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Senior High School Department

PRACTICAL RESEARCH 1: QUALITATIVE

PERFORMANCE TASK #2
REVIEW OF RELATED LITERATURE MATRIX

Effects of being addicted in Online Computer Games in


the Academic Performance of the selected ICT Students
in University of Perpetual Help System Dalta

Leader: Leader’s
Score
Samonte, Erniefel /20
Members:
1. Piñero, John Dave /20
2. Sobremisana, Daniela /20
3. Reyes, Hiroshi /20
4. Sabater, Mark /20
5.
6.
7.
Date of Submission:
Instructor’s Name and Signature: Mr. April Joyce C. Umali, LPT

RUBRIC
4 3 2 1
Criteria weight Score

Subject matter/content of chosen


literatures
Topic and content of chosen x2
literatures are directly relevant to the
proposed study.
Quality of Information presented
Details lifted from the chosen x3
literature are appropriate, accurate,
factual, and consistent.

Organization
Good organization; points are x3
logically ordered; Closely adheres to
the standard conventions.

Mechanics
x1
No errors
Citation Style
x1
Correct use of APA citation style
Senior High School Department
Research Journal Article #1:

Chashmi, M., Hedayati, N., & Zamani, E. (2009). Effect of Addiction to Computer Games on Physical and
Mental Health of Female and Male Students of Guidance School in City of Isfahan. Addict Health,
1(2), 98-104. Retrieved from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/

Topic/Thesis Statement Effect of Addiction to Computer Games on Physical and Mental Health
of Female and Male Students of Guidance School in City of Isfahan
Objectives/Research This study aimed to investigate the effects of addiction to computer
Questions games on physical and mental health of students.
Methodology Participants/Sampling Procedure
The study population includes all students in the second year of public
guidance schools in the city of Isfahan in the educational year of 2009-
2010. The sample size includes 564 students selected by multiple steps
stratified sampling. Dependent variables include general health in
dimensions of physical health, anxiety and sleeplessness and impaired
social functioning.
Data Gathering Procedure
Data were collected using General Health Questionnaire (GHQ-28)
scale and a questionnaire on addiction to computer games.
Data Analysis Procedure
Pearson's correlation coefficient and structural model were used for data
analysis.
Summary/ Highlights of the The results of this study showed that there is a direct relationship
Findings/Recommendations between physical health, anxiety and depression with computer games
for further studies addiction. However, the relationship of addiction to computer games and
social dysfunction was significance and inverse. In 1990, Yuma et al
conducted an intensive study in 9 cities of Japan about the computer
games played by children and adolescents and its relationship with their
physical health. The results showed that obese students were more
attracted to computer games. In other words, playing more computer
games cause adolescents to stay home, which lead to their lack of
activity and getting fat. This is considered as a biological problem. In
psychological dimension, it seems that computer games have a
negative relationship with mental health of adolescents and have a
direct effect on their violent behavior, anxiety, depression and isolation
of those adolescents who play these games. The effects of computer
games on psychological health of people and severity and significance
of that depends on factors such as level and intensity of violence in the
game, the ability of player in differentiating virtual world and real world,
player's ability to inhibit their desires and motivation, the values they are
brought up with or living with and also values that are in the context and
content of the games. Anxiety was one of possible outcomes of
computer games, which is studies by researchers. Studies showed that
computer games increases players' heart beats to a level more than
their body request. In the present study also, we found a direct
significant relationship between addiction to computer games and
anxiety.

The results of this study are in agreement with the findings of other
studies around the world. As the results show, addiction to computer
games affects various dimensions of health and increases physical
problems, anxiety and depression, while decreases social functioning
disorder.

Accomplished by: Reyes, Hiroshi


Senior High School Department
Research Journal Article #2:

Wang, L., & Zhu, S. (2011). Online Game Addiction Among Student. International - Degree project,
15(2), 7-42. Retrieved from: https://www.diva-portal.org/smash/get/diva2:602320/FULLTEXT01.pdf

Topic/Thesis Statement Online Game Addiction Among Student


Objectives/Research The purpose of this study is to formulate a theory as to what causes
Questions video game addiction among students in university. The overall goal is to
determine what causes students to become addicted to computer
games, while trying to understand more about the social norms and daily
habits of computer game addicts.
Methodology Participants/Sampling Procedure
In the research, snowball-sampling was used to find appropriate
interviewees, which means that the researchers identified a few people
with the characteristics the researchers required; asked them if they
know of anyone with the same or similar characteristics that the
researchers are searching for; and through them, the researchers could
connect with more people that are having the same or similar
characteristics.
Data Gathering Procedure
The method that we used is interview; which entailed four interviews
with both Swedish and Chinese undergraduate students.
Data Analysis Procedure
We chose systems and ecological perspectives as our theory and
analyzed our data using the hermeneutic approach.
Summary/ Highlights of the We have come to the conclusion that this is something that is worth
Findings/Recommendations researching about, as this has been a very common phenomena and it
for further studies will be even more common in the future. Here are a few suggestions; In
the process of investigation, particularly on the step of group selection, it
would be appropriate to distinguish the people who
are just fond of computer game from those the online game addicts.
Although both groups are sharing a common character like favorite of
computer game, not everyone would doom to be addicted to online
game. So a practical evaluation measures are necessary for assessment
of who would be prone to the addiction. The research data/information
would not be of meaningful and valuable unless group of people who are
prone to addiction being accurately selected. In addition, once the group
selection has been accomplished and then investigation begins. During
the process of investigation, one would be aware of that some people
would usually decline the fact that they are addicted to online game. With
regarding to that, we would suggest such words as “addicts or addicted”
should be avoided when asking a question or describing something
related to the interviewees. In the meantime, it is absolutely necessary to
distillate the contents of the answers, so as to make the data somewhat
useful and reliable. Further, an investigation with group of youngsters
who are 42 growing up from different culture background would be
worthwhile, because it is highly possible that a different answer could be
expected from exactly the same question, which would make the
research project more informative and fruitful.

Accomplished by: Reyes, Hiroshi


Senior High School Department
Research Journal Article #3:

Labaya, J., Madrones, P., Orendain, H., & Otoc K. (2017). EFFECTS OF ONLINE GAMING ON THE
ACADEMIC PERFORMANCE OF GRADE 11 STUDENTS IN SOUTHERN CHRISTIAN COLLEGE.
Retrieved
from: https://group1textandbeyond.wordpress.com/2017/03/09/effects-of-online-gaming-on-the-
academic-performance-of-grade-11-students-in-southern-christian-college-research-report/

Topic/Thesis Statement EFFECTS OF ONLINE GAMING ON THE ACADEMIC


PERFORMANCE OF GRADE 11 STUDENTS IN SOUTHERN
CHRISTIAN COLLEGE
Objectives/Research The study aimed to know the effects of online gaming in the academic
Questions performance of grade 11 students.
Methodology Participants/Sampling Procedure
The key informants were the Grade 11 Students of Southern Christian
College in the school year 2016-2017. In which the user of online
games started to play at the early age of 12-16 years old. They were
chosen through convenience sampling.
Data Gathering Procedure
A survey was made on grade 11 senior high school students of
Southern Christian College, and that indications were seen that the
questionnaire could gather the data needed.
Data Analysis Procedure
The recorded data were transcribed and translated to English and were
studied using content analysis. The data were presented through
narrative report and stories.
Summary/ Highlights of the Listening to the story of the online gamer in grade 11 students, themes
Findings/Recommendations were culled out on the reasons why they play online games. The
for further studies students play online games is to surpass boredom or for enjoyment, for
belonging and as means of escape.

For belongingness
Most of the participants went to the net café for they did not want to
stay in their houses because everyone was busy working; no one was
left in the house that they could talk to. Some of the participants have a
parent who just let them do what they wanted because they were also
busy earning their income. There were also some participants who
were not given much attention because the parents were focused on
their business.

Doing things together with peers


As the participants stayed on the internet café, they were able to gain
friends whom they played with. Ibrahim (2012) said, “peers groups play
the role of family and are a source of solidarity, economic and
emotional support for their member.” Thus, the participants shared their
feelings, they always found time to play online games with their friends.

Being shunned
The participants expressed their irritation to the people who told them to
go away or to off when they were begging for money.

Accomplished by: Sobremisana, Danie


Senior High School Department
Research Journal Article #4:

Abbas, K. (2017). EFFECTS OF ONLINE GAMING ON THE ACADEMIC PERFORMANCE OF GRADE


11 STUDENTS IN SOUTHERN CHRISTIAN COLLEGE.

Retrieved from: https://pointguardsite.wordpress.com/2017/03/10/effects-of-online-game-addiction-to-


the-students-of-the-senior-high-school-students-of-southern-christian-college/

Topic/Thesis Statement EFFECTS OF ONLINE GAME ADDICTION TO THE STUDENTS OF


THE SENIOR HIGH SCHOOL STUDENTS OF SOUTHERN
CHRISTIAN COLLEGE

Objectives/Research This study will determine the number of students in Southern Christian
Questions College that are addicted to online games:
Specifically, the following questions will be answered:
1. What are the effects of online game addiction in their
2. Academic performance
3. Physical Health
The general objective of this study is to determine the effects of the
online game addiction of the student to their academics and the effects
of online games to their health.
Methodology Participants/Sampling Procedure
The participants of this study are bonafide students of Southern
Christian College particularly the Senior High School Students enrolled
in semester 2016-2017. This study will use stratified sampling
procedure.

Data Gathering Procedure

This study will use stratified survey method because it will only
determine the respondents that who are addicted to online games.

Data Analysis Procedure

The data will be analyze using Frequency Distribution.


Summary/ Highlights of the Games addiction shows the bad effect among the people nowadays.
Findings/Recommendations Addiction to the internet shares some of negative aspects of substance
for further studies addiction and has been shown to lead to consequences such as failing
school, family and relationship problem (Brian. D. NG, M.S & Peter. W. H,
2005). It can make the people who has addicted will feel that the games
can provide opportunities for achievement, freedom and even a connection
to the players. Those benefits trumped a shallow sense of fun, which
doesn’t keep gamers as interested (online gamers anonymous, 2008). The
role of media in advertising the games also make more cause why the
games addicted will be more interested with those games.
Although playing video games is one of the most popular leisure activities
in the world, research into its effects on players, both positive and negative,
is often trivialised. Some of this research deserves to be taken seriously,
not least because video game playing has implications for health. One
innovative application of video games in health care is their use in pain
management. The degree of attention needed to play such a game can
distract the player from the sensation of pain, a strategy that has been
reported and evaluated among paediatric patients.

Accomplished by: Sobremisana, Danie


Senior High School Department
Research Journal Article #5:

Centillas Jr., C. L., Larisma, C. M., & Lumbay, C. (2017). Computer Gamers Academic Performance in a
Technological State College in Leyte, Philippines. Journal of Social Science, 6(2), 41-49.

Retrieved from: http://centreofexcellence.net/J/JSS/Vol6/No2S/JSSarticle5,6_2_Specialpp41-49.pdf

Topic/Thesis Statement Computer Gamers Academic Performance in a Technological State


College in Leyte, Philippines
Objectives/Research In our school, we often hear students talking about their computer game
Questions experiences instead of the lectures in school. We also hear various
comments from students expressing a deep concern for their
classmates who were previously a good performer in school and
becomes a poor performer, blaming computer games addiction as
factor for the poor performance. In our observation and informal
interviews from students we found out that some of our students were
really engaging in computer games. One of the researcher had
encountered the problem on students absence in class due to spending
so much time in computer gaming. From the given instances, the
researchers decided to team up and conduct a point of reference
research to gather factual and scientific information regarding the
academic performance of the students enrolled in our school who were
engaged in playing computer games.

Methodology Participants/Sampling Procedure


The researchers used purposive sampling in determining the
respondents for the research which includes all of the 82 identified
computer gamer students enrolled across all levels and across all the
programs offered in Palompon Institute of Technology-Tabango
Campus for the school year 2015-2016.

Data Gathering Procedure


This study made use of two data gathering techniques which was data
mining in a form of grades from the student prospectus and the
questionnaire.
Data Analysis Procedure

Data gathered were analyzed using percentage in order to identify


proportions. Mean was used to determine the general weighted
average grade of the gamers in each of the semesters during the
school year 2015-2016.

Summary/ Highlights of the Based on the analysis of the data gathered, the researchers arrived at
Findings/Recommendations the following conclusion; majority of the computer gamers had already
for further studies been playing computer games while they were still a junior high school
student, this result strongly suggests that computer gaming exists not
only among college students but also amongst high school students.
Most of the gamers were good performers in the academe, this
supports the belief of Prensky (2006), that video and computer game
playing, done appropriately, is actually very beneficial to today's "Digital
Native" kids, who use them to prepare for life in the 21st century. The
rest of the results compliments with the results of the previous studies
cited in the review of related studies in this study (e.g. all of the gamers
were males, most the gamers were adolescents).

Accomplished by: Sabater, Mark


Senior High School Department
Research Journal Article #6:
Castillo, J. G., & Domrique, D. O. (2018). Online Gaming: Impact on the Academic Performance and
Social Behavior of the Students in Polytechnic University of the Philippines Laboratory High School.
KnE Social Sciences, 4(1), 1205-1210.

DOI: 10.18502/kss.v3i6.2447

Retrieved from: https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372

Topic/Thesis Statement Online Gaming: Impact on the Academic Performance and Social
Behavior of the Students in Polytechnic University of the Philippines
Laboratory High School
Objectives/Research The purpose of this study was to find out how online games affect the
Questions students' intellectual capacity in relation to their academic performance
and social behavior.
The purpose of this study was to find out how these online games affect
the students' intellectual capacity in relation to their academic
performance and social behavior.
Methodology Participants/Sampling Procedure
They were selected through purposive sampling which the persons
chosen for the investigation are themselves not expected to be the
representatives of the population, but rather they possess the
necessary information about the issue being investigated upon. In
addition to this, there are only 126 respondents chosen for this study.
Data Gathering Procedure
This study used the descriptive – correlation method utilizing a
questionnaire to get the needed data for the study.
Data Analysis Procedure
Statistical treatment of data was done through the use of percentage,
weighted mean, and Pearson r Correlation.
Summary/ Highlights of the The Academic Performance of the respondents is not affected even if
Findings/Recommendations they play online games. Their grades are still good enough even if they
for further studies spent time for playing. To sum up with the result, the respondents have
a good academic performance despite their involvement in playing
online games.

There is a significant relationship between the social behavior of the


respondents and playing on-line games in terms to its frequency
specifically in the item saying: “I play on-line games before going to
bed” and “I play on-line games only on week-ends”. Also, in the types of
on-line games such as Minecraft, Defense of the Ancient, Farmville,
Smite, and Candy Crush.

There is a significant relationship between the academic performance


of the respondents and playing online games during weekends. Which
result to having a good grade while playing online games. This can be
interpreted as the trade-off when playing computer games. If the
student decides not to play, then there will be no deduction in the
grades. Which is true to the researchers' study for the respondents'
academic performance is only significant to playing online games
during weekend. Weekends are the days when the respondents have
their pleasure time for recreational activities.

Meanwhile, since most of the student respondents are male and they
are more frequently engaged in playing on-line games, the school
administrators and teacher in collaboration of the parents might
consider to promote physical health, sportsmanship, camaraderie and
pro-social skills to the students instead of getting engaged with online
games.

Accomplished by: Sabater, Mark


Senior High School Department
Research Journal Article #7:

Wright, J. (2011). The effects of video game play on academic performance. Modern Psychological
Studies, 17(1), 37-41.

Retrieved from: https://scholar.utc.edu/cgi/viewcontent.cgi?article=1197&context=mps

Topic/Thesis Statement The effects of video game play on academic performance


Objectives/Research The present study seeks to answer the question: Does playing video
Questions games have an impact on academic performance as measured by
amount of time playing and school GPA? This proposal's hypothesis is
that as time spent playing increases, GPA will decrease; also that as
level of cognitive engagement as determined by number of
puzzles/strategy situations encountered increases, GPA will increase.
Methodology Participants/Sampling Procedure
Participants were 198 college students from University of the
Cumberlands.
Data Gathering Procedure
One form for the study was an informed consent form on which the
participants were given general information about the study and
provided their consent concerning the use of GPAs and all other
demographic and gaming information in the present study. Another
form used in the present study was a Gaming Habits Survey developed
by the researcher for use in this particular study. The survey consisted
of 11 items; the first five were concerned with demographic information
such as age, gender, race, academic classification, and academic
major. The last six items asked participants to report on GPA, player
status (player vs. nonplayer), primary mode of gaming (console,
handheld, or PC), amount of time spent playing games in an average
week, how many puzzle or strategy situations players faced in an
average game, and what game genre had been the primary center of
play for that semester. The Gaming Habits Survey was not tested for
either reliability or validity. It was developed simply for the purposes of
the particular research being presented.
Data Analysis Procedure
The data that was collected was analyzed to determine if there were
any significant differences between the control group (those who
indicated that they did not play video games) and the experimental
group (those who indicated that they did play video games) in terms of
GPA, which was used as an indicator to determine if playing video
games has an impact on academic performance. The data were
analyzed using SPSS version 19. The data were analyzed using a
series of descriptive statistics analyses, correlation analyses, and one-
way ANOVAs.
Summary/ Highlights of the Further research should be conducted on gaming and academic
Findings/Recommendations performance, particularly as measured by GPA. One way this could be
for further studies achieved is through a longitudinal study over the course of the college
career of the participants. This would give a truer account of GPA and
gaming habits, if surveys were given, say, once a year. This study
would produce more accurate data because it would measure the
gaming habits and GPA scores of students over the course of three to
four years, whereas in the present study, GPA scores might simply
indicate a light course load, a particularly rough semester, etc.
Extraneous variables would have more of an effect on a short study as
opposed to a longitudinal study. Also, further research could use
surveys that have addressed the issues mentioned above that would
produce more accurate data. Overall, there is much that can be learned
about video games and academic performance; this study is just one
example of research done on a small level.

Accomplished by: Piñero, John Dave


Senior High School Department
Research Journal Article #8:

Ku, C., Kwak, M., Yurov, K. M., & Yurova, Y. V. (2012). A Study of the Influence of Gaming Behavior on
Academic Performance of IT College Students. Gaming Behavior and Academic Performance, 2(1),
1-8.

Retrieved from: https://pdfs.semanticscholar.org/3427/7893f06e78819026789c08dc519f36f5a3c4.pdf

Topic/Thesis Statement A Study of the Influence of Gaming Behavior on Academic Performance


of IT College Students
Objectives/Research The purpose of this study is to analyze the relationship between college
Questions students’ gaming behavior and their academic performance. To serve
the purpose, we derived a research model based on literature review
and tested the model by using a survey study. We report here on a
survey study conducted to investigate the influence of gaming behavior
on the academic performance of IT college students. A conceptual
model was proposed to examine whether six identified gaming
behavioral variables, including self-control capability, social interaction,
gaming platform, gaming frequency, gaming genres, and motivation,
influence on college student’s academic performance.
Methodology Participants/Sampling Procedure

In Fall 2013, three instructors in the School of Information Technology


(IT) at a four-year college in the southern US invited students of their
courses to participate in this study. The 221 students from the thirteen
courses, of which seven courses are online, taught by the three
instructors were invited to the study. Students who participate in the
study received 10 or 20 bonus points dependent upon the grading scale
of each course. An alternative assignment with bonus points was given
to students who did not want to participate in the study.
Data Gathering Procedure

An online, anonymous survey and convenient sampling method was


used for data collection. LimeSurvey3, an open source, web-based
survey application, was used to conduct the survey and collect
responses.

Data Analysis Procedure

The Statistical Package for the Social Sciences (SPSS) was used for
statistical analysis.
Summary/ Highlights of the In this study, we developed a research model based on prior research
Findings/Recommendations to investigate the influence of gaming behavior on the academic
for further studies performance of IT college students. The model was tested by using a
survey study and the results showed that among six independent
variables, self-control, social interaction, and gaming platform have
emerged to have statistically significant relationships with academic
performance. There are several limitations evident in this study. First,
the research model was tested using a survey, which is a self-report
that may include biased answers. Second, the study surveyed only IT
students and, therefore, it may not be appropriate to generalize the
results to the entire population of college students. Third, due to time
constraints, only one model was reported and tested. To fine-tune our
current model, more alternative models and factors need to be tested.

Accomplished by: Piñero, John Dave


Senior High School Department
Research Journal Article #9:

Başol, G., & Kaya, A. (2018). Motives and Consequences of Online Game Addiction: A Scale
Development Study. Noro Psikiyatr Ars., 55(3), 225-232.

Retrieved from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6138230/


Topic/Thesis Statement Motives and Consequences of Online Game Addiction: A Scale
Development Study

Objectives/Research We aimed to develop the Online Game Addiction Scale (OGAS) and
Questions examine its properties.
Methodology Participants/Sampling Procedure

Three hundred and twenty-seven secondary school students (92%


males and 8% females) participated in this study. A draft scale that
included 69 items was used for assessing its validity and reliability. The
exploratory factor analysis was used for assessing construct validity,
and Cronbach’s alpha coefficient, Spearman–Brown split-half reliability,
and test–retest reliability were used for assessing reliability.

Data Gathering Procedure

To gather prospective items for the Online Gaming Addiction Scale


(OGAS), a focus group study with adolescents who played MMORPG
was conducted; the positive and negative aspects of gaming were
discussed and probable expressions were gathered. In addition, a
comprehensive literature regarding online gaming helped in identifying
problems and motives that were associated with online gaming
behaviour.

Data Analysis Procedure

Statistical analysis was performed using a SPSS 15 developed by IBM


in New York. The normality check at item level were achieved through
skewness and kurtosis check and yielded no problems. The construct
validity was assessed using the principal component analysis.
Summary/ Highlights of the It is important to identify the motives behind excessive online gaming
Findings/Recommendations behavior and its consequences rather than only detecting if there was a
for further studies habitual engagement. No one can deny that we depend too much on
technology because we all use computers and Internet for various
purposes. OGAS is anticipated to help parents and educators in
acknowledging the problems before a pastime engagement in
MMORPGs turns into an overly habitual play. It would not be wise or
clever to suggest excluding technology from youngsters’ lives
considering the wide range of benefits it provides. Instead, approaches
that direct youngsters to more beneficial uses of technology and the
effect of their application can be studied. Through counseling programs,
parents can obtain guidance to help their adolescents playing digital
games excessively rather than getting frustrated by a judgmental, no
end attitude. Researchers may also consider studying the proposed
construct with its association with other psychological constructs (such
as depression, self-esteem, self-efficacy, effective study habits, and
time management skills) to have a comprehensive, yet prevailing
understanding of the issue for all parties. Furthermore, we suggest that
the validity of the scale’s conceptual structure should be tested in a
future study using a confirmatory factor analysis on a different data set.

Accomplished by: Samonte, Erniefel


Senior High School Department
Research Journal Article #10:

Müezzin E. (2015). Comparison Of Online Game Addiction In High School Students With Habitual
Computer Use And Online Gaming. TOJET: The Turkish Online Journal of Educational Technology,
2(1), 59-65.

Retrieved from: https://files.eric.ed.gov/fulltext/EJ1124396.pdf

Topic/Thesis Statement Comparison Of Online Game Addiction In High School Students With
Habitual Computer Use And Online Gaming
Objectives/Research The main problem statement of the study:
Questions
“Is there a statistical difference between the online game addiction in
high school students and their habitual computer/internet use?”
The following sub questions were prepared to provide an answer to the
main problem.
1. Is there a statistical difference between the online game addiction
and the years of computer use?
2. Is there a statistical difference between the online game addiction
and the amount of experience in the computer use?
3. Is there a statistical difference between the online game addiction
and the amount of time spent per day on online gaming?

Methodology Participants/Sampling Procedure

The population of this research is 131 high school students in North


Cyprus. The sample of the research consists of 131 high school
students; 61.8 % (n=81) female and 38.2 % (n=50) male participants.
The purposive sampling techniques of criterion sampling method have
been used for the selection of the participants who had personal
computers.

Data Gathering Procedure


“Online Game Addiction Scale” and biographic-demographic
information forms were used to collect data. Biographic and
demographic information form was prepared by the researcher. It
consisted of 12 questions. In this form the participants were asked to
answer questions related to (gender, which class he/she attends etc.)
as well as computer-internet related questions.

Data Analysis Procedure

All analysis was performed by using the SPSS for Windows.


Considering purposes of the study percentage documentation average,
one–way ANOVA and Kruskal–Wallis tests were used in data analysis.
The statistical significance level was accepted as .05 in the study.
Summary/ Highlights of the In conclusion, the results of the study show that the understanding of
Findings/Recommendations the ‘‘at risk’’ population of the online game addiction and provide us with
for further studies basic information that can contribute to the development of the
education program and the prevention program for high school students
who are addicted or risk groups for online gaming addiction.

Accomplished by: Samonte, Erniefel

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