PR1 Dura
PR1 Dura
PR1 Dura
GRADE 11 STUDENTS
Partial Fulfillment
Of the Requirements for the subject
Practical Research I
By
JEDON A. DURA
MAY 2024
CHAPTER 1
The Problem
Introduction
Researchers are beginning to pay more attention to technology addictions, which fall
under the category of non-chemical, or behavioral, addictions. Both active and passive
technology, whereas an Internet and smartphone addiction is an active form. The amount of
internet addictions has significantly increased due to the development in the use of laptops,
tablets, and smartphones. Furthermore, problematic use, excessive use, and Internet addiction
are some conceptualizations of excessive Internet usage. Furthermore, excessive Internet use
gaming addiction is described by the American Psychiatric Association (APA, 2013) as the
prolonged and frequent use of the Internet to play videogames, typically with other gamers, to
the point where it interferes with daily activities and negatively impacts several parts of a
person's life. When someone plays video games on the internet so often that they lose track of
everything else in their life, that is a crucial sign of an online gaming addiction. For people
who experience it, this can result in social and/or psychiatric disorders (Ates et al., 2018;
The global popularity of online gaming has skyrocketed in the last few years. Even
though gaming can be a source of entertainment, relaxation, and even social interaction, an
increasing number of people are concerned about the implications of online gaming addiction
on wellbeing. Excessive and compulsive gaming is known as an online gaming addiction, and
it can negatively impact a person's life in several different ways. Online gaming addiction has
a multifaceted, intricate impact on one's well-being. First and foremost, excessive video game
playing can be harmful to one's physical health because it often results in poor eating habits,
sedentary activity, irregular sleep patterns, and a disdain for personal hygiene. spending a lot
of time in front of a screen can result in medical issues like musculoskeletal ailments and
obesity.
The effects of internet gaming addiction on wellbeing are significant. Because of its
immersive nature, continual stimulation, and rewards, online games can lead to a compulsive
need to play, often at the expense of other important activities and relationships. This could
lead to higher levels of emotional, social, and physical consequences. Furthermore, when
they focus more on the virtual game environment than on their relationships and
responsibilities in the real world, people may experience a sense of detachment from reality.
Addiction to online gaming can be detrimental to one's social welfare. Excessive gaming can
lead to social isolation since it might make people avoid in-person social interactions and
instead turn to online friendships formed in online gaming communities. This isolation can
exacerbate feelings of loneliness and cause a general decline in social and communication
abilities.
Relationships with friends, family, and romantic partners may also become strained
gaming can seriously harm a person's ability to function in both the workplace and in school.
Gaming excessively can take up time and mental energy, which can be neglected in school or
at work and result in poor performance, job loss, or missed opportunities for advancement.
People occasionally use gaming devices while at work or school, which has a negative impact
on output and performance. The rich and dynamic experiences that online gaming has
brought forth have captivated millions of players worldwide, transforming the entertainment
industry. However, despite its allure and widespread use, concerns about the detrimental
impacts of an online gaming addiction on one's well-being are growing. The term "online
gaming addiction" refers to an excessive and compulsive drive to play video games, which
can have a variety of detrimental effects on a person's life. Online gaming addiction has a
multifaceted impact on well-being, affecting aspects of the health, psyche, social life, and
education. Excessive gaming can harm a person's physical health by encouraging bad eating
habits, irregular sleep schedules, sedentary lifestyles, and a disrespect for personal hygiene.
In addition, the constant stimulation and rewards associated with playing online games,
combined with their immersive nature, can result in compulsive gaming behaviors that impair
interpersonal relationships and social isolation. It's possible for people to prioritize their
virtual gaming world over meaningful interactions, which could strain bonds with loved ones,
friends, and family. This isolation can exacerbate feelings of loneliness and hinder the
It is therefore, the intention of this study is to find the impact of online gaming
addiction on the senior high school students at Kibatang National High School.
1. What particular psychological and emotional effects can an addiction to online gaming
2. What effects does an addiction to online gaming have on a person's relationships, social
3. What are the long-term effects of an addiction to online gaming on a person's wellbeing?
Scope and Delimitation of the Study
Kibatang National High School, regarding the impact of online gaming addiction and how it
This study offers baseline data to all parties involved who had a significant role in
Student. The well-being of people who are addicted to internet gaming is a direct focus of
the research. Through examining the social, psychological, and physical facets of well-being,
scientists are able to identify the particular domains where addiction has the greatest impact.
Activities aimed at improving the overall well-being of those affected might be guided by the
wellbeing, researchers can pinpoint the precise domains in which addiction has the most
influence. This information can direct activities meant to enhance the afflicted people's
general well-being.
Parents and Educational Guidance. Parents, educators, and other caregivers can benefit
from the study's enlightening findings. Knowing the detrimental impacts of online gaming
addiction on well-being can make it simpler to identify the signs of addiction, establish
Public Health Concern. Online gaming addiction has become a significant public health
essential to addressing this growing issue and developing effective prevention and
rehabilitative programs.
Policy and Intervention Development. When developing laws, regulations, and treatment
plans, policymakers, medical experts, and educators may all gain a great deal from research
on the negative impacts of online gaming addiction on wellbeing. The results can be used as
guidance to draft regulations for age restrictions, parental supervision, mental health support
programs, and gaming business practices. It can guide the development of empirically
supported interventions that are specifically tailored to address the particular issues
Definition of Terms
Online Gaming Addiction- Online gaming addiction that is too strong and has negative
consequences, such as neglecting other aspects of life and difficulty controlling one's gaming
habits.
Well-being- Overall state of one's health—physical, mental, and social—as well as their
Intervention- Strategies or tactics to address and manage the addiction to internet gaming
This Chapter presents the review of related literature that are arrange according to the
variable posted in this study. This also provides an idea about the topic that captured the
interest of the researcher and incorporated in this part of paper to support and back up the
Online games are simply the playing of a video game over the internet, usually
with friends. Online games can be played on any number of devices from dedicated video
games consoles such as PlayStation, Xboxes, and Nintendo Switches, to PCs, Laptop and
Mobile phones. Online games are widely available and can be accessed easily through
smartphones, tablets, and computer. Teenagers often have access to these devices and many
spend a lot of time online, making it easy for them to become addicted. Online games often
provide a platform for social interaction and can be a way for teenagers to connect with
others. Multiplayer games, in particular, can foster a sense of community and belonging.
Teenagers may use online games as a form of escapism from real-life problems or stressors.
The immersive nature of some games can make it easy for them to lose track of time and
become absorbed in the game world. Many online games have a reward system that reinforce
positive behavior and courage player to keep playing. This can be particularly appealing to
teenagers, who may be seeking validation and recognition. Teenagers may be more likely to
become addicted to online games if they do not have adequate parental supervision.
Technological addictions have become an area of increasing research interest and are
addiction and Internet addiction are active technological addictions (Griffiths, 2017). Online
addictions have increased rapidly due to the increased use of smartphones, tablets, and
different ways, including problematic Internet use (Aboujaoude et al., 2006; Young, 2009),
excessive Internet use (Choi et al., 2009; Lee et al., 2008), and Internet addiction
Rodgers, 2009). In addition, online gaming addiction, which is another addiction associated
with the Internet, is defined by the American Psychiatric Association (APA, 2013) as the
consistent and prolonged use of the Internet to play videogames, frequently with other
gamers, that causes disruption and clinically impairs several aspects of a person’s life (e.g.,
addiction are individuals obsessively playing online videogames to the point of neglecting
everything else in their lives, which leads to social and/or psychological disorders in such
Previous studies have indicated various variables that predict and/or are associated
compulsive disorder (OCD), anxiety and depression (Andreassen et al., 2016), social anxiety
(Karaca et al., 2020), low self-esteem (Kim et al., 2022), inter-personal competence (Lee et
al., 2019), relationship problems and relationship problems, and hostile family environment
(Sela et al., 2020). In addition, social skill deficits (Mun & Lee, 2022), social and
psychological isolation (Young, 2009), perceived stress (Rajab et al., 2020), suicidality
(Erevik et al., 2022), and aggressive behaviors (McInroy & Mishna, 2017) have been
where it can impair their emotional (Batmaz et al., 2020; Purwaningsih & Nurmala, 2021).
Among adolescents, online gaming addiction has been reported to disrupt mental health,
increase depression, anxiety, and psychoticism, disrupt family relationships (De Pasquale et
al., 2020), lower quality of life (Beranuy et al., 2020), increase social phobia (Wei et
al., 2012), lower school performance, and improve sleep deprivation (Chamarro et al., 2020;
Király et al., 2015). In short, online gaming addiction negatively affects adolescents’ lives in
different areas (Griffiths, 2022; Haberlin & Atkin, 2022). Therefore, research is needed to
delineate the causes of online gaming addiction, eliminate its adverse effects, and implement
necessary treatment.
Although many studies have been conducted examining online game addiction among
adolescents (see Rosendo-Rios et al., 2022) for a recent review of studies), there are few
studies examining the relationship between basic psychological needs and online game
addiction (Bekir & Celik, 2019). In the present study, it is posited that basic psychological
needs could be predictors due to the relationship with gaming disorders and problematic
gaming (Allen & Anderson, 2018; Liu et al., 2021; Yu et al., 2015). When basic
psychological needs are not met, it pushes individuals to exhibit maladaptive behavioral
reactions (i.e., online gaming addiction) (Bekir & Çelik, 2019). In addition, few studies have
addressed the relationship between responsibility and meaning in life and online game
addiction (Arslan, 2021; Kaya, 2021). Moreover, no study has ever examined the mediating
role of responsibility and meaning in life in the relationship between basic psychological
needs and online game addiction. For these reasons, the present study examined the
mediating roles of responsibility and meaning in life in explaining the relationship between
compulsive disorder (OCD), anxiety and depression (Andreassen et al., 2016), social anxiety
(Karaca et al., 2020), low self-esteem (Kim et al., 2022), inter-personal competence (Lee et
al., 2019), relationship problems and relationship problems, and hostile family environment
(Sela et al., 2020). In addition, social skill deficits (Mun & Lee, 2022), social and
psychological isolation (Young, 2009), perceived stress (Rajab et al., 2020), suicidality
(Erevik et al., 2022), and aggressive behaviors (McInroy & Mishna, 2017) have been
reported among individuals who develop gaming addiction. Although online gaming meets
the various needs of individuals, when the behavior turns into an addiction, it leads to adverse
effects on individuals, especially adolescents, where it can impair their mental health (Batmaz
et al., 2020; Purwaningsih & Nurmala, 2021). Among adolescents, online gaming addiction
has been reported to disrupt mental health, increase depression, anxiety, and psychoticism,
disrupt family relationships (De Pasquale et al., 2020), lower quality of life (Beranuy et
al., 2020), increase social phobia (Wei et al., 2012), lower school performance, and improve
sleep deprivation (Chamarro et al., 2020; Király et al., 2015). In short, online gaming
addiction negatively affects adolescents’ lives in different areas (Griffiths, 2022; Haberlin &
Atkin, 2022). Therefore, research is needed to delineate the causes of online gaming
Although many studies have been conducted examining online game addiction among
adolescents (see Rosendo-Rios et al., 2022) for a recent review of studies), there are few
studies examining the relationship between basic psychological needs and online game
addiction (Bekir & Celik, 2019). In the present study, it is posited that basic psychological
needs could be predictors due to the relationship with gaming disorders and problematic
gaming (Allen & Anderson, 2018; Liu et al., 2021; Yu et al., 2015). When basic
psychological needs are not met, it pushes individuals to exhibit maladaptive behavioral
reactions (i.e., online gaming addiction) (Bekir & Çelik, 2019). In addition, few studies have
addressed the relationship between responsibility and meaning in life and online game
addiction (Arslan, 2021; Kaya, 2021). Moreover, no study has ever examined the mediating
role of responsibility and meaning in life in the relationship between basic psychological
needs and online game addiction. For these reasons, the present study examined the
mediating roles of responsibility and meaning in life in explaining the relationship between
Since PCs, smartphones, PSPs (PlayStation Portable), and other gaming devices have
become so popular, online games have also become a part of college students' everyday lives.
Addiction to online games has recently grown to be a serious issue impacting the academic
and personal life of college students. The International Classification of Diseases (ICD) was
specially revised to include the category of "Internet Gaming Disorder" (IGD). As early as
2018, the World Health Organization (WHO) formally classified online game addiction in the
category of "addictive mental disorders." Previous studies examining the prevalence of online
game addiction among Chinese college students were primarily small-scale, regional
investigations. For instance, 394 college students in Chengde City, Hebei province, China,
participated in a study that revealed a 9% prevalence of online game addiction (Cui and
colleagues, 2021). China Youth Network (2019) conducted an online game survey among
682 Chinese college students who played online games. The results showed that nearly 60%
of participants played games for more than an hour a day, over 30% stayed up late due to
gaming, over 40% believed that playing games had an impact on their physical health, over
70% said that playing games had no bearing on their academic performance, and over 60%
The fact that smartphones and other portable gaming devices have emerged as new gaming
platforms as a result of technological advancements has made this situation worse. Teenagers
who game more frequently or for longer periods of time each day are more likely to of
gaming addiction, whereas the likelihood of developing a gaming addiction declines with
academic level (Esposito et al., 2020; Kesici, 2020). Furthermore, teens' video game
consumption and the intensity of their online gaming disorders both markedly rose during the
smartphone use and academic performance (Durak, 2018; Mendoza et al., 2018; Rozgonjuk
et al., 2018). These consequences take three crucial forms: first, there is a negative correlation
between the frequency of mobile phone use during study sessions and academic performance
and achievement; second, in order for children to succeed academically, they must acquire
fundamental skills and cognitive capacities; and third, third, online gaming addiction has a
poor impact on students' willingness to learn (Demir and Kutlu, 2018; Eliyani and Sari,
2021)., which are adversely affected by excessive mobile phone use and addiction (Sunday et
al., 2021). Big data and other scientifically objective methods of efficiently gathering data on
online game addiction among Chinese college students are currently lacking. Hong, R. Z.
More research should be done on the effects of addiction on students' learning, according to
et al. (2021) and Nong et al. (2023). According to Axelson and Flick (2010), learning
engagement has been recognized as a beneficial behavioral practice in learning since the
1990s in both Europe and the US, and it is a significant area of study in the field of higher
education. Research on college students' learning engagement has also been popular recently
in a number of nations (Guo et al., 2021). Three dimensions make up learning engagement,
according to Fredricks et al. (2004): behavioral, emotional, and cognitive. Three elements
make up the idea of behavioral engagement: first, engaging in learning; second, participating
actively in school activities; and third, exhibiting positive behavior in the classroom, such as
adhering to norms and rules (Finn et al., 1995). The way that students react to their academic
Kahu and Nelson (2018), students' emotional reactions to academic content include their
identification with their peers, teachers, and the school setting is referred to as their emotional
investing in learning, having the capacity for reflective thought, and drawing connections in
traits, and use of cognitive techniques by students during learning activities are all considered
concept; according to Kuh et al. (2007), it is defined as "the amount of time and effort
students devote to instructional goals and meaningful educational practices." not only a
strong predictor of students' academic success but also a vital indicator of their learning
process (Zhang, 2012). It is also crucial for advancing the academic achievement of college
students and raising the standard of instruction. Achievement motivation, which is one of the
key elements of students' learning motivation (Han and Lu, 2018), is what propels someone
to invest time and energy in what they believe to be worthwhile and significant in order to
accomplish a certain goal (Story et al., 2009). When someone's activity entails "competing at
Heckhausen, 2018). The drive of students to strive guarantees that learning activities
continue, leading to academic success and the accomplishment of targeted goals (Sopiah,
regarding their academic progress, based on the achievement motivation idea. This is a
cognitive structure through which students interpret success or failure and make behavioral
decisions. Additional research indicates that one factor that strongly affects learning
Online games often require players to solve complex problems and puzzles,
which can help to develop critical thinking and problem solving skills. Some online games,
such as sandbox games or games that allow for customization, can encourage creativity and
innovation in players. Many online games require players to navigate virtual environments,
which can improve spatial awareness and visualization skills. Online games often require
players to make quick decision in high-pressure situations, which can improve decision
making skills. Multiplayer online game can encourage collaboration and teamwork, which
can social skills and collaboration skills. Online games can be highly engaging and
creative thinking. Some online gaming requires sustained attention and focus, which can
improve attention span and concentration. Some online games require players to remember
complex information or patterns, which can improve memory and recall skills. It’s worth
noting that not all online games will have the same effects on creativity and problem-solving
skills. Some games may be more focused on entertainment than skill development, and some
players may not experience the same benefit as others. Previous studies have indicated
various variables that predict and/or are associated with gaming addiction, including
anxiety and depression (Andreassen et al., 2016), social anxiety (Karaca et al., 2020), low
self-esteem (Kim et al., 2022), inter-personal competence (Lee et al., 2019), relationship
problems and relationship problems, and hostile family environment (Sela et al., 2020). In
addition, social skill deficits (Mun & Lee, 2022), social and psychological isolation
(Young, 2009), perceived stress (Rajab et al., 2020), suicidality (Erevik et al., 2022), and
aggressive behaviors (McInroy & Mishna, 2017) have been reported among individuals who
develop gaming addiction. Although online gaming meets the various needs of individuals,
when the behavior turns into an addiction, it leads to adverse effects on individuals,
especially adolescents, where it can impair their mental health (Batmaz et al., 2020;
Purwaningsih & Nurmala, 2021). Among adolescents, online gaming addiction has been
reported to disrupt mental health, increase depression, anxiety, and psychoticism, disrupt
family relationships (De Pasquale et al., 2020), lower quality of life (Beranuy et al., 2020),
increase social phobia (Wei et al., 2012), lower school performance, and improve sleep
deprivation (Chamarro et al., 2020; Király et al., 2015). In short, online gaming addiction
negatively affects adolescents’ lives in different areas (Griffiths, 2022; Haberlin &
Atkin, 2022). Therefore, research is needed to delineate the causes of online gaming
Although many studies have been conducted examining online game addiction among
adolescents (see Rosendo-Rios et al., 2022) for a recent review of studies), there are few
studies examining the relationship between basic psychological needs and online game
addiction (Bekir & Celik, 2019). In the present study, it is posited that basic psychological
needs could be predictors due to the relationship with gaming disorders and problematic
gaming (Allen & Anderson, 2018; Liu et al., 2021; Yu et al., 2015). When basic
psychological needs are not met, it pushes individuals to exhibit maladaptive behavioral
reactions (i.e., online gaming addiction) (Bekir & Çelik, 2019). In addition, few studies have
addressed the relationship between responsibility and meaning in life and online game
addiction (Arslan, 2021; Kaya, 2021). Moreover, no study has ever examined the mediating
role of responsibility and meaning in life in the relationship between basic psychological
needs and online game addiction. For these reasons, the present study examined the
mediating roles of responsibility and meaning in life in explaining the relationship between
mini-theories (Ryan & Deci, 2017). One of these mini-theories is the Basic Psychological
Needs Theory (BPNT), which claims that the satisfaction of basic psychological needs is
associated with better health and greater psychological well-being (Ryan & Deci, 2000).
Basic psychological needs are requirements for psychological development, integrity, and
well-being (Deci & Ryan, 2000). In contrast to the often-frustrating real world, videogames
are designed to satisfy all three psychological needs (i.e., autonomy, competence, and
relatedness) (Rigby & Ryan, 2011). Satisfaction of the needs for competence, autonomy, and
relatedness can explain large amounts of the variance in game enjoyment (Rigby &
Ryan, 2011; Tamborini et al., 2011). Online gaming can fulfill the (i) need for relatedness by
directing players to social relationships with real or fictional characters, (ii) need for
autonomy by giving them management and control within the game, and (iii) need for
competence by making them feel successful in playing challenging videogames (Allen &
Anderson, 2018).
and/or entertainment (Hussain et al., 2012; Larrieu et al., 2022). Studies have shown that
gaming addiction is related to basic needs (Billieux et al., 2015) and psychological needs
such as success, independence, fun, and respect (Herodotou et al., 2012). The increasing
demand for playing videogames shows that adolescents try to satisfy some of their
psychological needs via the Internet (Shen et al., 2013; Turan, 2021). One longitudinal study
found that problematic online gaming and satisfaction of basic psychological needs were
positively associated (Yu et al., 2015). It has also been reported that adolescents whose basic
psychological needs were not met and whose perceived social support was low had high
levels of gaming addiction (Yıldırım & Zeren, 2021). In this context, some studies claim that
online games are tools for satisfying basic psychological needs (Oliver et al., 2016).
However, studies have shown that the low level of basic psychological need satisfaction in
real life can be met with high need satisfaction in online gaming, which leads to addiction for
a small minority (Kardefelt-Winther, 2014; Rigby & Ryan, 2017; Wu et al., 2013). Based on
the aforementioned literature, it was expected that there would be a significant negative
relationship between basic psychological needs derived from real-life and online gaming
addiction.
In addition to the aforementioned theoretical framework, studies have shown that
unfulfilled basic psychological needs are predictors of online gaming addiction (Allen &
Anderson, 2018; Liang et al., 2021; Mills & Allen, 2020; Yu et al., 2015). However, studies
conducted with adolescents have found a relationship between online gaming addiction and
responsibility and meaning in life (Doğan & Pamuk, 2022; Kaya, 2021). In the present study,
which also considers the different dynamics in online gaming addiction, a new model is
proposed to examine the relationship between basic psychological needs and online gaming
addiction through responsibility and meaning in life. In this context, the present study
assessed whether basic psychological needs (i.e., autonomy, relatedness, competence) affect
the relationship between online gaming addiction, meaning in life, and responsibility among
adolescents. Four research questions were investigated: Do basic psychological needs predict
online gaming addiction? (RQ1); Does the level of responsibility have a mediating effect on
the relationship between basic psychological needs and online game addiction? (RQ2); Does
meaning in life have a mediating effect on the relationship between basic psychological needs
and online game addiction? (RQ3); Do responsibility and meaning in life have a serial
mediating effect on the relationship between basic psychological needs and online game
addiction? (RQ4).
One of the characteristic features of online gaming addiction is that individuals spend
their time playing online games by procrastinating and/or not doing their daily work
(Thatcheret al., 2008). According to the fifth edition of the Diagnostic and Statistical Manual
of Mental Disorders (DSM-5) criteria, one criterion for Internet gaming disorder is that
individuals continue to play online games despite being aware of psychosocial problems
(American Psychiatric Association, 2013). Here, individuals fail to engage in important day-
to-day responsibilities and play online games instead. Similarly, it has been shown that online
gaming addicts jeopardize or lose their job, education, and/or career opportunities to play
online games (Kardefelt-Winther, 2014). Time spent playing games instead of engaging in
themselves, their families, and/or friends (Wartberg et al., 2017; Zhang et al., 2019).
(Robinson, 2009). Imputability refers to individuals being responsible for their actions and
assuming a moral responsibility without a contract (Holdorf & Greenwald, 2018). The
concept of responsibility therapy is defined as the ability of individuals to meet their own
needs while allowing others around them to meet their needs (Corey, 2015). Being conscious
of responsibility means that individuals are aware of themselves and their feelings, thoughts,
and pain (Yalom, 2020). Dökmen (2019) defines it as a responsibility to accept the
consequences on others of what an individual does or does not do based on his thoughts.
& Daniels, 1963; Özen, 2013) and behavior (Glasser, 2005; Taylı, 2006). Individuals with a
sense of responsibility have characteristics such as acting with awareness of their own and
others’ rights, respecting others, and attempting to fulfill their responsibilities (Özen, 2011;
Yough et al., 2022). On the other hand, individuals who do not have a sense of responsibility
make themselves and others feel worthless while living without a plan or program
(Cüceloğlu, 2015). Studies have shown that a low sense of responsibility can lead to
aggression, lying, and avoidance of responsibility, while a high level of responsibility can
(Yalom, 2020), means that individuals can take responsibility by bearing the consequences of
their behavior without attributing it to someone else (Douglass, 2001; Shahzadi et al., 2022).
It has a function that improves positive activities and prevents harmful activities
(Kesici, 2018). For example, individuals who act responsibly are respected by society and
avoid punishment (Douglass, 2001). On the other hand, during adolescence, when serious
responsibilities begin to be undertaken, a minority of individuals may move away from social
life due to gaming addiction. Because of this situation, other people in the individual’s social
life (e.g., family and friends) become unimportant to adolescents with low awareness of
responsibility. Recent studies have observed that adolescents who excessively play
videogames have difficulty fulfilling their responsibilities (Dinçer & Kolan, 2020; Doğan &
Pamuk, 2022). In the present study, it was expected that adolescents with higher levels of
depression, stress, and addiction) (Cantarero et al., 2021; Levine et al., 2022; Orkibi &
Ronen, 2017; Xiao & Zheng, 2022). However, satisfying these needs is associated with
positive outcomes such as general self-efficacy (İhsan et al., 2011), mental resilience (Kilinç
& Gürer, 2019), subjective well-being (Akbağ & Ümmet, 2018), and obtaining meaning in
life (Çelik & Gazioğlu, 2017). Furthermore, Weinstein et al. (2012) suggested that the search
for meaning increased significantly when these needs were satisfied. Individuals whose needs
are fulfilled are more prone to seek meaning in their life and, therefore, to experience
meaning in their life, whereas individuals whose needs are not fulfilled experience a sense of
to search for meaning in one area of their lives, they may have meaning in a different area of
their life. Meaning in life is defined as the purpose and importance of the life that individuals
derive from their experiences (Baumeister & Vohs, 2002; Steger et al., 2006). Frankl (1969)
posited that to achieve the meaning of life, an individual must take responsibility for realizing
their potential, even at a young age. Therefore, a meaningful life requires individuals taking
Responsibility refers to the individual’s sense of duty toward family, friends, and
society (Geçtan, 2006), and can be examined in personal and social dimensions (Arslan &
and to the needs or well-being of others (Ruyter, 2002). It also emphasizes self-responsibility
by representing the individual’s behaviors and choices that can affect themselves and others
(Mergler & Shield, 2016). Social responsibility relates to values that support individuals’
moral and prosocial behavior (Wray-Lake & Syvertsen, 2011). It includes decisions and
actions that benefit others and society (Martins et al., 2015). Moreover, it is an important
source of support in strengthening individuals’ mental health and improving their life skills
(Martins et al., 2017) as well as coping with addictions (Amini et al., 2020). Therefore,
individuals’ personal and social responsibility can protect them against negative situations
such as developing addictions (e.g., online gaming addiction) (Chiou & Wan, 2007).
Online games allow individuals to meet other players, have fun, achieve status, and
obtain financial benefits (Ballabio et al., 2017; Columb et al., 2022). In addition, escaping
from the problems of real life, even temporarily, and achieving relaxation are among the
benefits that individuals gain through gaming (Yee, 2006). Consequently, online gaming can
lead individuals to play online games frequently and for long periods of time, which in turn
can lead to the risk of addiction (Luciana, 2010; Sachdeva & Verma, 2015). The 11th
Organization, 2019). Individuals that are affected by online gaming addiction have also been
occupation (Lelonek-Kuleta et al., 2021), and health (Chan et al., 2022). As such, online
gaming addiction can lead to situations that threaten the lives and functionality of individuals
Online gaming and its association with emotional and behavioral problems
Research on gaming addiction dates back to 1983, when the first report emerged,
suggesting that video gaming addiction is a problem for adolescents.[ 1] Shortly thereafter, the
first empirical study on gaming addiction was published based on self-reports of young male
players who claimed that they were “hooked” on their games.[ 2] In the 2000s, online game
became widespread among masses and gained rapid growth among both youth and adults.
Online playing games and the first massively multiplayer online role-playing game were
launched in Korea in 2004. The trend of online games has set its platforms among youths.[ 3]
The early studies suffered from a lack of standardized psychometric instruments used for
assessing online gaming addiction[4] when adolescents whose lives are dominated by online
gaming often experience problems such as consequent sleep deprivation, day–night reversal,
A cross-sectional study was conducted between March 2017 to July 2018. This study
found prevalence of 73.9% online video game addiction among 575 adolescents. Adolescents
who were addicted to online video game had a play time of 7 hours per day accounting to 20
hours of game play on mobile phones per week.[8] Another study highlighted that 18% of the
students are using video game with control, 20% of the students are excessively using video
games, and 17.5% of the students fall under addiction category.[ 9] The prevalence rate
ranging between 19% to 29% of the children were spending more than 3 h/day for game and
met all the criteria of gaming addiction according to the Diagnostic and Statistical Manual of
Mental Disorders, Fifth Edition.[10] A study on Internet addiction showed that about 63% of
the students were using mobile phones to access the Internet in which 12.3% of the students
Game addiction has emerged as a public health concern. Effects of game addiction on
physical and mental health are well documented. However, no study has been carried out on
online game addiction, especially in the northeast region of Assam, India, among school-
going adolescents. The present study aims to find the prevalence of online game addiction
and to see its correlation with emotional and behavioral problems among adolescents.
CHAPTER 3
METHODOLOGY
This chapter present the methods and procedures that the researcher employed in the
conduct of his research. This includes the description of the research design, research locale,
and research procedure. The data gathering procedure, and the statistical technique were also
Research Design
investigation of the unique viewpoints and experiences of those battling addiction to online
gaming. The results can be used to guide the creation of focused treatments and support
networks to address this expanding public health issue and improve the quality of life for
Research Respondents
The study's participants will be Grade 11 students who playing online games. For my
study, there will be 15 respondents. The selection of the responders is predicated on their
The study will take place at Kibatang National High School, which offers its pupils a
top-notch education in line with Philippine K–12 curriculum standards. Participants in the
study will be chosen among grade 11 students, and it will take place on the school's campus.
Instrument
determine the impact of online gaming addiction on well-being among grade 11 students.
This section will discuss the instrument will be used in gathering the needed ____for
the study. Firstly, the researcher will draft a questionnaire and then be validated by the
expert in this field. Then, the researcher will ask a permission to conduct the study by
writing formally to the principal of Kibatang National High School where the study will be
conducted.
distributing the questionnaire to them and the given questionnaire will be answered briefly
and concisely by the respondents. After the total return of the questionnaire,