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TABLE OF CONTENTS
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TABLE OF CONTENTS
CHAPTER
1 INTRODUCTION
Research Question 6
Theoretical Lens 6
Definition of Terms 9
Online Games
Gaming Addiction
REFERENCES 24
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Chapter 1
INTRODUCTION
Technology has become an integral part of people's daily lives as it continues to evolve
for the advancement of humanity. It has become a social and economic necessity; however,
although it is a productive tactical strategy to empower people to contend with rapidly advancing
technology, the impact of computers on students is highly disputable. The development of online
games has led to addiction and a loss of focus on academic responsibilities due to a lack of self-
control. Hence, people must understand how to use and regulate this recreational activity, as the
precautions while utilizing computers and observe the impacts of using them regularly.
In Malaysia, Usman et al. (2014) revealed that excessive expenditure on online games
leads many students to lag academically. Students ran into difficulties with their studies, sleeping,
and notably finishing their academic tasks, which harmed their academic performance. They
asserted that students who engage in Internet use compulsively could negatively impact people,
including educational issues and a detrimental change in their habits, social conduct, and
cognitive capacities.
Moreover, in China, internet addiction has evolved from a psychiatric curiosity to a widely
recognized health problem, particularly among young people. The occupational variable of social
standing was found to be highly related to internet addiction and academic performance. Internet
dropout. Furthermore, students unable to maintain their normal social position may engage in
In the Philippines, depression is a severe problem that must be handled in the context of
online game addiction. The high degree of online game addiction, which is strongly connected
with the risk of depression among adolescents in Manila, could be attributable to the country's
burgeoning internet economy and a lack of adequate mental health interventions (Labana et al.
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2020). According to the study by Aquino (2019), they sacrifice their allowances to save for their
bets on online gaming. Students already fail to remember their commitment to school and their
homes. Accordingly, video games have an immense impact on the lives of their family, it also
of Bukidnon, Philippines Villamor et al. (2020) stated that some individuals become so invested
in playing online games that they lose interest in more important things, such as school-related
activities. Sometimes, students adopt unhealthy behaviors while playing that lead them down the
wrong path. When online games became more popular, students' grades suffered as they focused
more on playing them than their school responsibilities. Several students were ill due to their
inability to balance their time between playing and eating. They also don't have enough money to
A study by Baetiong et al. (2019), entitled "The Effects of Online Games on the Academic
Behaviour of Performing Arts Students of Bestlink College of the Philippines," revealed that online
games influence students' academic behavior in terms of time management and educational
efficiency. Online games consume time for schoolwork, limiting students from engaging in
educational group responsibilities and activities. Furthermore, a study by Rodica and Talania
(2019) entitled "Effects of Online Games in Academic Performance Among Senior High School
in Mount Carmel School of Maria Aurora, Inc." revealed that online games have a
disadvantageous influence on academic performance. The study also explained that engaging in
online games significantly affects students' academic performance and health, which can lead to
mediocre or unsatisfactory grades and physical discomfort. Students struggle to focus on their
studies, assignments, formative assessments, and projects, leading to low academic outcomes.
Based on our evaluation of related literature, we found problems, questions, and gaps that
Adolescence, and Engineering dealing with the Phenomenological Study of the Impact of Online
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students, especially since they are freshmen in college exploring new environments and new
beginnings. We sought to know if online games significantly impact College students' academic
Given the prevalence of online gaming among students and the importance of using the
Internet daily, this challenge merits our attention. Students today spend far too much time playing
Internet games. By the conclusion of this study, we shall understand what internet games do to
students' academic behavior. This study tries to comprehend how Tagum City College students
interact with internet gaming while balancing their academic obligations. This study seeks to shed
new light on online gaming while also examining the impact of internet gaming on College
students in Tagum City. This research aims to answer the implications of their academic
reasons for College students’ gaming addiction and how Mobile Gaming affected their academic
performances. This study will uncover the reasons and truths regarding whether online gaming
has a significant impact on a student's academic achievement. Furthermore, this will benefit
particular groups and organizations, such as College students, because student engagement in
mobile gaming is expanding in today's society and mobile addiction is increasing not only in the
Philippines but also worldwide. This study will assist College students to evaluate themselves and
At this stage in the study, the experiences of college students with online gaming in their
academic performances are broadly defined as how online gaming affects their academic
behavior. Specifically, this study focuses on the lived experiences, effects, and insights that can
Research Question
1. What are the lived experiences of College students on the influence of online games in
2. How does online gaming affects the academic behavior of College students?
3. What are the insights that can be shared by the selected College students regarding
Theoretical Lens
The study is anchored on the Self-determination theory by Deci and Ryan (1985), which
states that all humans have three basic psychological needs; autonomy refers to feeling one has
a choice and is willingly endorsing one’s behavior, competence, which refers to the experience of
mastery and being effective in one’s activity, and relatedness which refers to the need to feel
As with the context of this study, the absence of physical contact due to the pandemic has
forced students to connect digitally, particularly through online games. The younger generation
embraced internet gaming as a pastime to partake in with loved ones when apart. This caused
students to use online games to satisfy these psychological needs, however, online gaming
frequently resulted in risky and bad academic behavior. Consequently, this theory will be applied
Moreover, this study is founded on the theory of flow theory by Csikszentmihalyi (1975),
which states that people who engage in an activity with the abilities at hand balanced to the
challenge of the action can get close to the ideal state of experience known as the flow. Flow, as
stated in theory, is the mental state in which a person engaged in a particular task feels entirely
immersed in the sense of energized concentration, full participation, and pleasure of the action.
The state of flow can be easily achieved when the activity does not result in boredom and anxiety.
Despite it being seen as a positive trait as it brings out the creative thinking process of human
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beings, it also has its downsides, namely losing track of time, neglecting personal care, and
Furthermore, students who engage in online gaming can be too engaged in the game and
distracting them from their academic responsibilities, which results in bad academic behavior.
Moreover, students who associate online gaming with pleasure might associate academic tasks
and responsibilities with displeasure. Furthermore, the flow state within an online game is draining
and restricts students to follow up on tasks after playing. Therefore, this study will be viewed as
how online games, directly and indirectly, affect a student's academic behavior.
studied by Gross (1998) which states that people regulate the emotions they find aversive
because it is unpleasant in some other way, boring, annoying, puzzling, or confusing, by doing
activities that grant them positive feelings (mood repair), which often lead to procrastination.
Additionally, this can also occur when people put off activities to avoid negative feelings (such as
when a task is tedious) or to initiate, amplify, or extend happy emotions (e.g., when a more
comfortable alternative is available, like digital entertainment). This theory's behavior is seen as
a maladaptive coping mechanism since it obstructs long-term development and ironically lowers
Consequently, students may find academic responsibilities stressful and copes with stress
by playing online games, however, this often leads to procrastination and addiction. Additionally,
in online gaming losing is also probable, and if a coping mechanism fails, a student might feel
more stressed and depressed. Thus, this theory will be viewed as insights into regulating
To sum it all up, the Self-determination theory will help us pinpoint the reasons why
students are motivated to play online games. The flow theory will help us understand the effects
on the academic behavior of students when playing online games. Lastly, the emotion-regulation
theory will provide insights into how students can regulate positive and negative emotions in
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academic responsibilities better. Consequently, the theories will guide us throughout our research
The grounds of this study cover the influence of online games on the academic behavior
of College students. The study participants will be College students playing online games. Since
it is qualitative, only the selected College students around the district of Davao del Norte, Division
of Tagum City, for the school year 2022-2023 were subjected to this study.
This research will not cover other matters not considered part of the researcher’s study.
This study will be conducted by using questionnaires and interviews as research instruments of
this inquiry. Thus, the overall objective of this phenomenological inquiry is to uncloak how online
For the College Students to be aware of the notable influence of online games on their
academic behavior. Consequently, enabling them to alleviate and curtail the time spent on online
gaming.
For the teachers to decipher the significance of constant consultation concerning the
students’ academic behavior. Thus, they must further assess the strategies for providing activities
to develop ideas that will give proper guidance and enhance the theoretical behavior of the
students.
For the school administrators, this study will enable them to develop a framework
program and to perceive their pivotal role in boosting the educational behavior of students for
keeping conscious and well-versed in the influence of online games on their academic efficiency.
For the Department of Education officials, this will provide sanguine cognizance and
chasm awareness of the myriad causes that would affect the academic behavior of students who
engage in online gaming. This research will serve as a basis and a paramount help for their further
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awareness of what they should implement in every school and what binding actions they will take
For future researchers, this study will serve as reference material and a guide for those
who intend to conduct related studies. This research will also provide them with supplementary
Definition of Terms
To comprehend the investigation better, the following words which are important in the
Online Games. In this study, these online games are popular among students and considered
Academic Behavior. In this study, this term can be a source of both positive and negative effects.
This term can be defined by the results of the student's academic tasks.
College Students. In this study, this term refers to students who are currently taking college
This study is organized and arranged in such a way that readers can easily identify and
comprehend it. The following is a comprehensive presentation and discussion of the study's
organization:
Chapter 1 introduces the significant problem and phenomenon that will be investigated. It
contains information about the study's purpose, theoretical lens, significance, scope, and
limitations. Furthermore, research questions will be posed, and significant and technical terms will
be operationally identified.
Chapter 3 will present a review of relevant literature and research to support the need for
the phenomenon. The relevant literature for the study was obtained through internet articles and
other publications, and the year of publication will be ten years before the year of conduct.
Chapter 3 will go over the study's design and methodology. It discusses research design,
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the role of the researcher, research participants, data collection, data analysis, trustworthiness
Chapter 4 will reveal the results, along with data analysis on the research questions. It will
also present the findings in a textual and tabular format, with the major themes and core ideas
highlighted.
Chapter 5 will conclude the research by debating the results to be extracted from the
participants, as well as supporting statements from various authors. This chapter will go over the
Chapter 2
This chapter reviews related literature that bears significance to this study. It is also divided
into various subheadings: Experiences of College Students While Playing Online Games, Effects
of Online Games in College Education, and, the Insights of Students and College Teachers in
Online gaming has grown in popularity among college students in recent years, with many
students regularly playing games in their spare time. According to research, online gaming can
have both positive and negative effects on the academic and social lives of college students.
According to one study, Liu et al. (2017), online gaming can improve cognitive skills such as
attention, memory, and problem-solving abilities, which can improve college students' academic
performance. Another study, conducted by Hu et al. (2017), discovered that online gaming has a
significant impact on the social lives of college students because it allows them to connect with
others who share similar interests. It can, however, lead to social isolation and a decrease in face-
to-face interactions. Interactions with others. In terms of gender differences, research has
discovered that male college students are more likely than female college students to engage in
The growth of online gaming has been a major source of concern for future educators, as
excessive gaming often harms their academic performance. According to a study conducted by
Blinka (2015), students in college who play online games for more than two hours a day have
poorer GPAs than those who do not. Furthermore, the study found that students who play online
games throughout the week are more likely to miss lectures and disregard their academic duties.
One of the most serious problems connected with online games is addiction. People
become obsessed with the virtual world for some reasons which lead to a loss of sense of reality
and spending all their time playing. Most often it concerns gambling online casinos but simulations
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and other games may be dangerous too. If a person is susceptible, they are more likely to become
dependent. Addiction is a serious psychological problem that requires treatment. Many college
students are so influenced by the games they play online that they transfer their virtual characters
into reality. They get used to solving problems as destructive heroes and this aggressive behavior
becomes customary thing for them. Recursion is also one of the effects of online games on college
students the online world is an opportunity to get away from real problems and students facing
many troubles in studying find this sense of freedom in games they become so involved in playing
that lose their sense of reality and become isolated, as a result, they are unable to form
incredibly detrimental to students’ health. First of all, there is a detrimental effect on eyesight
which is constant tension sometimes it’s necessary to use headphones or ear gears constantly,
which puts strain on the ears as well. Secondly, it is the body position. A sitting or lying position
influences negatively your back, and neck and if you do not change it regularly it may result in
Computer games show potential not just for engaging and entertaining users but also for
promoting learning (Dinaro, 2018). A study conducted by Lehenbauer (2019) found that online
gaming users indicate more problematic gaming behaviors, depressive tendencies, and lower
self-esteem compared to students who don’t engage in online gaming. Students are playing
seriously more often to run from real-life problems, which might be a valuable survival strategy
Online game players had an average academic performance, while non-players had a
high academic performance. Their primary motivation for playing was entertainment. There was
assignments, quizzes, class recitations, papers, and examinations. As per Paragas (2018), he
suggested that parents should do something to limit their children’s liking for online games and
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that computer shop owners should forbid students from playing online games during class hours.
Online games are a form of media that is often associated with negative health results. When
games are played in moderation and with awareness, they are a source of stress relief as well as
motivation for mental health improvement and the development of social skills (Durkin, 2018).
With the proliferation of technology, online games have become more accessible, leading
to an increase in the number of people who engage in online gaming. As the popularity of online
games grows, it is important to examine the experiences of college students with online games.
According to Pina and Bordonaba-Juste (2018), that students may experience anxiety while using
a computer, and that this anxiety may vary depending on how much control they feel they have
over the situation, how important they think the activities are, and what information they have
already. The analysis of the relationship between computer anxiety, locus of control, and
A study by De Pasquale and Dinaro (2018) emphasizes how internet gaming can change
how students view their own actions. The researchers discovered, in particular, that students who
play online games frequently regard it as a fundamental aspect of their lives, even though it is
merely a sort of hobby or leisure activity. This misconception can have several detrimental effects,
including a person's tendency to neglect other crucial pursuits like learning, interacting with friends
and family, and exercising. Further issues with internet access and poor performance of other
online operations can result from the excessive usage of network bandwidth for online gaming.
Students must grasp the importance of online gaming in their lives and take precautions to avoid
having a detrimental impact on other areas of their lives. To do this, one may need to prioritize
other activities, set time limitations on how much time can be spent playing online games, and
ask friends, family, or professionals for help if necessary. Students can prevent their online
gaming habits from negatively affecting their general well-being and success in other aspects of
Online gaming is a common pastime for college students, according to a study by Singh
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and Dahiya (2019). Low to moderate levels of online gaming can offer amusement and chances
for social engagement with other gamers online. However, playing online excessively can result
in addiction, which can cause several issues like melancholy and anxiety. The hallmark of online
gaming addiction is the compulsive use of the games, even when it negatively impacts other
facets of life, such as relationships, jobs, or academic achievement. Also, it may cause physical
issues including poor sleep and eye strain. According to the study, college students in China
should be made aware of the potential dangers of playing video games too often and encouraged
to adopt sensible gaming practices. Limiting the amount of time spent playing online games,
taking pauses, and doing other things besides gaming are all part of this. Universities and
instructors can also help spread the word about online gaming addiction and offer resources to
Online game addiction affects the quality of college students' sleep, according to Kharisma
and Fitryasari (2020). Gaming addiction among college students has a physical effect, particularly
on the body's sensory system of sight, which results in exhaustion and makes it difficult to fall
asleep and get excellent quality sleep. Gamers in college can manage their leisure time to play
online games so they don't become addicted and have restful sleep. According to Lin and Lee
(2019), College students with moderate to severe online addiction, as measured by the PSQI
(Pittsburgh Sleep Quality Index), had lower sleep quality than those with mild or no internet
addiction. The PSQI is a questionnaire that evaluates sleep quality over one month, and the study
discovered that students with moderate to severe internet addiction had considerably higher PSQI
scores. According to the study, college students who have internet addictions need to be aware
of the detrimental effects it may have on the quality of their sleep. To improve the quality of their
sleep, they must take action to control their internet usage and develop healthy sleep habits. This
entails establishing a regular sleep routine, abstaining from using technology right before bed,
However, not all research points to the negative impact of online gaming on academic
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behavior. For instance, a study by Holtz and Appel (2017) found that Moderate online game
players had better levels of academic engagement and are more likely to complete their tasks on
time. The study also revealed that online gaming might be used as a coping method for students
who are experiencing academic stress. To summarize, while online gaming has become a
popular leisure among first-year college students, excessive gaming might harm academic
performance. Future educators must collaborate to ensure that students understand the risks of
excessive gaming and are encouraged to participate in academic activities that promote academic
performance.
quizzes) into the teaching process, according to Campillo-Ferrer (2020), enhanced students'
understanding of specific social science concepts, increased their active participation in the
lesson and inspired them to learn in a more engaging environment. To boost motivation and
gamification to a whole new level with engaging digital participation platforms. According to Wang
et al. (2021), psychological control of the virtual world is predicted by their goals for achievement
and escapism.
In the 21st century, the breadth of online gaming has broadened as a result of the
proliferation of gaming PCs and devices, growing internet bandwidths, and the exponential
students that spend excessive time playing online games typically have impaired learning abilities,
cognitive problems, subpar academic proficiency, and less social interaction. Thus, as time spent
on online games increases, sleep time decreases, resulting in bad academic behavior. Moreover,
Students became heavy users, which may substantially challenge current and future educational
Mobile games provide students with fun and relaxation when they are played in
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moderation, but extreme video game reliance might have detrimental effects on students’
discovered that addiction involves being particular about things or activities and that both
obsessive behaviors may be classified as forms of addiction that came about as a result of
reliance. In fact, Aksoy (2017) identified the general term "technology addiction" as a subtype of
behavioral addiction. Addiction to mobile devices increases the risk to the user's physical and
mental health. A solid connection to mobile gaming could interfere with family duties and
According to Olipas (2020), online games provide benefits. They discovered that online
coordination, and collaboration. However, negative consequences were also noticed, including
aggressive behavior, which makes a person deviant, develops incorrect values, has a detrimental
Accordingly, there are various benefits of playing games, but some students struggle to
prioritize studying above other responsibilities, which exhibits poor time management. Many
students waste their time on pursuits that might not advance their academic performance or
personal growth. A student might, for example, spend the entire day on Facebook, Twitter, or
Instagram. Some students also waste valuable study time on online games and gambling. There
is no connection between these activities and students' strong academic performance. In contrast,
they waste students' valuable time that they could spend learning. Poor study habits can have
disastrous effects and result in educational failure. Hence, to manage education, students must
Smartphone addiction has negative influences on how students spend their time. Most
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students experience sleep disturbances, a lack of motivation to exercise, poor eating habits, and
obesity. Smartphones severely harm young people. Youth have been seen to spend a lot of time
on their smartphones. Youths' lack of time management and attention span issues them with
losing their grade point average due to their attitude toward studies (Khan, 2020).
As Nolan (2023) explained, excessive gaming can inevitably lead to sleep deprivation.
Hence, students cannot give their entire focus, hampering their performance at school. He further
emphasized that online gaming may not only make it difficult to make decisions but it may also
impede students' ability to manage their time. As they spend more time gaming, they will become
less concerned with other aspects of life. These often include socialization, schoolwork, studying,
Picaza (2019) pointed out that numerous college students failed in school due to
neglecting their academic responsibilities due to Defense of the Ancients (DOTA), one of the most
prominent online games. She asserted that playing online games leads students to have low
competence and cognitive efficiency. Hence, with these impacts, it has been determined that
playing online games invariably decreases learners' assessments and could induce students to
drop out of school. Similarly, Adair (nd) stated that college students usually have less parental
supervision, more independence, increased academic responsibilities, and a change in the social
environment, all leading to increased stress levels. Instead of doing their college work, students
often turn to online games to escape and cope with their anxiety. Consequently, they get further
behind in class, causing more stress and creating a cycle of academic self-destruction.
Moreover, a study conducted on college students found that those who indicated they
played online games had significantly lower GPAs than students who did not play. Lack of time
for more important activities like studying or outdoor games is one of the negative consequences
of playing online games (Wright, nd). He added that while some studies suggest that specific
types of games enable problem-solving and teamwork skills, excessive gaming can negatively
According to Sayed et al. (2021), it is worth noting that gaming addiction can be defined
as intensive game playing to the extent that it affects health, academic life, and daily life.
Therefore, individuals must monitor their gaming habits and ensure they are not interfering with
As Hope (2015), he pointed out that balancing online gaming and academic
responsibilities can be challenging, but some strategies can help. Embracing the waste of time is
another strategy that can help balance gaming and studying, and it requires discipline and
purposeful planning. Removing distractions, playing with intention, taking breaks as needed, and
embracing the waste of time are all strategies that can help achieve this balance.
Online gaming has grown in popularity among students in recent years. While internet
gaming was long thought to be a waste of time and a distraction from academic endeavors, a new
study has revealed that it can have several beneficial effects on students. The capacity of online
gaming to increase cognitive skills is one of its significant positive benefits. According to a study
by Green and Bavelier (2013), action video games have been shown to improve cognitive
processes like attention, spatial reasoning, and decision-making. This enhancement in cognitive
capabilities can be advantageous for engineering students who need to solve problems quickly.
by Cole and Griffiths (2017), playing online games can help establish community and
communication skills. These social skills are critical for engineers, who frequently work in groups
to finish tasks. Furthermore, online gaming can boost engineering students' creativity and
inventiveness. A study by Lee et al. (2019) found that playing video games can help you increase
your creativity and problem-solving abilities. This inventiveness can be used to problems,
resulting in novel ideas and designs. Moreover, online gaming can have a positive impact on
mental health.
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According to a study by Kuss and Griffiths (2013), online games can reduce stress and
improve mood. This is especially important for engineering students who often experience high-
stress levels due to academic demands. Additionally, online gaming can have several positive
effects on engineering students. It can improve cognitive skills, promote socialization and
teamwork, enhance creativity and innovation, and positively impact mental health. As such,
educators and policymakers need to recognize the potential benefits of online gaming and
While college students, notably engineering students, are increasingly interested in online
gaming. Some studies have found that gaming positively impacts academic achievement, mental
health, and social connections. At the same time, other research suggests that online gaming
might hurt academic performance, mental health, and social relationships. One of the most severe
negative impacts of online gaming is the possibility of harming academic achievement. According
to a study by Young (2015), excessive gaming among students might result in low marks, dropped
Besides, Blackburn and Kwak (2014) explained that toxicity has appeared in various
contexts and is characterized by negative behaviors and effects on college students who are
exposed to online games. Students are exposed to the bad behavior present in online games,
which includes cheating, harassment, and grieving, which could potentially damage the
community involved.
Furthermore, Liu et al. (2016) found that academic achievement was inversely connected
with online gaming addiction among college students. Addiction to online gaming can also hurt
one's mental health. A study by Hussain and Griffiths (2018) found that College students' online
gaming addiction was linked to despair, anxiety, and tension. Furthermore, internet gaming
addiction can cause sleep problems, aggressiveness, and impulsivity (Kardefelt-Winther, 2014).
Relatively, Beres et al. (2021) stated that one results of playing online games for college
students is a changed attitude or toxicity where represents a pervasive and complex problem.
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Antisocial behaviors in online play that directly harm player wellbeing, enjoyment and retention. It
shows that some players normalize toxicity as an inextricable and acceptable element of the
competitive experience and considered as players traits. Similarly, Zsila (2022) found that players
opt not to report toxic content because they believe it to be acceptable, typical of online games,
banter or as not their concern. This shows that these are traits and themes represent contributing
Addiction to online gaming can also hurt social interactions. According to a study by Taş
(2015), college students addicted to internet gaming had lower social competence, weaker
communication skills, and decreased social support. Furthermore, excessive gaming might result
in social isolation and less engagement in offline activities (Hussain et al., 2017). In conclusion,
online gaming can harm engineering students' academic achievement, mental health, and social
interactions. It is essential for educators, parents, and students to understand the risks involved
with online gaming and to develop measures to promote good gaming habits. Limiting gaming
time, seeking professional help for addiction, and encouraging offline engagement can all be
Computer games have significantly influenced how university students spend their free
time and have grown to be a vital source of entertainment. Internet games can improve college
teamwork, and communication skills can all be taught through games. Additionally, they can offer
an immersive and engaging learning environment that captivates students and improves their
ability to retain information. The impact of games and simulations on different aspects, such as
and Makri (2017). However, as these studies mainly focus on a small number of distinct topics,
there is still a need for a clear framework of applicability across academic disciplines. As a result,
the choice of how well to include games and simulations in the learning process is typically left up
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to the instructor.
Despite being widely thought to harm the academic behavior of College students, study
shows that students can gain benefit through game-based learning. The effect of technology is
felt quite dynamically, and the usage of mobile devices for learning has become popular. A study
conducted by Wardoyo et al. (2020) states that using mobile games in the learning process can
provide experiential learning and develop students' cognitive abilities compared to non-gaming
learning. This significantly helps educators create a 21st-century classroom by taking learning to
the next level. Furthermore, according to Coffey (2017), digital game-based learning can also be
into computer or video games intending to engage learners, which hooks College students,
especially those who are gamers and get them interested in learning.
Using online games as an alternative to traditional exercises can make the learning
process more collaborative and exciting for students. Games can provide a more hands-on
experience with the material, allowing students to engage with the language in a more immersive
way. Additionally, online games often provide immediate feedback on success, which can help
reinforce learning and build confidence. Research conducted by Nur et al. (2020) emphasized
that online games can enhance students' performance in classes, particularly in studying
grammar. By providing a fun and interactive way for students to practice and consolidate their
grammatical knowledge, online games can help students build their skills and confidence in the
language.
Wannapiroon and Pimdee (2022) argue that various forms of multimedia content,
including short films, animations, audio, video games, applications, and other media types, can
positively impact education. Specifically, these types of multimedia content can help develop
critical and creative thinking skills, as well as problem-solving abilities in individuals who engage
with them. Furthermore, multimedia applications can provide learners with interactive experiences
that help them develop problem-solving skills. For example, educational applications that utilize
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gamification can help students learn through trial and error, promoting a growth mindset and
However, the addictive nature of online gaming can have negative consequences on a
student's academic performance, social life, and overall well-being. Kuss et al. (2012) examined
the relationship between online gaming addiction and academic performance among college
education students. The study found that students who were addicted to online gaming had lower
College dropout is a significant issue that should be viewed as a failure of the higher
which are often subsidized by the public (Grau-Valldosera & Minguillon, 2014). Jiang (2014)
discovered that access to online resources significantly predicted the development of internet
addiction and academic performance deterioration. She found that engaging in online gaming for
a prolonged period causes students to become engrossed in virtual worlds and subsequently
neglect their studies, potentially leading to dropouts. Students struggled to retain their specific
social position, thus causing them to dabble with excessive internet use to eliminate time or cope
Similarly, Novrialdy et al. (2019) stress that addiction to online gaming causes the
compulsive behavior, apathy toward other activities, and peculiar signs such as discomfort when
not playing games. These factors impeded interaction and made students disinterested in school,
potentially leading to dropouts. Furthermore, Tas (2017) pointed out that harmful elements of
technological addictions can impact students' educational lives. Students playing interactive
online games affect academics adversely, resulting in missed assignments, failing grades, and
expulsion.
Baturay and Toker (2019) claim that if college students are not informed about online
gaming addiction, professors or institutions should offer the appropriate educational seminars or
trainings to enhance awareness of problematic internet use. Also, professors should encourage
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students to use the internet for educational purposes and other activities. This would furthermore
educate College students on how to use the internet effectively. Similar to peers, instructors
should watch out for any poor behaviour in the students. Also, policymakers and regulators must
keep up with these initiatives and support efforts to combat internet addiction. They may designate
centers to educate and mentor kids on the negative effects of technology, like addiction, the
Even after controlling for frequency of playtime and other unhealthy coping techniques,
Plante et al. (2019) found that undergraduates who used video games to cope with stress or
setbacks had a unique ability to predict the symptoms of video game addiction. Serial mediation
study revealed evidence that mental illness-related anxiety may increase the usage of video
games as a coping technique, which is then linked to increased video game addiction.
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