Beruflich Dokumente
Kultur Dokumente
A Thesis Presented to
the Faculty of Graduate School
Misamis University
Ozamiz City
In Partial Fulfillment
of the Requirements for the Degree
Master of Arts in Education
Major in Guidance and Counseling
by
DARYL P. GALVE
October 2018
ii
APPROVAL SHEET
Accepted and approved in partial fulfillment of the requirements for the degree
ACKNOWLEDGMENT
The researcher would like to extend appreciation to the following for the
The Divine Providence, for the gift of wisdom which enabled the researcher to seek
The Commission on Higher Education (CHED), for the privilege given to the
Prof. Eden A. Neri, his adviser, for the guidance given leading to the
Dr. Perlito D. Jomuad, Prof. Haydee D. Villanueva, and Prof. Genelyn R. Baluyos,
the panel members, for the insightful comments and constructive criticism given leading
The respondents of the study, for the time extended in answering the research
instruments; and
Other individuals not specifically mentioned in this paper, for the assistance
Daryl
iv
DEDICATION
Daryl
v
ABSTRACT
Social media and online games are viewed as growing and popular means of
communication and entertainment, especially to the young generation. This study
determined the social media and online engagement of 156 Senior High School students in
relation to their psychosocial well-being. It was conducted in Philippine Advent College in
Sindangan, Zamboanga del Norte. The respondents were selected through stratified
sampling. This study used the descriptive - correlational research design. The instruments
used in gathering the data were the researcher-made Students’ Social Media Engagement,
Students’ Online Game Engagement Questionnaire, and Students’ Psychosocial Well-
Being Questionnaire. Mean, Standard Deviation, and Pearson Product-Moment
Correlation Coefficient were used in analyzing the data gathered. Results revealed that the
respondents were engaged in social media. The respondents had a good level of
psychosocial well-being. Social media engagement had a highly significant effect on the
social well-being of the students and a significant effect on the cognitive well-being. The
study also revealed that the students were less engaged in online games. The engagement
in online games highly influenced the cognitive and the emotional well-being of the
students. Thus, social media and online games engagement can affect the students in varied
ways and at the different levels.
TABLE OF CONTENTS
Page
TITLE PAGE . . . . . . . . . . i
APPROVAL SHEET . . . . . . . . . ii
ACKNOWLEDGMENT . . . . . . . . iii
DEDICATION . . . . . . . . . iv
ABSTRACT . . . . . . . . . . v
TABLE OF CONTENTS . . . . . . . . vi
LIST OF TABLES . . . . . . . . . ix
LIST OF FIGURE . . . . . . . . . x
Chapter
1 GENERAL INTRODUCTION . . . . . . 1
Theoretical Framework . . . . . . 4
Conceptual Framework . . . . . . 6
General Objectives of the Study . . . . . 9
REFERENCES . . . . . . . . 10
2 SOCIAL MEDIA ENGAGEMENT AND STUDENTS’
PSYCHOSOCIAL WELL-BEING . . . . . . 15
ABSTRACT . . . . . . . . 15
INTRODUCTION . . . . . . . 16
METHODS . . . . . . . . 19
Research Design . . . . . . 19
Research Setting . . . . . . . 19
Instruments . . . . . . . 20
vii
Data Collection . . . . . . . 21
Ethical Considerations . . . . . . 22
Data Analysis . . . . . . . . 22
REFERENCES . . . . . . . . 29
ABSTRACT . . . . . . . . 33
INTRODUCTION . . . . . . . 34
METHODS . . . . . . . . 37
Research Design . . . . . . 37
Research Setting . . . . . . . 37
Instruments . . . . . . . . 38
Data Collection . . . . . . . 40
Ethical Considerations . . . . . . 40
Data Analysis . . . . . . . . 40
viii
REFERENCES . . . . . . . . 47
APPENDICES
CURRICULUM VITAE . . . . . . . . 56
ix
LIST OF TABLES
Table Page
1 Level of the Students’ Social Media Engagement . . . 24
2 Level of the Students’ Psychosocial Well-Being in Terms
of Cognitive, Social, Emotional, and Spiritual Well-Being . . 25
LIST OF FIGURE
Figure Page
1 Schematic Diagram of the Study . . . . 8
1
Chapter 1
GENERAL INTRODUCTION
part of daily life, particularly among students who are generally heavy social media users.
definitions (Lau, 2017). Social media refers to online tools that are designed to facilitate
the dissemination of the issues through social interaction between individuals, groups, and
organizations using the Internet and Web-based technologies to enable the transformation
of broadcast monologues (one to many) into social dialogues (many to many) (Mills &
building is the social media exchanges ( Davis et al., 2015) since the media enables social
The social media tools are often used synonymously with the ‘‘social media
engagement,’’ but the two are conceptually distinct. Social media refers to the multiplicity
of activities participated by any individuals in online while social media engagement refers
to the nature of cognitive and emotional absorption in the use of social media tools ( Wu
et al., 2018). Engagement is a multidimensional concept that comprises not only behavioral
(actions) but also cognitive (thoughts), and emotional (feelings) aspects (Khan, 2017).
Psychological motivation and affective state bring extra-role behaviors (Kang, 2014).
Kent, 2014). With the advent of smart technologies, an individual, not only possesses more
control over his immediate environment but has become an integral part of it. The internet
of things has blurred the boundary between human, technology, and environment; all three
Young adolescent and adulthood, frequently defined as the period from the late
teens through the 20s, is a critical time for self-identity construction (Villanti et al., 2017).
The vast amount of publicly available user-generated content on social media enables the
study of complex problems for which sufficient data was not available before in various
domains, such as health, politics or economics (Preoţiuc-Pietro et al., 2015). The dramatic
increase in social media use has challenged traditional social structures and shifted a great
Zhang, Wang, & Siponen, 2016). The role of social media as a conduit for useful
response and humanitarian agencies (Goodrich & De Mooij, 2014). A longitudinal study
affirmed that excessive use of social media might increase the risk of mental health
problems and might compromise psychosocial well-being more generally (Shakya &
Christakis, 2017).
On the other hand, the first commercial online games in the early 1970s took until
the 1980s for the first reports of online game addiction to appear in the psychological and
psychiatric literature (Griffiths, 2015). In many online games, in the virtual world or some
other imagined playing space where a player of the game, one player controls one or more
player characters. The player characters can be considered in-game representations of the
controlling player (Lam et al., 2017). Online service allows more friends to participate in
3
online games. In an online session with a friend, a user is typically required to log in the
service providing the online and manually identify friends with their names or email
which leads to significant impairment in other areas of life (Keating & Can, 2016). It has
been observed that when the use of the Internet becomes excessive and problematic, there
are more tensions and these lead to the deterioration of the psychosocial well-being of
individuals (Bernal-Ruiz et al., 2017). In some Western countries, the online gaming
disorder has been recognized as a public health issue in the past few years (Saunders et al.,
2017).
functioning that can include one’s relatedness with others and self-referent attitudes that
involve one’s sense of mastery and personal growth. Well-being reflects dimensions of
judgments of life satisfaction (Burns, 2015). However, schools are confronted with
depressive symptoms, and well-being (van der Ploeget et al., 2015). Some factors are
believed to affect one’s psychosocial health, and they are grouped into external and internal
A number of studies stressed that excessive social media use and online games
engagement increase the risk of mental health problems and compromise the users’ well-
being. However, limited studies were conducted focusing on the influence of social media
and online games engagement on students’ psychosocial well-being. Thus, this study was
The researcher observed that the Senior High School students at Philippine Advent
College Academy have been using their cellular phones during class hours despite the
school policy prohibiting the use. The students spend most of their free time accessing the
Facebook and playing online games. This observation motivated the researcher to conduct
the study.
Theoretical Framework
This study is anchored on the Social Learning Theory by Albert Bandura (1977),
and Zone of Proximal Development by Vygotsky (1978). In the social learning theory,
Bandura (1977) agreed with the behaviorist learning theories of classical and operant
conditioning. However, he adds two significant ideas. Attention refers to the extent to
which individuals have exposed the behavior. The behavior is imitated and it has to grab
attention. Individuals observe many behaviors on a daily basis, and many of these are not
it. On the other hand, Motivation entails the behavior of the person. Rewards and
punishment that follow a behavior will be considered by the observer. If the rewards
perceived to outweigh the perceived costs (if there are any), also then the behavior will be
more likely to be imitated by the observer. If the vicarious reinforcement is not seen to be
important enough to the observer, then they will not imitate the behavior.
According to Mergel (1998), the cognitivist theory is based on the thought process
behind the behavior of the individual. The process occurs inside the learner's mind
consciously. Also, it focuses on how people think, how people understand, and how people
5
know. How people think stresses how the ways of thinking will be impacted on their
behavior. How people understand pertains to the people’s understanding related to the
outside world. How people know refers to how people know a phenomenon outside the
world. The process happens in the human mind. An individual‘s cognition plays a
significant and primary role in the development and maintenance of emotional and
behavioral responses to life situation. Thus, cognitivist theory explains the mental process
and its impact or influence on the individual’s emotional and behavioral responses.
(often known as Erikson’s stages of psychosocial development) that all individuals have to
theory, everyone encounters a certain crisis that contributes to his or her psychosocial
such a crisis, he has no choice but to face it and think of ways to resolve what he or she has
experienced. The failure to overcome such crisis may lead to a significant impact on his or
her psychosocial development. Every individual has her own unique personal identity
which can be positive or negative. The personality traits can be innate or acquired, and
they vary from one person to another based on the degree of influence that the environment
has on the individual. The bottom line is that human beings possess many characteristics
that are honed in many different aspects that eventually define who they are (Santrock,
2011).
the actual development level is determined by independent problem solving and the level
6
in collaboration with more capable peers. The theory tackles on the cognitive growth for
the learner, and that social interaction plays a major role in developing the cognitive ability
of the student. With the presence of the proficient persons like parents and teachers, the
learner can develop his cognitive ability. In the absence of assistance, the child’s cognitive
ability can be tested to determine whether he has achieved his potential development
Conceptual Framework
Social networking site (SNS) serves as a context for social media activities, wherein
individuals debate ideas, contextualize news, and connect with like-minded individuals
(Hung, Li, & Tse, 2011; Smith & Gallicano, 2015). Social media is an integral, but largely
technologies and the social networking sites and applications that they administer among
the students are clear. Studies showed that students are online for many hours each day and
90 percent of all undergraduates use Facebook, just one of many social networking sites
(Dahlstrom, de Boor, Grunwald, & Vockley, 2011). Social media which facilitates the
higher-level learning outcomes via collaborative learning appears evident and supported
The unparalleled rise of social media and its rapid permeation into routine life
across the globe lately has attracted considerable attention from the research community
(Zhang, 2014). The engagement is often tied to the users’ desires to interact with friends.
For example, when students reach college, they spend countless hours on social media
7
(Junco, 2014). But, social media are used for much more than seeking information (de
(Davis Mersey, Malthouse, & Calder, 2010; Kang, 2014). Emotional attachment of
(Kang, 2014). Students commonly engage in the social media to increase relational
connections. On the other hand, social engagement is associated with interaction and online
Although the number of time players spends gaming has no diagnostic value in
itself, gamers with Internet gaming disorder (IGD) spend most of their time gaming.
However, this gaming is detrimental to their physical and psychological well-being. Losing
interest in and neglecting other activities can lead to a considerable decrease in work- or
This study determined the social media and online games engagement in relation
to the psychosocial well-being of the Senior High school students at Philippine Advent
College in Sindangan, Zamboanga del Norte. The specific objectives of the study were to:
9
4. Explore the significant relationship between the level of the students’ social
5. Explore the significant relationship between the level of the students’ online
REFERENCES
Al-Rahmi, W., Othman, M. S., & Yusuf, L. M. (2015).The role of social media for
collaborative learning to improve academic performance of students and
researchers in Malaysian higher education. The International Review of Research
in Open and Distributed Learning, 16(4). Retrieved on October 26, 2018 from
https://bit.ly/2Pn2cTV
10
He, W., Zha, S., & Li, L. (2013). Social media competitive analysis and text mining: A
case study in the pizza industry. International Journal of Information
Management, 33(3), 464-472. Retrieved on October 26, 2018 from
https://bit.ly/2SlIx5l
Heider, F. (2013). The psychology of interpersonal relations. Psychology Press.
Retrieved on October 26, 2018 from https://bit.ly/2q2qZ1s
Jones, E. E. (1972). Attribution: Perceiving the causes of behavior. Morristown, NJ:
General Learning Press. Retrieved on October 23, 2018 from
https://bit.ly/2EGQWxP
Junco, R. (2014). Engaging students through social media: Evidence-based practices for
use in student affairs. John Wiley & Sons. Retrieved on August 1, 2018 from
https://bit.ly/2LV52xG\
Kang, M. (2014). Understanding public engagement: Conceptualizing and measuring its
influence on supportive behavioral intentions. Journal of Public Relations
Research, 26(5), 399-416. Retrieved on October 26, 2018 from
https://bit.ly/2Oab4rk
Kang, M. (2014). Understanding public engagement: Conceptualizing and measuring its
influence on supportive behavioral intentions. Journal of Public Relations
Research, 26(5), 399-416. Retrieved on October 26, 2018 from
https://bit.ly/2Jh6CX9
Keating, R. T., Hendy, H. M., & Can, S. H. (2016). Demographic and psychosocial
variables associated with good and bad perceptions of social media
use. Computers in human behavior, 57, 93-98. Retrieved on August 1, 2018 from
https://bit.ly/2v75xvf
Khan, M. L. (2017). Social media engagement: What motivates user participation and
consumption on YouTube?. Computers in Human Behavior, 66, 236-247.
Retrieved on October 26, 2018 from https://bit.ly/2D6B3yO
Király, O., Griffiths, M. D., & Demetrovics, Z. (2015). Internet gaming disorder and the
DSM-5: Conceptualization, debates, and controversies. Current Addiction
Reports, 2(3), 254-262. Retrieved on October 26, 2018 from
https://goo.gl/2bA9Gz
Lam, S., Auterio, K., Ersever, D., Wang, J., Mullin, B., & Kheskani, H. (2017). U.S.
Patent No. 9,636,584. Washington, DC: U.S. Patent and Trademark Office.
Retrieved on October 26, 2018 from https://bit.ly/2yCtQTs
Lancaster, M. (2016). Green Chemistry 3rd Edition: An Introductory Text. Royal society
of chemistry. Retrieved on October 23, 2018 from https://bit.ly/2CwpaRE
12
Lau, W. W. (2017). Effects of social media usage and social media multitasking on the
academic performance of university students. Computers in human behavior, 68,
286-291. Retrieved on October 26, 2018 from https://bit.ly/2At1mwU
Lowry, P. B., Zhang, J., Wang, C., & Siponen, M. (2016). Why do adults engage in
cyberbullying on social media? An integration of online disinhibition and
deindividuation effects with the social structure and social learning
model. Information Systems Research, 27(4), 962-986. Retrieved on August 1,
2016 from https://bit.ly/2OxUTWg
Macey, W. H., & Schneider, B. (2008).The meaning of employee engagement. Industrial
and organizational Psychology, 1(1), 3-30. Retrieved on October 26, 2018 from
https://bit.ly/2ORajsn
Mills, A. J., & Botha, E. (2012). Managing new media: Tools for brand management in
social media. In Online Consumer Behavior (pp. 117-134). Routledge. Retrieved
on October 26, 2018 from https://bit.ly/2yyvHIH
Pasquini, L. A. (2013). Implications for use of technology in advising 2011 National
Survey. NACADA Clearinghouse of Academic Advising Resources. Retrieved on
October 26, 2018 from https://bit.ly/2ONCbxE
Preoţiuc-Pietro, D., Volkova, S., Lampos, V., Bachrach, Y., &Aletras, N.
(2015).Studying user income through language, behaviour and affect in social
media. PloS one, 10(9), e0138717. Retrieved on February 8, 2018 from
https://goo.gl/rgqPyU
Santrock, John W. (2011). Life-span development. 13thed. New York: McGraw Hill
Companies, Inc. Retrieved on February 8, 2018 from https://amzn.to/2OKmVBN
Saunders, J. B., Hao, W., Long, J., King, D. L., Mann, K., Fauth-Bühler, M., ...& Chan,
E. (2017). Gaming disorder: Its delineation as an important condition for
diagnosis, management, and prevention. Journal of behavioral addictions, 6(3),
271-279. Retrieved on February 8, 2018 from https://goo.gl/JRdzSo
Seligman, M. E. (2011). Flourish: a visionary new understanding of happiness and well-
being. Policy, 27(3), 60-1. Retrieved on October 23, 2018 from
https://bit.ly/2yYfQCC
Shakya, H. B., & Christakis, N. A. (2017). Association of Facebook use with
compromised well-being: a longitudinal study. American Journal of
e\Epidemiology, 185(3), 203-211. Retrieved on February 8, 2018 from
https://goo.gl/vHPL5d
Smailhodzic, E., Hooijsma, W., Boonstra, A., & Langley, D. J. (2016). Social media use
in healthcare: a systematic review of effects on patients and on their relationship
with healthcare professionals. BMC health services research, 16(1), 442.
Retrieved on August 1, 2018 from https://bit.ly/2OB0kUC
13
Villanti, A. C., Johnson, A. L., Ilakkuvan, V., Jacobs, M. A., Graham, A. L., &Rath, J.
M. (2017). Social media use and access to digital technology in US young adults
in 2016. Journal of Medical Internet Research, 19(6). Retrieved on August 1,
2018 from https://bit.ly/2LHFc0Y
Weiner, B. (1986). Attribution, emotion, and action. Retrieved on October 26, 2018 from
https://bit.ly/2ySe1r0
Wu, A. M., Chen, J. H., Tong, K. K., Yu, S., & Lau, J. T. (2018). Prevalence and
associated factors of internet gaming disorder among community dwelling adults
in Macao, China. Journal of Behavioral Addictions, 7(1), 62-69. Retrieved on
November 12, 2018 from https://bit.ly/2DHqWRF
14
Yang, S. U., & Kang, M. (2009). Measuring blog engagement: Testing a four-
dimensional scale. Public Relations Review, 35(3), 323-324. Retrieved on
October 26, 2018 from https://bit.ly/2qk5Jo9
Zhang, G., & Jacob, E. K. (2013). Understanding boundaries: physical, epistemological
and virtual dimensions. Retrieved on October 23, 2018 from
https://bit.ly/2CZh0lX
Zhang, Y. (2014). Social media in Asia. Retrieved on August 4, 2018 from
https://bit.ly/2M1seug
Chapter 2
ABSTRACT
15
INTRODUCTION
Social media refers to the online devices that are designed to disseminate the
content on issues through social interaction between individuals, groups, and organizations
using the Internet and web-based technologies to enable the transformation of broadcast
monologues (one-to-many) into social dialogues (many-to-many) (Mills & Botha, 2012).
16
Social media or social networking refers to networked devices that stress the social facets
(Tezer, Taşpolat, Sami, & Fatih, 2017). This media is fundamentally scalable
The new source of valuable information on the Internet that may be collected to
generate messages, information, and other data is online social media. It encompasses
online media such as blogs and sub-blogs, online discussion forums, social networks, wiki
sites, online reviews on e-commerce sites, video sites, micro-blogging services, and so on
(Heath, 2014). The Internet network is increasingly used as a platform for social media
The popular social media sites vary a lot by the level of usage in different countries
and with demographics (Chaffey, 2016). Social networks have a powerful influence on
student’s decisions (Fernández-Luque & Bau, 2015). Social media platforms provide
active communication channels during mass convergence and emergency events such as
disasters caused by natural hazards (Imran et al., 2015). However, a large number of
and ministries of health, among others) are unaware of social media’s relevance, potential
applications in their day-to-day activities, as well as the inherent risks and how these may
Moreover, most Americans now receive much of their news from social media, and
all over the world. Facebook has become central to people’s experience of the world
(Sunstein, 2017). Through social media people can directly communicate with the
17
audience. The power to create the media voice is to write about people (Scott, 2015). Social
media applications are not new and that their origins can be traced back to the years after
then 2005 (Fuchs, 2017). This type of media entails an interactive network and mobile
platforms through which individuals exchange feelings, messages, ideas, photos, or videos
Social media may be used in engaging users in creating text, images, and videos
as part of the research process. The number of people utilizing social media across nations
varies. In other countries and among the various users are now striving to develop ways of
using social media to support learning (Fuchs, 2017). Social media and social networks use
in commerce have become ubiquitous and is changing the way people communicate (Ye
et al., 2016).
of communication and the wide availability of information (Popescu, 2014). The use of
social media is prevalent among college students, and it is important to understand how
social media use may impact students' attitudes and behavior (Davis III et al., 2015). Social
media does not merely allow knowledge transfer, but it also facilitates students'
lecturers, increase knowledge sharing and improve students’ research skills (Redecker et
al., 2010). Social media reviews dramatically impact upon student’s satisfaction
Statistics revealed that Malaysia is one of the top five countries regarding the
number of Facebook accounts created. Social media has infiltrated the twenty-first century
18
activities in institutions are increasingly carried out through social networks, such as
Facebook, Twitter, and LinkedIn. These are used to connect with current and potential
students and to deliver instructional content (Al-Rahmi, Othman, & Yusuf, 2015). The
question arises about the outcomes of social media on academic performance, and the
of students. The use of social media has soared in popularity in recent years. Facebook has
over 1.3 billion users, while Twitter and LinkedIn users number in the hundreds of millions
(Kane, 2015).
Zamboanga del Norte. The specific objectives of the study were to:
METHODS
Research Design
19
discover relationships among variables and to allow the prediction of future events from
present knowledge (Boucaud, 2017). The design was appropriate in establishing the
relationship between the social media engagement and psychosocial well-being of the
students.
Research Setting
The research was conducted at the Philippine Advent College in the Municipality
of Sindangan, Zamboanga del Norte, during the School Year 2018-2019. The Philippine
Advent College is one of the colleges in the locality. The institution serves not only the
Municipality of Sindangan, but also the other neighboring municipalities in the province.
Philippine Advent College offers elementary, secondary, Junior and Senior High School,
The respondents of the study were Grade 12 Senior High School students at
Philippine Advent College of Sindangan, Zamboanga del Norte. There were 247 Grade 12
students enrolled during the School Year 2018-2019. Out of the 247 Grade 12 students,
only 156 students served as the actual respondents and were identified through stratified
sampling.
Instruments
The following were the research instruments used in gathering the data:
which described the respondents’ engagement in social media. The instrument underwent
the validation process. It was presented to the researcher’s adviser and panel members of
the Thesis Committee. After the validation, a pilot test was conducted to establish the
reliability of the instrument, using students who were not included as actual respondents.
The reliability test yielded the Cronbach’s Alpha of 0.9012 making the questionnaire
In determining the level of the students’ social media engagement, the following
describing the psychosocial well-being of the respondents. The four constructs are
cognitive well-being with five statements; social well-being with five statements;
emotional well-being with five statements; and, spiritual well-being with five statements.
The instrument underwent the validation process. It was presented to the researcher’s
adviser and panel members of the Thesis Committee. After the validation, a pilot test was
21
conducted to establish the reliability of the instrument, using students who were not
included as actual respondents. The reliability test yielded the Cronbach’s Alpha of 0.8408.
Data Collection
Before the gathering of the data, approval for the conduct of the study was sought
from the Dean of the Graduate School of Misamis University. After determining the sample
respondents, the researcher asked permission from the President of the Philippine Advent
College for the conduct of the study. Moreover, approval was also obtained from the High
School Principal then to the school advisers and the subject teachers. Afterwards, the
researcher distributed the questionnaires to the respondents. The data gathered were then
Ethical Considerations
The researcher took into consideration the ethical principles by Harriss and
Atkinson (2015). In this study, consent and voluntary participation of the respondents were
ensured. The researcher confirmed that the participants were appropriately identified,
22
approached and recruited into the study. There was explanation given for carrying out the
research on the individuals and additional measures were put in place to ensure that the
Data Analysis
Mean and Standard Deviation were used in determining the level of the students’
relationship between the students’ social media engagement and psychosocial well-being.
Table 1 shows that the social media engagement of the students was at the engaged
level (M = 3.04; SD = 0.93). The finding means that the respondents spent significant
amount of time using their cellphones and other gadgets in accessing Facebook and other
forms of social media. The students engaged in social media on a regular or daily basis.
The study disclosed that the students engage in social media when they for different
reasons. They can be searching for spiritual quotes and insights when waiting on the
activity to start, when attending on the gathering like wedding ceremony, when watching
academic- related video lectures, and when posting photos. Moreover, the engagement of
the respondents through social media depends on their availability of time and purpose.
Social media engagement is often tied to the respondents’ desires to interact with their
A study indicated that people communicate in direct and creative way (Smith &
Gallicano, 2015). Some students find it difficult to go about their normal lives without
making use of social media. However, concerns arise on whether or not video games -
violent or nonviolent – bring harm to the children and the adolescents who continue
engaging in social media (Ferguson, 2015). Social media challenges educators in using it
In Sindangan Advent College, it was observed that the students would not listen to
the discussion of their teachers during class time. The students were pre-occupied chatting
and watching movies online, chatting with friends and families instead of listening, and
practicing songs even during class hours. These actions of the students had become a
common occurrence in the classroom. Despite the constant reminder of the teachers to
refrain from using gadgets while classes were ongoing, there were students who insisted in
within the school campus so as to limit the time students spend online, especially during
class time. Teachers need to make the students understand the adverse effects of using
social media during class hours. The students be made to understand the importance of
Table 1
Construct M SD
Table 2 shows the students’ psychosocial well-being based on the following four
SD = 0.48). The data revealed that the students’ psychosocial well-being during the conduct
of the study was good (M = 2.80; SD = 0.60). This finding means that the students
The study revealed that the cognitive well-being of the students are good in terms
of thinking skills, understanding what they see, solving problems, and knowing things
through social media. When engaging in social media, the social well-being of the students
can be good since it allows them to gain more friends and connect with other people they
know. Through the use of the cellphones and other gadgets, they can easily connect without
The social media engagement of the students was good in terms of the emotional
well-being of the students. Emotional well-being means that the students are emotionally
mature and happy. However, they can also be insensitive to other people’s feelings, or may
On the other hand, the spiritual well-being of the students refers to the desire to
attend church services, do spiritual matters, share spiritual beliefs, and address spiritual
needs. Especially with the many forms of entertainment at present, the students need to
keep the sense of spirituality as they mature as individuals. They need to appreciate the
emotional, and spiritual well-being of the users (Johnston, 2014.) It can have a negative
impact on users’ happiness, efficiency, and well-being (Brooks, 2015). The psychosocial
well-being of the students is essential to all aspects of life since helps them improve their
critical skills in solving problems and in responding to situations. It is vital that classroom
teachers not only develop the academic learning of their students, but also help shape the
Table 2
significant relationship between the social media engagement and psychosocial well-being
of the respondents. As shown in Table 3, the social media engagement was highly
significant to the social well-being of the students (r- value = 0.311; p-value = 0.000) and
26
significant to the cognitive well-being (r-value = 0.173; p-value = 0.032). The findings
imply that the students’ engagement in social media affected their ways of dealing with
The social well-being of the students can be influenced by their social media
engagement. The students relate with their classmates and friends through the use of
purposes. They may also connect with their classmates for the purpose of establishing
friendship and getting updates in day-to-day undertakings. Moreover, the social media can
be the students’ means of maintaining contact with other people who are important to them,
Social media is also considered inherently social, marked by mutual trust and
socializing with others in the community” (Smith & Gallicano, 2015). It is an easy way of
sharing information about oneself through online means (Kang, 2014). However, some
studies have shown that individuals can develop a dependency on online relationships
(Caplan, 2003; Chung, 2013). Social media engagement affects students generally in a
positive manner (Kose, 2016). The extent of their social media engagement also suggests
Students use social media as a means of keeping abreast with daily happenings they
consider important or entertaining. They use media as the fastest way of communicating
with friends, connecting with family members and other people who they consider
important, and finding entertainment that media offers. Through technology, the students
27
are able to express themselves and relate with other people who affect or influence their
development as individuals.
Table 3
The students are active users of social media which has formed part of their day-
to-day undertaking. They have developed well their psychosocial well-being as manifested
in their actions as growing individuals. The engagement in social media has an effect on
Based on the findings and conclusion, it is recommended that parents monitor the
activities of their children and regulate the latter’s use of social media. Teachers emphasize
to the students the effective use of social media and its adverse effects when engaged in
excessively. Students limit their engagement in social media and devote more time on their
studies and do other more meaningful activities whether in school or at home. Future
researchers conduct further studies on areas not discussed in depth in the present paper.
28
REFERENCES
Abdurahman, A. Z. A., Hassan, R. A., Sayuti, N. M., & Abdullah, J. (2019). Social
Network and students: The correlation between usage on academic performance
and non-academic engagement. In Proceedings of the Regional Conference on
Science, Technology and Social Sciences (RCSTSS 2016) (pp. 101-111). Springer,
Singapore. Retrieved on August 9, 2018 from https://bit.ly/2vKDroV
29
Al-Menayes, J. (2014). The relationship between mobile social media use and academic
performance in university students. New Media and Mass Communication, 25,
23-29. Retrieved on August 9, 2018 from https://bit.ly/2KBdihU
Al-Rahmi, W., Othman, M. S., & Yusuf, L. M. (2015).The role of social media for
collaborative learning to improve academic performance of students and
researchers in Malaysian higher education. The International Review of Research
in Open and Distributed Learning, 16(4). Retrieved on August 16, 2018 from
https://bit.ly/2PSdw7r
Bennett, W. L., Wells, C., & Freelon, D. (2011).Communicating civic engagement:
Contrasting models of citizenship in the youth web sphere. Journal of
Communication, 61(5), 835-856. Retrieved on August 16, 2018 from
https://bit.ly/2yzej6O
Chaffey, D. (2016). Global social media research summary 2016. Smart Insights: Social
Media Marketing. Retrieved on February 4, 2018 from https://goo.gl/xksxmQ
Davis III, C. H., Deil-Amen, R., Rios-Aguilar, C., & González Canché, M. S. (2015).
Social media, higher education, and community colleges: A research synthesis
and implications for the study of two-year institutions. Community College
Journal of Research and Practice, 39(5), 409-422. Retrieved on August 9, 2018
from https://bit.ly/2votb6C
Dron, J., & Anderson, T. (2014). Teaching crowds: Learning and social media.
Athabasca University Press. Retrieved on August 9, 2018 from
https://bit.ly/2nlnt0w
Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of
video game influences on children’s and adolescents’ aggression, mental health,
prosocial behavior, and academic performance. Perspectives on psychological
science, 10(5), 646-666. Retrieved on August 9, 2018 from
https://bit.ly/2nlHGDG
Fernández-Luque, L., &Bau, T. (2015). Health and social media: perfect storm of
information. Healthcare informatics research, 21(2), 67-73. Retrieved on August
9, 2018 from https://bit.ly/2M6eQVM
Fuchs, C. (2017). Social media: A critical introduction. Sage. Retrieved on March 8,
2018 from https://goo.gl/SbddLx
Grajales III, F. J., Sheps, S., Ho, K., Novak-Lauscher, H., &Eysenbach, G. (2014). Social
media: a review and tutorial of applications in medicine and health care. Journal
of medical Internet research, 16(2). Retrieved on February 4, 2018 from
https://goo.gl/oeirXy
30
Harriss, D. J., & Atkinson, G. (2015). Ethical standards in sport and exercise science
research: 2016 update. Int J Sports Med, 36(14), 1121-1124. Retrieved on June 6,
2018 from http://bit.do/emeDZ
Heath, S. (2014). U.S. Patent No. 8,909,771. Washington, DC: U.S. Patent and
Trademark Office. Retrieved on August 9, 2018 from https://bit.ly/2AN5EBp
Hung, K., Li, S. Y., & Tse, D. K. (2011). Interpersonal trust and platform credibility in a
Chinese multibrand online community. Journal of Advertising, 40(3), 99-112.
Retrieved on October 26, 2018 from https://bit.ly/2qfrFjT
Imran, M., Castillo, C., Diaz, F., & Vieweg, S. (2015). Processing social media messages
in mass emergency: A survey. ACM Computing Surveys (CSUR), 47(4), 67.
Retrieved on February 4, 2018 from https://goo.gl/oeirXy
Johnston, K. A. (2014). Public relations and engagement: Theoretical imperatives of a
multidimensional concept. Journal of Public Relations Research, 26(5), 381-383.
Retrieved on October 26, 2018 from https://bit.ly/2PWpmgZ
Kane, G. C. (2015). Enterprise social media: Current capabilities and future
possibilities. MIS Quarterly Executive, 14(1). Retrieved on August 9, 2018 from
https://bit.ly/2KzHdqI
Kang, M. (2014). Understanding public engagement: Conceptualizing and measuring its
influence on supportive behavioral intentions. Journal of Public Relations
Research, 26(5), 399-416. Retrieved on October 26, 2018 from
https://bit.ly/2Rg3u0o
Köse, U. (2016). Effects of social media on students: An evaluation approach in
Turkey. In social networking and education (pp. 189-212). Springer, Cham.
Retrieved on November 16, 2018 from https://bit.ly/2DbVbQE
Mills, A. J., & Botha, E. (2012). Managing new media: Tools for brand management in
social media. In Online Consumer Behavior (pp. 117-134). Routledge. Retrieved
on October 26, 2018 from https://bit.ly/2qdBWgO
Mingle, J., & Adams, M. (2015). Social media network participation and academic
performance in senior high schools in Ghana. Retrieved on August 9, 2018 from
https://bit.ly/2oE5C6f
Montalvo, R. E. (2016). Social media management. International Journal of
Management & Information Systems (Online), 20(2), 45. Retrieved on February 4,
2018 from https://goo.gl/Fcyeh1
Parsons, T., Ratcliffe, M., Crumpler, R., Kessler, W., & Freytag, K. (2014). U.S. Patent
No. 8,682,723. Washington, DC: U.S. Patent and Trademark Office. Retrieved on
February 4, 2018 from https://goo.gl/oeirXy
31
Parveen, F., Jaafar, N. I., & Ainin, S. (2015). Social media usage and organizational
performance: Reflections of Malaysian social media managers. Telematics and
Informatics, 32(1), 67-78. Retrieved on August 9, 2018 from
https://bit.ly/2M9GmBT
Popescu, E. (2014). Providing collaborative learning support with social media in an
integrated environment. World Wide Web, 17(2), 199-212. Retrieved on August 9,
2018 from https://bit.ly/2KAkXNf
Ramanathan, U., Subramanian, N., & Parrott, G. (2017).Role of social media in retail
network operations and marketing to enhance customer satisfaction. International
Journal of Operations & Production Management, 37(1), 105-123. Retrieved on
August 9, 2018 from https://bit.ly/2nhHhSu
Redecker, C., Ala-Mutka, K., & Punie, Y. (2010).Learning 2.0-The impact of social
media on learning in Europe. Policy brief.JRC Scientific and Technical Report.
Retrieved on October 26, 2018 from https://bit.ly/2AsYHTE
Smith, B. G., & Gallicano, T. D. (2015). Terms of engagement: Analyzing public
engagement with organizations through social media. Computers in Human
Behavior, 53, 82-90. Retrieved on October 26, 2018 from https://bit.ly/2O8AHJk
Sunstein, C. R. (2017). Republic: Divided democracy in the age of social media.
Princeton University Press. Retrieved on February 4, 2018 from
https://goo.gl/pmhSPn
Tezer, M., Taşpolat, A., Sami, K. Ö., & Fatih, S. H. (2017). The impact of using social
media on academic achievement and attitudes of prospective. International
Journal of Cognitive Research in Science, Engineering and
Education/IJCRSEE, 5(2), 75-81. Retrieved on October 26, 2018 from
https://bit.ly/2CGr5Dk
Wang, X., Yu, C., & Wei, Y. (2012). Social media peer communication and impacts on
purchase intentions: A consumer socialization framework. Journal of interactive
marketing, 26(4), 198-208. Retrieved on October 26, 2018 from
https://bit.ly/2SjqAVf
Wang, Z., Tchernev, J. M., & Solloway, T. (2012).A dynamic longitudinal examination
of social media use, needs, and gratifications among college students. Computers
in Human Behavior, 28(5), 1829-1839. Retrieved on October 26, 2018 from
https://bit.ly/2yIAvvx
Ye, Q., Wu, P. J., Alam, S. L., & Campbell, J. (2016).PAJAIS special issue on social
media and social commerce. Pacific Asia Journal of the Association for
Information Systems, 8(4), 1. Retrieved on August 9, 2018 from
https://bit.ly/2M2fDbe
32
Chapter 3
ABSTRACT
33
Online games have become popular nowadays and are widely engaged in by students. This
study determined the level of online games engagement in relation to the psychosocial
well-being of students at Philippine Advent College, Sindangan, Zamboanga del Sur. This
study used the descriptive-correlational research design. The respondents of the study were
the 156 Grade 12 Senior High School students identified through stratified sampling. The
Students’ Online Games Engagement and Students’ Psychosocial Well-Being
Questionnaires were used in gathering the data. Mean, Standard Deviation, and Pearson
Product-Moment Correlation Coefficient were used as the statistical tools in treating the
data gathered. Results revealed that the students were less engaged in online games. The
students’ psychosocial well-being was good. The online games engagement influenced the
student's cognitive and social well-being. Online games engagement can have varied
influence on the students’ psychosocial well-being.
Keywords: engagement, games, networking, online, well-being
INTRODUCTION
Online games are widely used as leisure activities by many people. They play video
interaction, and even escape from the real world (Dumrique & Castillo, 2018). In online
satisfaction have become the channels for upgrading individual self-esteem of the Internet
generation (Kardefelt-Winther, 2014). Mobile games players can easily connect to the
internet and sign into specific kinds of net games to participate actively in interactive games
The use of mobile phones began to increase rapidly following the first mobile phone
call in 1983. Afterward, the second stage started with the production of smartphones by
International Business Machines (IBM) in 1994 (Hamari & Keronen, 2017). The Massively
Multiplayer Online Games or MMOGs give attention in the educational world due to
increased availability of such games, a growing consumer base, and the proven benefits of
video games as engagement tools (Bawa, Watson, & Watson, 2017). Adding the internet
to stand-alone offline games has led to the development of entire living words where social
Nowadays, the internet and mobile phones are used worldwide (Kuss & Billieux,
2017). On the other hand, librarians have used both offline and online games to teach
students information literacy concept and skills (Markey, Leeder, & Rieh, 2014). In
twenty- first century, students are knowledgeable in the new technology practices even
within their personal and everyday lives (Coiro et al., 2014). The massively multiplayer
(Hussain, Williams, & Griffiths, 2015). Many computer games have various types of in-
game actions that a player character can make within the game (Lam & Auterio, 2017).
35
information-rich processes by which students interact and solve problems (Scoular, Care,
& Awwal, 2016). However, while online gaming may temporarily offer social, recreational
gaming hinders the accumulation of the real-life friendships and the development of social
skills (Muller et al., 2014). Therefore, when Internet access is unattainable or denied,
emotional and behavioral reactions of problematic gamers are aggressive and hostile
Moreover, students suffer from a loss of control over excessive use of the Internet
consequences (Brand, Young, & Laier, 2014). Scholars who believe internet addiction
exists, there have been debates in the field about whether researchers should study
generalized internet addiction (i.e., the totality of all online activities). The specific activity
addictions on the internet are internet gambling, internet gaming and internet sex (Pontes
& Griffiths, 2014). The characteristics of Internet addiction are similar to those of any other
The term internet addiction is defined as spending too much time online internet
use which adversely affects marriage, family, and social life, academics, work, and
psychological and physical well-being (Sharma, 2016). On the other hand, problematic
Internet use and Internet addiction can be conceptualized as a form of dysfunctional coping
with stress, personal deficits, and impaired well-being (Tone et al., 2014). Addicted
disorder (ADHD), depressive, and anxiety disorders (Lemenager et al., 2018). Internet
addiction is the inability to control one’s internet use and is a condition that results in the
indicated that Internet addiction is associated with various risk factors, including socio-
demographic variables (including male gender, younger age, and higher family income),
Internet use variables (including time spent online, using social and gaming applications),
problems (Kuss & Lopez-Fernandez, 2016). Thus, the increase in internet users over the
years has aroused rising concerns with regard to problematic internet use (PIU) and its
harmful effects associated with significant impairments in various aspects of the users’
lives, including their behavioral, cognitive, emotional, social, and occupational functioning
(Teo, Lim, & Oei, 2017). During the last decade, the public debate over violent content in
Zamboanga del Norte. The specific objectives of the study were to:
2. Identify the level of the students’ psychosocial well-being in terms of social well-
being, cognitive well-being, emotional well-being, and spiritual well- being; and
METHODS
Research Design
therefore to discover relationships among variables and to allow the prediction of future
events from present knowledge (Boucaud, 2017). The design was appropriate in
determining the relationship between the students’ online games engagement and
Research Setting
The study was conducted at the Philippine Advent College in the Municipality of
Sindangan, Zamboanga del Norte, during the School Year 2018-2019. The Philippine
Advent College is one of the colleges in the locality. The institution serves not only the
Municipality of Sindangan, but also the other neighboring municipalities in the province.
Philippine Advent College offers elementary, secondary, Junior and Senior High School,
The respondents of the study were Grade 12 Senior High School students at
Philippine Advent College of Sindangan, Zamboanga del Sur. There were 247 Grade 12
students enrolled during the School Year 2018-2019. Out of the 247 Grade 12 students,
38
only 156 students served as the actual respondents and were identified through stratified
random sampling.
Instruments
The following were the research instruments used in gathering the data:
describing the engagement on online games of the Grade 12 Senior High School students.
The questionnaire underwent validation with the researcher’s thesis adviser and the panel
members. Then, a pilot test was conducted with forty-six students not included as actual
respondents. The reliability testing conducted yielded the Cronbach’s Alpha of 0.9004.
In determining the online game engagement of students, the scale presented next
describing the psychosocial well-being of the Grade 12 students engaged in the social
media. The six constructs are Cognitive Well-Being with five statements; Social Well-
Being with five statements; Emotional Well-Being with five statements, and; Spiritual
Well-Being with five statements. The questionnaire went through validation with the
researcher’s adviser and the panel members. Then, a pilot test was conducted with forty-
six students not included as the actual respondents. The reliability testing conducted
was used:
Data Collection
Before the gathering of the data, the approval for the conduct of the study was
sought from the Dean of the Graduate School of Misamis University. After determining
the sample respondents, the researcher asked permission from the President of the
Philippine Advent College for the conduct of the study. Moreover, permission was also
obtained from the High School Principal and the school advisers and the subject teachers.
40
Afterwards, the researcher distributed the questionnaires to the respondents. The data
gathered were tallied for statistical analysis. Interpretation of the results followed.
Ethical Considerations
The researcher took into consideration the ethical principles by Harriss and
Atkinson (2015). In this study, consent and voluntary participation of the respondents were
ensured. The researcher confirmed that the participants were appropriately identified,
approached and recruited into the study. There was explanation given for carrying out the
research on the individuals and additional measures were put in place to ensure that the
Data Analysis
Mean and Standard Deviation were used in determining the students’ online games
relationship between online games engagement and the psychosocial well-being of the
students.
Data reveal (Table 1) that the students were less engaged in online games (M=
2.37). This finding implies that the students spent less amount of time playing games
available in the internet. Despite the vast number of online games that many high
41
secondary students are engaged in, the respondents of the study had less engagement to
The study disclosed that the Grade 12 students were less engaged in playing online
games. Games like DOTA and Clash of Clans are popular among students that whether in
school or at home, some students try to find time in playing their favorite games. Usually,
students play with their friends and neighbors, especially that only games are interactive
and require co-players. But, in this study, the respondents claimed having played these
online games, but to a less amount of time. Maybe there are activities that the students are
accessing games that are available. Also, the respondents might have dedicated most of
their time doing household chores or attending to academic activities. The less engagement
of the respondents in online games is good since it means that they are able to regulate their
as excessive gaming with negative repercussions related to online gaming. The appeal of
online games may be explained by players’ positive perceptions of online games (Lee, Ko,
& Chou, 2015). Online gaming has been defined as a loss of control over gaming leading
to significant harm (Van Rooij et al., 2014). Inappropriate use of playing online games
leads to some problems such as being distracted in school. Further, it is where the attention
of the child was divided that even their health and social life is unknowingly affected
Parental guidance, discipline, and control are necessary to regulate the time that the
students spend in playing online games. On the other hand, teachers need to emphasize to
42
the students the negative effects of playing gadgets during class hour, especially inside the
classrooms. Parents and teachers have to take their respective roles in guiding the students
in the proper use of gadgets, especially in accessing the internet for gaming activities.
Table 1
in Table 2. The findings revealed that the psychosocial well-being was good (M = 2.80;
SD = 0.60). The finding implies that the students attained a desirable level of wellness as
grow up. They need to understand the necessity of interacting with people, participating
in social activities, and even in nurturing themselves spiritually. The day-to-day contact
with other people requires them to observe proper conduct and behavior whether in face-
to-face or virtual means of interaction. Students have to develop their thinking skills for
In engaging online games, the social well-being of the students is good because the
player can easily communicate, connect and gain more friends when playing online games.
43
Students mostly play online games for entertainment purposes (Männikkö, 2017).
However, playing online lessens the time spent with families and relatives. Previous
research has detected links between low levels of psychosocial well-being and problematic
online gaming (Lemmens, Valkenburg, & Peter, 2011). Several studies have shown that
2016).
Classroom teachers provide their students with a clear understanding of the benefits
and disadvantages of playing online games which may have an effect on the psychosocial
well-being. Parents also need to ensure that they are able to develop well the holistic growth
and development of their children. Emphasis should be given on the ways that online games
can affect the players so as to give the students the reason to monitor their engagement.
Table 2
Constructs Mean SD
The Pearson Product- Moment Correlation Coefficient was used in determining the
significant relationship between online games engagement and the psychosocial well-being
of the students. Table 2 shows that the students’ cognitive well-being was highly influenced
by online games engagement (r- value = 0. 208; p-value = 0.010). This finding implies that
how students think is affected by the extent of their engagement in online games.
When the students play online games, their cognition becomes active, or their mind
works. Logical thinking or critical mind setting is involved when students play online
games. Also, the emotional well-being of the students is affected by online games
engagement, especially when players win or lose in the games. They gain friends and favor
from other players who find pleasure as they play. Others manifest a negative or violent
behavior when unable to take control of their reactions while playing. Thus, playing online
Escape from reality and mood modification are a major drive for those who engage
in online gaming which represents the strongest motivational factor associated with
Internet Gaming Disorder (Király et al., 2015; Wu et al., 2017). Long-term and excessive
use of online games may cause adolescents to develop negative psychological or social
outcomes (You, Kim, & Lee, 2017). Internet addiction was significant to the student's
psychosocial well-being (Sharma & Sharma, 2018). Online games dependency spent
longer hours per week playing games, high scores for loneliness, high scores for
depression, lower scores for social belongingness in real life situation, lower self-esteem,
45
and with emotional problems compared with those without dependency (Wei, Chen,
Huang, & Bai, 2012). Even if online game-playing is a major and enjoyable recreation
activity, growing evidence suggests that some players have experienced problems in
controlling their gaming behavior, which has further led to negative consequences (Kuss
especially that this engagement entails an effect on the psychosocial well-being of the
users. Students need to be guided as to the amount of time spent to remain at a sound level.
As children grow, parents and teachers need to ensure that their children or students attain
proper development.
Table 3
The students spend time in playing games available online. They are able to develop
well their psychosocial well-being as they grow. However, the online games engagement
greatly influences by their psychosocial well-being in various ways and at different levels.
The online games engagement of the students has an impact on their development as
individuals.
Based on the findings and conclusion of the study, it is recommended that parents
monitor the internet/social media use of their children and implement home
prohibit students from engaging in online games when inside the school premises. Teachers
employ learning strategies that can motivate students to become responsible social media
users. Future researchers conduct further study on the effects of online games on users
REFERENCES
Ashraf, H., Motlagh, F. G., & Salami, M. (2014).The impact of online games on learning
English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social
and Behavioral Sciences, 98, 286-291. Retrieved on February 6, 2018 from
https://goo.gl/5zSD17
Bawa, P., Watson, W., & Watson, S. L. (2017).To game or not to game? How using
massively multiplayer online games helped motivation and performance in a
college writing course: A mixed method study. Journal of Research
Initiatives, 3(1), 12. Retrieved on February 6, 2018 from https://goo.gl/fWWH7V
Boucaud, A. A. (2017). A correlational study examining the relationship between
restorative practices and school climate in selected elementary schools in a large
mid-atlantic urban school district. Retrieved on October 26, 2018 from
https://bit.ly/2AtyVyw
47
Brand, M., Young, K. S., & Laier, C. (2014). Prefrontal control and internet addiction: A
theoretical model and review of neuropsychological and neuroimaging
findings. Frontiers in human neuroscience, 8, 375. Retrieved on August 8, 2018
from https://bit.ly/2OlaYxz
Coiro, J., Knobel, M., Lankshear, C., & Leu, D. J. (Eds.). (2014). Handbook of research
on new literacies. Routledge. Retrieved on February 6, 2018 from
https://goo.gl/fWWH7V
Dreier, M., Tzavela, E., Wölfling, K., Mavromati, F., Duven, E., Karakitsou, C., ...&
Sigursteinsdottir, H. (2013). 1653–the development of adaptive and maladaptive
patterns of internet use among European adolescents at risk for internet addictive
behaviors: A grounded theory inquiry. European Psychiatry, 28, 1. Retrieved on
October 31, 2018 from https://bit.ly/2zC5jxo
Dumrique, D. O., & Castillo, J. G. (2018). Online gaming: Impact on the academic
performance and social behavior of the students in Polytechnic University of the
Philippines Laboratory High School. Social Sciences, 3(6), 1205-1210.
Retrieved on November 16, 2018 from https://bit.ly/2A2PK2c
Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-
analysis. International Journal of Information Management, 37(3), 125-141.
Retrieved on August 8, 2018 from https://bit.ly/2Mtrn2B
Harriss, D. J., & Atkinson, G. (2015). Ethical standards in sport and exercise science
research: 2016 update. Int J Sports Med, 36(14), 1121-1124. Retrieved on June 5,
18 from http://bit.do/emeDZ
Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015).An exploratory study of the
association between online gaming addiction and enjoyment motivations for
playing massively multiplayer online role-playing games. Computers in Human
Behavior, 50, 221-230. Retrieved on August 8, 2018 from
https://bit.ly/2KHGWlG
Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the
relationship between escapism and excessive online gaming. Computers in
Human Behavior, 38, 68-74. Retrieved on October 31, 2018 from
https://bit.ly/2D9cJvs
Karlsen, F. (2016). A world of excesses: Online games and excessive playing. Routledge.
Retrieved on August 8, 2018 from https://goo.gl/fWWH7V
Király, O., Nagygyörgy, K., Koronczai, B., Griffiths, M. D., & Demetrovics, Z. (2015).
Assessment of problematic internet use and online video gaming. Mental health in
the digital age: Grave dangers, great promise, 46-68. Retrieved on August 8,
2018 from https://bit.ly/2ANdN8R
48
Kuss, D., D Griffiths, M., Karila, L., & Billieux, J. (2014). Internet addiction: a
systematic review of epidemiological research for the last decade. Current
pharmaceutical design, 20(25), 4026-4052. Retrieved on November 29, 2018
from https://bit.ly/2PmkNeK
Kuss, D. J., & Billieux, J. (2017). Technological addictions: Conceptualization,
measurement, etiology and treatment. Addictive Behaviors, 64, 231-233.
Retrieved on August 8, 2018 from https://bit.ly/2KHqvFI
Kuss, D. J., & Lopez-Fernandez, O. (2016). Internet addiction and problematic Internet
use: A systematic review of clinical research. World journal of psychiatry, 6(1),
143. Retrieved on August 8, 2018 from https://bit.ly/2vrLWWI
Lemenager, T., Hoffmann, S., Dieter, J., Reinhard, I., Mann, K., & Kiefer, F. (2018). The
links between healthy, problematic, and addicted Internet use regarding
comorbidities and self-concept-related characteristics. Journal of behavioral
addictions, 7(1), 31-43. Retrieved on August 8, 2018 from https://bit.ly/2Ms344Y
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011).Psychosocial causes and
consequences of pathological gaming. Computers in Human Behavior, 27(1),
144-152. Retrieved on November 23, 2018 from https://bit.ly/2PkVcCX
Li, H., Liu, Y., Xu, X., Heikkilä, J., & Van Der Heijden, H. (2015). Modeling hedonic is
continuance through the uses and gratifications theory: An empirical study in
online games. Computers in Human Behavior, 48, 261-272. Retrieved on August
8, 2018 from https://bit.ly/2OSUCNR
Markey, K., Leeder, C., & Rieh, S. Y. (2014). Designing online information literacy
games students want to play. Rowman & Littlefield. Retrieved on February 6,
2018 from https://goo.gl/eeJk5p
Masters, K. (2015). Social networking addiction among health sciences students in
Oman. Sultan Qaboos University Medical Journal, 15(3), e357. Retrieved on
August 8, 2018 from https://bit.ly/2ORxW0t
Müller, K. W., Janikian, M., Dreier, M., Wölfling, K., Beutel, M. E., Tzavara, C.,
...&Tsitsika, A. (2015). Regular gaming behavior and internet gaming disorder in
European adolescents: results from a cross-national representative survey of
prevalence, predictors, and psychopathological correlates. European Child &
Adolescent Psychiatry, 24(5), 565-574. Retrieved on October 31, 2018 from
https://bit.ly/2Ds8e0b
Nguyen, V. K. (2018). Addictions, behavioral addictions, and pathological internet use as
internet addiction: A literature review. Retrieved on August 8, 2018 from
https://bit.ly/2M4L7x6
Pappa, E., Apergi, F. S., Ventouratou, R., Janikian, M., & Beratis, I. N. (2016). Online
49
Pontes, H. M., & Griffiths, M. D. (2014). Internet addiction disorder and internet gaming
disorder are not the same. Journal of Addiction Research & Therapy, 5(4).
Retrieved on August 9, 2018 from https://bit.ly/2vHw7ue
Scoular, C., Care, E., & Awwal, N. (2016, October). A generalised approach to scoring
students collaboration in online game environments. In European Conference on
Games Based Learning (p. 584). Academic Conferences International Limited.
Retrieved on February 6, 2018 from https://goo.gl/eeJk5p
Sharma, S. K. (2016). Latest trends in internet addiction disorder: Concepts, symptoms,
theories, triggers and coping strategies. Health Psychology, 1, 135. Retrieved on
August 8, 2018 from https://bit.ly/2MxmAgJ
Sharma, A., & Sharma, R. (2018). Internet addiction and psychological well-being
among college students: A cross-sectional study from Central India. Journal of
Family Medicine and Primary Care, 7(1), 147. Retrieved on October 31, 2018
from https://bit.ly/2OxbOXC
Tone, H. J., Zhao, H. R., & Yan, W. S. (2014). The attraction of online games: An
important factor for internet addiction. Computers in Human Behavior, 30, 321-
327. Retrieved on August 8, 2018 from https://bit.ly/2vvhbzY
Van Rooij, A. J., Kuss, D. J., Griffiths, M. D., Shorter, G. W., Schoenmakers, T. M., &
Van De Mheen, D. (2014). The (co-) occurrence of problematic video gaming,
substance use, and psychosocial problems in adolescents. Journal of behavioral
addictions, 3(3), 157-165. Retrieved on October 26, 2018 from
https://bit.ly/2CHqf9t
Wei, H. T., Chen, M. H., Huang, P. C., &Bai, Y. M. (2012). The association between
online gaming, social phobia, and depression: an internet survey. BMC
Psychiatry, 12(1), 92. Retrieved on October 26, 2018 from
https://bit.ly/2O8SWxY
You, S., Kim, E., & Lee, D. (2017). Virtually real: exploring avatar identification in
game addiction among massively multiplayer online role-playing games
(MMORPG) players. Games and Culture, 12(1), 56-71. Retrieved on October 26,
2018 from https://bit.ly/2D5usop
50
Chapter 4
This study determined the social media and online games engagement in relation
to the psychosocial well-being of the Senior High school students at Philippine Advent
was used in the study. There were 154 Grade 12 Senior High School students who served
as the respondents and were selected through stratified random sampling. The Students’
Psychosocial Well-Being Questionnaires were used in gathering the data. Mean, Standard
51
Deviation, and Pearson Product-Moment Correlation Coefficient were the statistical tools
The following were the specific objectives of the study: a) determine the level of
students’ social media engagement; b) determine the level of students’ online games
emotional, and spiritual well-being; d) explore the significant relationship between the
level of the students’ social media engagement and psychosocial well-being; and e) explore
the significant relationship between the level of the students’ online games engagement
and psychosocial well-being. The study revealed that the students were engaged in social
media. This means that the students spent a considerable amount of time in accessing social
media. The social media engagement was highly significant to the social well-being and
that the students were less engaged in online games. Though the students played online,
the time spent was minimal. The students’ cognitive well-being was highly affected by
online games engagement while emotional well-being was affected by the engagement.
Online games engagement affected the students in selected aspects of their well-being.
52
Appendix A
Direction: Please indicate the amount of time you spend on Social Media like Facebook
and YouTube. Check the columns containing your answers. Be guided by the
following scale: 5 - 5 hours or more a day; 4 - 3 to 4 hours a day; 3 - 1 to 2 hours
a day; 2 - 30 minutes or less a day; 1-Never or none at all.
Responses
Statements 5 4 3 2 1
I engage in social media when….
1. Answering assignments and homework (Facebook, YouTube).
2. Connecting with friends.
3. Doing physical exercise or looking for ways to improve health.
53
Appendix B
Responses
Statements 5 4 3 2 1
I engage in online games when….
1. Playing with friends (Mobile Legends, Clash of Clans, &
Dota.)
2. Communicating with co-player through online games.
3. Trying to forget a problem.
54
Appendix C
Direction: Please describe your psychosocial well- being. Check the columns
containing your answers. Be guided by the following scale: 4 - Strongly
Agree; 3- Agree; 2- Disagree; 1- Strongly Disagree.
Statements Responses
4 3 2 1
Cognitive Well-Being
Social media/online games …
1. Develop my thinking skills.
2. Motivate me to understand what I see.
3. Make me search for ways to solve problems.
4. Improve my knowledge about things.
Social Well-Being
Social media/ online games …
1. Enable me to gain more friends
55
CURRICULUM VITAE
PERSONAL DATA
EDUCATION
56
WORK EXPERIENCE