

This study helps teachers modify their instructional tactics to consider the

changing dynamics of student socialization. They could create a supportive learning


environment by promptly offering support, direction, and interventions, being aware

of the effects of online gaming. The need for a balanced approach to technology use

was emphasized through preventive measures and awareness programs conducted in

the classroom to encourage healthy online gaming behaviors.

Students

The importance of the study was heavily reliant on the students. They become

more conscious of their online gaming habits' possible effects on their social

connections. With this information, they were more equipped to decide what to do

online and may have done it responsibly and in moderation. Students were motivated

to balance gaming and academics when they know the effect on performance,

improving educational achievements. Additionally, awareness of possible adverse

effects on mental health encourages students to get the support they needed when they

did, improving their general well-being.

Future Researchers

This study serves as a foundation for future research on the topic. These

findings could be expanded upon by researchers who wanted to explore the subtleties

of how internet gaming affects social relationships and look into potential remedies.

They could utilize the findings of this study to aid in creating policies that address the

impact of online gaming on social interactions in educational settings.


Conceptual Framework

Online Gaming Students’ Social Interaction

Figure 1. Research Paradigm

In this research, the researchers used the conceptual framework of the study. It

consists of two variables: the impact of online gaming on students as an independent

variable and social interaction as the dependent variable.

In Figure 1, “Online Gaming" as an independent variable takes on the function

of the variable inside the parameters of our research that we want to examine and

change.

There is a better understanding of the impact of online gaming on the social

interactions of students when examining these relationships.

This knowledge can be used to develop interventions and programs to help

students use online gaming in a healthy and positive way. The online gaming and
social interactions is a multifaceted phenomenon influenced by various factors.

Factors such as the amount of time spent playing online games and the specific types

of games played are important in understanding how online gaming affects social

interactions. Additionally, age and gender also play a role in moderating the strength

of the relationship between online gaming and social interactions.

In order to accurately assess the impact of online gaming on social

interactions, certain factors need to be taken into consideration as control variables.

These include academic performance and mental health. For instance, researchers

could examine the amount of time students spend on online gaming and the types of

games they play to understand how these factors influence social interactions.

Additionally, it would be valuable to investigate how age and gender moderate the

relationship between online gaming and social interactions.


Statement of the Problem

This research aims to examine the impact of online gaming on students' social

interaction at Namillangan National High School. This study aims to establish the connection

between internet addiction and online gaming. More so, the research paper will investigate

the link between gaming-related friends, emotional sensitivity, and shyness since

understanding how online gaming impacts the social development of adolescents is vital.

Moreover, this sought to answer the following questions:

1. What is the profile of the respondents?

1.1 age;

1.2 gender; and

1.3 grade level?

2. How long do the students play each type of online games?


3. Is there a significant relationship between the frequency of online games and the

students' social interactions?

Scope and Delimitations of the Study

This study covered the impact of online gaming on students ' social

interaction. The primary subject of this research study consisted of the students

enrolled in the academic year 2023-2024. This study was focused and limited to a

specific group level of students in Namillangan National High School to understand

the advantages and disadvantages of the impact of online gaming on social interaction

among students.

The researchers conducted and limited this study to the students at

Namillangan National High School during the of the research.


CHAPTER II

Methodology

This research plan was designed to investigate the correlation of online

gaming and the social interactions of students at Namillangan National High School,

employing a Stratified Random Sampling to allow the researchers to organize the

groups base on their similarities and attributes. The quantitative research method

involved data collection through surveys tailored to assess students' online gaming

habits and social interaction patterns. These surveys quantified the frequency and

nature of online gaming activities and examined any potential influence on students'

social interactions. In the descriptive statistics phase, measures such as means and

standard deviations were the summarize the data, while inferential statistics helped

identify potential between online gaming and social interactions in the high school

context. The study utilized Simple Random Sampling to a specific group level,

ensuring representation across various grade levels and online gaming engagement.

The researchers comprised a structured questionnaire designed to evaluate

students' online gaming behavior and a separate survey to assess their social

interaction patterns. Prior to data collection, these surveys were strictly pre-tested for

reliability and validity to ensure their effectiveness in gathering relevant information.

In addition to empirical data collection, a comprehensive review of relevant literature

was conducted to establish the conceptual framework and provide context for the

study. The ultimate goal of this research was to enhance our understanding of how

online gaming influences the social interactions of high school students. The findings

were of practical significance to educators, parents, and policymakers seeking insights

into the complex relationship between online gaming and students' social behavior.
Throughout the research process, ethical considerations were paramount, with

measures in place to guarantee participant anonymity, confidentiality, and mitigation

of potential risks or biases associated with data collection.


CHAPTER III

Results and Discussion

This chapter present the analysis and interpretation of data gathered from the

preceding study which aimed to determine the Perception among the selected students

from 7 to grade 12 of Namillangan National High School. The data found in this

chapter were arranged according to the problem treated in this study.

Table 1
Frequency Distribution of the Respondents according to the Age.
Age Frequency Percentage (%)
11-12 years old 11 9.02%
13-14 years old 49 40.16%
15-16 years old 30 24.59%
17 & above years old 32 26.23%
Total 122 100%

Table shows are mostly 13-14 years old because this generation is surrounded

by technology or we called as the digital age, that means nowadays at the very young

age you can expose in online games easily. Living in the modern era, the information

or computer age or digital age, technological development is no longer deniable

(Tucci 2023) that’s why teenager are engaging in online at a very young age.

Table 2
Frequency Distribution of the Respondents according to the Gender.
Gender Frequency Percentage (%)
Female 31 25.41%
Male 87 71.31%
Other 1 0.82%
Z 3 2.46%
Total 122 100%

The result shows the Frequency Distribution of the respondents according to

the gender is mostly Male. This finding maybe due to the instinct that men are more

addicted to online game than women because they have the social interaction aspect

of gaming such as multiplayer platforms and online communities, create a sense of

belonging and camaraderie, especially for men and boys who may find it difficult to

form connection in traditional social settings in conform to the report of (Wooden

2023).

Table 3
Frequency Distribution of the Respondents according to the Grade Level.
Grade Level Frequency Percentage (%)
7 14 11.48%
8 24 19.67%
9 37 30.33%
10 8 6.56%
11 13 10.66%
12 26 21.31%
Total 122 100%

The result shows that the highest frequency distribution of the respondents according

to grade level obtained from Grade 9 level with 30.33%, and Grade 10 level got the

lowest percentage with 6.56% due to few of students are not into online games. The

result implies that the frequency distribution of the respondents according to grade

level is mostly in Junior high. This finding maybe due to the influence of peers

because nowadays mostly teenager are engaging in online games especially Mobile

Legends and this modernization in all walks of life has become a usual phenomenon,

especially for the young generation, in conform to the report of (Aquino 2019.)

Table 4
Hours and minutes per day they typically spend playing each type of online games
Games Time allotment
Less than an hour Between 1-2 hours 2hrs. and above
Action (e.g. Call of 30 132 78
Duty, Street
Fighter, etc.)
Role-play (e.g. 23 98 1
Pokémon Go)
MMO (Massively 31 83 8
Multiplayer Online
Game) (e.g.
Minecraft)
Sports (e.g. NBA, 24 94 4
Racing, etc.)
MOBA 22 78 22
(Multiplayer Online
Battle Arena) (e.g.
MLBB, etc.)
Adventure (e.g. 21 97 4
Assassin's Creed,
Red Dead
Redemption)
Adventure (e.g. 25 90 7
Assassin's Creed,
Red Dead
Redemption)
Total 176 672 124
Mean 1.44 5.50 1.01

Table 4 shows further the time allotment that typically spend playing each

type of online games. It can be further noted that the highest time allotment was

obtained from between 1-2 hours with 5.50 time allotment. And Less than 1 hour got

1.44 and 2hrs. and above got 1.01.

The result shows that the time allotment consumed by the students is between

1-2 hours. This finding could be the positive impacts given by playing online games

like stress reliever, and it gives more fun. As the students having fun in playing online

games it consumes more time between 2 hours. Playing online games helps
adolescents create fun, release stress and experience various psychological benefits.

This conforms to the report of (Sahi and Bhagat 2019.)

Table 5
Rating of the online game addiction affect the social interaction of students of
Namillangan National High School
Questions Mean Result
1. Playing online games 2.64 Agree
can change my attitude
through the character on
the games.
2. Playing online games 2.51 Agree
has affected my ability to
interact socially in real life
3. I experienced 2.55 Agree
cyberbullying or negative
interactions while gaming
online.
4. It increases my self- 2.56 Agree
confidence and self-
esteem.
5. Online gaming has 2.43 Disagree
positively affected my
social interactions at
school.
6. I experience feelings of 2.40 Disagree
stress or anxiety when
unable to play online
games.
7. I experienced any 2.59 Agree
negative consequences
(e.g., lack of sleep.
decreased interest in other
activities) due to
excessive online gaming.
8. Playing online games 2.45 Disagree
can stimulate anger and
violence due to games.
9. I experience feeling of 2.31 Disagree
stress or anxiety when
unable to play online
games.
10. I made friends through 3.20 Agree
online that I interact with
outside of games.
Total 2.56 Agree
The table shows that the likert scale result was mostly answered Agree while

the four questionnaire interpretation was Disagree.

The result implies that most of the questions interpretation are Agree. This

finding is due to the positive impacts of online games like it increases self-confidence

and self-esteem, and online gaming has positively affected social interactions at

school. Online games has different positive impacts namely satisfying the need for

personal growth, meeting the requirements of social life, and promoting academic

performance. This conform to the report (Li, Zhang, Wu, et al 2023.)

CHAPTER IV

Summary of Findings, Conclusions and Recommendations

This chapter presents the summary of the research work undertaken, the

conclusions drawn and the recommendation made as an outgrowth of this study.

Summary of Findings

The findings of the study are as followed:

1. Profile of Grade 7-12 in terms of:

1.1 Age

It was revealed that the students aged 13-14 years old are the mostly use the

online games with a total of 40.16% of forty-nine (49) respondents out of one hundred

twenty-two (122).

1.2 Gender
It was revealed that the students in grade 7-12 were mostly using online games

with a total of 71.31% which is equal to eighty-seven (87) male out of one hundred

twenty-two (122) respondents.

1.3 Grade Level

It was revealed that the students in grade 7-12 were mostly using online games

are Grade 9 students with a total of 30.33% which is equal to thirty-seven (37)

respondents out of on hundred twenty-two (122).

2. Time Allotment

The overall mean of the students playing online games is 5.50 which implies

that online gaming duration and social interaction will be way to recognized the

students.

3. Interpretation of Likert Scale

The statement that got the highest percentage is question number 10 which

talk about the I made friends through online that I interact with outside of games;

having a total percentage of 3.20% which is equal to thirty-five (35) respondents out

of one hundred twenty-two (122).

Conclusions

1. Based on the findings of the study, online gaming has a positive impact on

students and the online addiction affects your social interaction in real life and in your

academic performance.
2. Based from the data gathered, the overall time allotment of playing online

games is between 1-2 hours because online gaming has positively affected social

interaction at school.

3. Furthermore, the interpretation of likert scale answered by the students was

Agree.

4. Aside from that, one of the positive impacts that our respondent response is

they made friends through online that they interact with outside games.

Recommendations

1. Set Time Limits establish specific time limits for online gaming sessions to ensure

it doesn’t dominate your day, allowing more time for social interaction.

2. Schedule Social Activities plan regular social activities or outing with friends and

family to maintain a healthy balance between online gaming and real-world

connections.

3. Joining Gaming Communities participate in online gaming communities to

combine your passion for gaming with social interaction, fostering connections with

like-minded individuals.

4. Communicate openly with friends and family about your gaming habits, ensuring

they understand your schedule and encouraging them to share concerns.

5. Practice moderation be mindful of the time spent on online gaming and aim for a

balance lifestyle that include work, socializing, and self-care.


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