Sie sind auf Seite 1von 44

ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 1

WELL-BEING

CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Introduction

Living in the modern era, characterized as the information or computer age

(Castelles, 2000), where many technological advances took place and are still being done.

As technology advances, so does the way of living. Keeping up and learning to utilize all

the new advances made, making more people, particularly adolescents, more into high

technology. In relation to this, the adamant usage of gadgets then becomes one of

adolescents’ recreational activities, here they are exposed into the cyber world and all that

it has to offer like social media and games.

Computer games have become a very popular leisure activity among children and

adolescents in recent years. (Wang & Zhu, 2011). Many and many students are

entertained through computer gaming, a popular and highly amusing leisure activity

(Kuss & Griffiths, 2012). It ranges from simple text-based games to complex 3D graphics

and virtual worlds have been strongly widespread over the past decade. Students, having

been stressed from the demands of their school life may tend to do online gaming on their

free time to reduce steam. Playing video games was a minority pursuit, mostly done by

adolescent males, who were known as “gamers” due to the amount of time they spent

playing (Collett & Stoll, 2013).

Continuous online game playing may lead to isolating oneself from other people,

limiting the social interactions and activities of the gamers; in this practice, psychological

problems may arise affecting their psychological and social behaviors. There are those

who seek computer games in order to satisfy their social interaction because they would
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 2
WELL-BEING

experience anxiety and distress facing the real world’s social situations. The players may

practically prefer all the social interactions and relations occurring in the virtual

environment than in the real world, and they provide the need for stabilizing the social

situation and sense of belonging through interaction with other playmates in the game

(Charlton & Dunforth, 2007).

A similar study was made by Seay (2004) on the social and psychological impact

of online gaming, the study found the empirical examination of the role of self-regulation

and depression in the development of problematic use of interactive entertainment;

identification and examination of socio-environmental and motivational “risk factors”

that could make an individual susceptible to problematic use; and the empirical

examination of the effect that participation in online communities has on the real-life

activities of the individual. In his research, Seay (2004) related self-regulatory behavior

and depression to the development of engagement and problematic use, likewise to player

motivation and style factors’ relationship to problematic gaming administering a

longitudinal study on the World Wide Web catering to gamers from all over the world.

Seligman’s (1988) PERMA Model is a theory of well-being that suggests that

game play can have a positive effect on the mental health of individuals in society that

are engaged in moderate video gaming. According to the PERMA Model (Seligman,

2011), a theory of well-being, “excessive” gamers showed mild increases in problematic

behaviors. The paper identifies strengths in existing games that generate positive effect,

positive functioning, and positive social functioning, contributing to, and supporting

mental health and well-being.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 3
WELL-BEING

The researchers observed a difference between the past and the present behaviors

of the adolescents nowadays due to the excessive use of gadgets. Adolescents tend to be

too caught up in playing online games, avoiding social relationships, resulting to having

lesser time to go out and spend time with family and friends. In some instances, when

together with friends or family rather than interacting with one another, gadgets are in the

way of it, limiting people to put their attention solely on their phones browsing through

social media or playing online games instead of the people with them.

This study is stemmed from Seay’s research on the social and psychological

impact of online gaming but the present research will center on the relationship of online

engagement to the interpersonal social behavior of gamers and the potential influence it

has on their psychological well-being. The main purpose of this research is to determine

how online gaming influences the social behavior and psychological well-being of

students by measuring their perceived gaming engagement, social behavior and

psychological well-being. Through this, the general public may know how technology

has taken over the quality of how we live our lives.

The study will make use of the PERMA Model to determine if online gaming

can contribute to a sense of achievement and satisfaction in life in terms of well-being

and interaction or if excessive gaming can lead into poor social behavior and or

psychological well-being. The researchers aim to look into the situation and be able to

pin point the influence of online gaming to the students socially and psychologically.

Administering a descriptive-correlational study to look for the relationships of the

variables to one another, this study is conducted at Baliuag University to gather data from
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 4
WELL-BEING

gamers in the grade 12 department, wherein the researchers observed to have a huge

gaming community.

Significance of the Study

This study will be of benefit to the following:

Students. The outcome of this study may serve as motivation for them to gain

knowledge about the influence of online gaming in their lives. In addition, they will be

informed on how they behave socially and psychologically wise so that they can learn

more ways on how to moderate their online games usage.

Parents. The result may give them light about their gamer child’s behavior. Also

to encourage them to become more vigilant and alert about the hazards of letting their

child play online games and supervise the number of hours their children spends on

gaming.

Teachers. As the second parents of the students, know of the influence online

games have to their students through this research, helping to deal with their students’

behavior and educating them about the pros and cons of gaming.

University. They can use this research as guide on how to deal with different

students experiencing problems on gaming addiction.

Future Researchers. The results can be a model or source of other studies.

Moreover, the result can be reproduced by using additional variable in other setting or

different participants.
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 5
WELL-BEING

Statement of the Problem

The purpose of this research is to determine the influence of online gaming to the

social behavior and psychological well-being of the Grade 12 Senior High School

students of Baliuag University during the Academic Year 2018-2019.

1. What is the demographic profile of the students in terms of Sex, Age, and Strand?

2. How may the students’ Psychological Well-being, Social Behavior and Online

Engagement be described?

3. Is there a relationship between Online Games and the Social Behavior and

Psychological Well-being of the respondents?

Hypothesis

The researchers came up with the following null hypotheses:

1. Online gaming does not have a relationship with psychological well-

being; and

2. Online gaming does not have a relationship with social behavior;

Scope and Limitations

The study focuses on the selected grade 12 students of Baliuag University. The

respondents involved are only the students who play multi-player online games. This

research will determine the psychological well-being and social behavior of the students.

It will only revolve on the relationship of the variables and how each one influences or

affects the other.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 6
WELL-BEING

This research does not cover all the students of Grade 12 and other year levels in Baliuag

University. The instrument used in this study was configured from 98 items to only 50

items on a number of topics surrounding play and communication in massively

multiplayer games. Omitting the social network size, perceived social support, loneliness,

depression, adapted player type scale and organizational commitment questionnaire for it

will not be measured in the study. In terms of reliability of related data, the study has

gone through a lot of struggles in terms of finding reliable sources that will support this

study. Aside from reliability issues, there are limited and out of date researches that also

decrease the strength of the foundation of literature of the study. In terms of longitudinal

effect, the study was conducted only within three months. The time was not enough to

fully venture deeper into the research problems and prove the statements within the

related literatures. This research, particularly the results may differ if conducted to other

schools in the Philippines and other countries. This study will not venture on the topic of

psychological disorders and in depth analysis of the social behavior the respondents

demonstrate.

Review of Related Literature

As of July 2018, there are approximately 2.2 billion gamers in the world. Out of

the estimated 7.6 billion people living on earth, that means almost a third of people on

this planet are gamers. Out of those 2.2 billion gamers, 1.2 billion of those who play

games are playing games on a PC (Gaimin, 2018). Computer games represent the first

digital media technology which is applied for socialization of a generation in a large scale

and often most of the teenagers in other countries are using these games. But on the other
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 7
WELL-BEING

hand, excessiveness in playing these games has caused some concerns about the possible

side-effects they have on the players (Zamani, Kheradmand, Cheshmi, Abedi, &

Hedayati, 2010).

Online Engagement

Game is one of the major instruments of leisure which is a component forming the

society. In this sense, game provides the maintainability of social system and has

significant functions for the society (Ayhan & Cavus, 2014). Stovall (2003) suggests that

engagement is defined by a combination of students’ time on task and their willingness

to participate in activities. Krause and Coates (2008) say that engagement is the quality of

effort students themselves devote to educationally purposeful activities that contribute

directly to desired outcomes. O'Brien and Toms (2008) stated that interactivity should be

a measure of engagement when the stimulus allows for interaction, such as clicking in a

video game.

In the research of Ahn & Randall (2008) on computer addiction, they define game

addiction on the basis of the definition used by the Center for Addiction and Mental

Health based in the US. The center defines addiction as a psychological or a physical

dependence on something. An individual with game addiction can thus be said to have a

psychological dependence on Massive Multiplayer Online Games or to exhibit excessive

or compulsive use of computer and video games.

De Geus, Godoi, Santos and Scheer (2017) conducted a study to understand why

a player should choose to engage in a given game, they supposed it would be useful to

know the player motivation and how to make the most possibly appealing system. Bostan
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 8
WELL-BEING

and Kaplancali (2009) presumed that player motivations are the outcome of continuous

player-environment interactions.

Psychological Well-being

Psychological well-being refers to positive mental health (Edwards, 2005).

According to a study conducted by Keyes et. al (2002), It can increase with age,

education, extraversion and consciousness and decreases with neuroticism. Furthermore,

the perception of physical health and spirituality can mediate the relationship between

context and psychological well-being (Temane & Wissing, 2006).

Personality characteristics may also influence psychological well-being, its

aspects have also been shown to be related to other characteristics of personality, such as

novelty seeking, harm avoidance, and reward dependence (Ziskiz, 2010). In the work of

Gerard Heymans (1950) he already identified extraversion more accurately as a

dimension, along a continuum of “strong” and “weak” functioning. While for Jung

(1971), extraverts were more focused on the outer world. Exhibiting stable emotion

indicates that people can respond and adapt to circumstances effectively, and their needs

can be satisfied. It also represents good emotional adjustment that is likely to facilitate

job satisfaction (Fisher & Hanna, 1931; Hoppock, 1935). Valence is a central component

of all affective states, including pains, pleasures, emotions, moods, and feelings of desire

or repulsion. Negative valence is whatever one attends to is non-conceptually represented

as bad.

In gaming, one must practice self-regulation in order to ensure a positive well-

being. According to Zimmerman (2008), self-regulation is shaped by behavioral and


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 9
WELL-BEING

environmental factors. It is important to have when gaming in order to lessen the

probability of developing Internet Gaming Disorder. Internet Gaming Disorder is

characterized by the persistent and on-going use of the Internet to engage in online video

games, and which leads to significant impairment or distress (APA, 2013).

Social Behavior

Social behavior is an integral part of complex life. According to Maynard Smith

and Szathmary (1997), it encompasses the last two major transitions in the evolution of

life: the transition from solitary to social organisms, giving rise to the formation of social

groups, and the transition from primate societies to human societies, enabling the

emergence of language.

Social interactions between players in games appear to contribute to a major part

of gaming experience and reported that some game developers have attempted to design

sociability in order to encourage interaction between players (Ducheneaut, Moore, &

Nickell, 2004). Social Interaction involves people communicating face to face or via

computer and acting and reacting in relation to other people.

Relationship of Online Engagement and Psychological Well-being

Constant and excessive online gaming can cause damages to the gamers’

psychological well-being. The expansion of online gaming has led to excessive and

potentially problematic gaming among a small minority of individuals (Pontes &

Griffiths, 2014). As stated by Diao (2003), everyone needs to express their feelings and

thoughts. As such, when a person cannot express himself or herself adequately he may
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 10
WELL-BEING

get depressed. Therefore, one way to release this depression or pressure would be through

playing online games, which enables gamers to chat and play with other friends and

players on the internet.

According to Pappa et. al. (2015), problematic gamers have decreased

psychosocial well-being in the scales of anxious-depressed, withdrawn-depressed,

somatic complaints, social problems, thought problems, rule-breaking behavior and

aggressive behavior. Problematic gamers and at-risk gamers have higher scores for

externalizing problems, internalizing problems and attention problems. Moreover,

astonishingly higher frequencies were observed in borderline and clinical cases for

problematic gamers in comparison to at-risk gamers, non-problematic gamers and no-

gamers. Higher frequencies were also observed in borderline and clinical cases for at-risk

gamers in comparison to non-problematic and no-gamers. The findings indicate that IGD

is related to several other comorbid psychosocial problems and stresses the need for

clinical interventions in adolescents with problematic online gaming behavior.

In a study conducted by Charlton & Danforth (2004), only 13 of their 404

participants reported experiencing most of the “harsher” behavioral addiction criteria:

Behavioral Salience, Conflict, Withdrawal, and Relapse. In addition to this, Brunborg,

Mentzoni & Frøyland (2014) found that time spent gaming was significantly and

positively correlated with video game addiction and was significantly and negatively

correlated with depression. Previous research has detected links between low levels of

psychosocial well-being and problematic online gaming (Lemmens, Valkenburg & Peter,

2011).
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 11
WELL-BEING

Tsitsika et al. (2012) conducted a study and found out that adolescent problematic

gamers manifested very strong associations with rule-breaking behavior and aggressive

behavior. Also, strong associations existed for scales such as anxious-depressed,

withdrawal-depressed, social problems, somatic complaints, thought problems and

attention problems. According to a research made by Griffiths et. al (2011), over one-fifth

of the players (22.8%) said that nothing in their life was sacrificed in order to play online

games. While 25.6% said they sacrificed another hobby or pastime. In order to play the

game 18.1% said they sacrificed sleep, 9.6% work and/or education, 10.4% socializing

with friends, 5.4% socialising with partner, and 4.6% family time.

Relationship of Online Gaming to Social Behavior

According to the study of Zamani, Kheradmand, Cheshmi, Abedi, & Hedayati

(2010), non-addicted subjects have higher positive social skills in comparison with the

addicted group. According to Krotoski (2004), MMOGs encouraged group interaction

and involvement which results in personal empowerment and good relationships. It is

labeled as social interaction because gamers collaborate and accomplish common tasks

(Cole and Griffiths, 2007). Zemani et. al. (2010) found that 17.1% of the population were

categorized as the addicted group. The difference between the average score of computer

game addiction in males and females was significant (P < 0.05) meaning that the average

score of computer game addiction in males is statistically higher (Zamani, Kheradmand,

Cheshmi, Abedi, & Hedayati, 2010).

According to a study made by Ang (2007), social interactions emerge from the

online communities that form around the game. Some computer games are designed
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 12
WELL-BEING

specifically to encourage social interactions between players, be it a small group of

players connected by a local network or a massive number of players interacting over the

Internet. In relation to this, in a study made by Griffiths et. al. (2011), 24.6% said that

social contact with other players is their favourite feature of the game. When combined

with ‘grouping’, over a third of the players favourite reasons for playing (35%) were for

social reasons.

MMOG gamers interact socially in the game environment with other gamers and

spend huge amounts of time while forming relationships and some of these relationships

may carry on the real life relationships instead of socializing in the real environment

which can be labeled as “anti-social” or “introverted” (Cole & Griffiths, 2007). On the

other hand, several researchers claim that gamers forming relationships within a gaming

environment might have problems in forming relationships in the real environment,

because they may find the relationships in online environments much safer (Peters and

Malesky, 2008). However 21% said they preferred socialising online compared to offline.

While 67% said they preferred socialising offline compared to online. Seay (2004) found

that online gaming does not interfere with the social lives of the great majority of those

who participate in it. The current cross-sectional data gathered in his study show only a

weak negative correlation between hours played per week and informal and formal group

activities (r (1456)= -.172 and r (1469)= -.148, p<.01 respectively). In the study Seay

(2004) found that online gaming will be shown not to interfere with the social lives of the

great majority of those who participate in it.

Studies present differing conclusions about the impact of online gaming to the

level of social interaction of the gamers. There are those that gaming affected their social
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 13
WELL-BEING

behavior and there are those who are not. In a study conducted by Cole & Griffiths

(2007), 40% of study participants said they would discuss sensitive issues with their

online gaming friends that they would not discuss with their real life friends, with female

players more likely to do this. Some of the previous studies claim that MMOG players

are introverted and lack social interaction; however, some believe that forming

relationships in these environments can be accepted as the same as face-to-face

relationships (Stiles, 2010). In a study conducted by Griffiths et. al. (2011), a small

minority of gamers (4.8%) believed their online friends were more trustworthy than their

real life friends, in contrast to this, the majority (53.3%) believed their real life friends to

be more trustworthy. Three-quarters of the sample claimed they play with real life

friends. This is a positive factor indicating that those who engage in role playing games

may no longer be associated with the introverted. Over one-quarter of the sample (26.3%)

played MMORPGs with family and real life friends. Female gamers (33.2%) were

significantly more likely than male gamers (23.6%) to play with both family members

and real life friends.

The study made by Pappa et. al. (2015) also provided an explanation for the

strong relationship between problematic gaming and the social problem scale, which is

related to expressiveness and extroversion in social contexts. However, it does not assess

causal relationships between factors and consequently we cannot determine whether

diminished psychosocial well-being pre-existed IGD. In the PERMA Model, it states that

the amount of game play can become problematic with time becoming a significant factor

and influential on potential well-being outcomes. Again, the amount of gameplay has

been found to be significant in moderating the potential well-being benefits (Durkin and
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 14
WELL-BEING

Barber, 2002; Allahverdipour et al., 2010), making time spent in play a significant

consideration for enhancing well-being.

Conceptual Framework

Social Behavior

Online Games
Psychological Well-being

Fig 1. Conceptual diagram of the study

Figure 1 shows the relationship between the study’s predictor variable which is the

Online Games and criterion variables are Social Behavior and Psychological Well-being.

Due to their engagement to online gaming activities, online gamers encounter changes in

their social behavior and psychological well-being.

Theoretical Framework

PERMA model (Seligman, 1998). It has a five-core element structure that is

unlike the structure of a theory. In this model, he incorporated elements of psychological

well-being and happiness, namely: positive emotion; engagement; relationship; meaning;

and achievement. Seligman (1998) believes that these five elements can help people

reach a life of fulfillment, happiness, and meaning. This model suggests that play can

have a positive effect on the mental health of individuals in society engaged in moderate

video gaming. Seligman (1998) stated that strengths are an element that are present in all

these components, therefore empowering our strengths is a good way to increase

wellbeing overall.
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 15
WELL-BEING

Positive emotion contributes to the makeup of happiness and well-being. Literature

provides links between positive mental well-being and play, providing illustrations of

where game play provides a means of relaxation and stress reduction (Russoniello et al.,

2009; Wack and Tantleff-Dunn, 2009; Snodgrass et al., 2011). Although the amount of

game play has been highlighted as a moderating factor, studies have shown that not

playing video games can result in the poorest well-being outcomes.

Engagement takes place when an experience becomes so absorbing that

individuals completely lose sense of time. Achieving this state of flow or total

engagement can be a natural outcome of being involved in activities they individuals

love. Gaming activities that embody immense concentration and enjoyment have been

described as creating flow or optimal experience (Csikszentmihalyi, 1998, 2008). Video

Game players often report optimal experiences reaching deeply “immersive” states of

consciousness (Snodgrass et al., 2011) and leading to a sense of flourishing.

Relationships play a significant role in contributing to happiness and

psychological health. Social relationships with strangers as well as with peers, siblings,

parents, extended family, and friends are all sources of positive emotions and support.

Online communication can enhance both the quantity and quality of communication

between friends, leading to greater closeness and intimacy (Valkenburg and Peter, 2011)

and young games have reported that the friendships they form online are comparable or

better than their real-life friendships (Yee, 2006). In-game relationships offer social and

emotional support, where players are able to discuss sensitive issues and exchange

messages of affection.
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 16
WELL-BEING

Meaning is significant not just to us, friends and family, but rather to a much larger

group such as the whole Human race. Seligman (1998) suggests that the larger the group

you attach yourself to, the more meaning you can derive. Connecting with millions of

video game players across the world, against a common in-game attack, is bigger than

any one player and this has been associated with deriving meaning and subsequently

well-being. Video Games also have the potential to help eliminate loneliness. Even when

friends and family are far away, videogames can allow players to interact, share, and be

social (Pwn or Die Blog, 2009).

Achievement can be linked to video game play. Working towards goals and

objectives to accomplish can contribute to a sense of achievement and satisfaction in life.

To this end, Yee (2006) and Suznjevic and Matijasevic (2010) found accomplishment

was an important motive for playing MMOs. Female players were more driven by the

relationships and more likely to use the MMO environment to build supportive social

networks, confirming findings reported by Cole and Griffiths (2007) and Snodgrass et al.

(2011a), that online gaming can support positive relationships. However, male players

were significantly more likely to be driven by accomplishment (Yee, 2006). While some

users participated in the environment to make friends and form supportive social

networks, others used the environment to become powerful through the accomplishment

of goals.

This theory will be made use in the research to study the positive influence of

online gaming to the social behavior and psychological well-being of the gamers.

Applying the statement that gaming, in moderation, provide relaxation and stress

reduction as well as projecting an increase in well-being. Online games can also be a


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 17
WELL-BEING

mean to socialize with others virtually through building relationships with people through

playing.

Definition of Terms

Gamer. is a person who plays any kind of game, particularly online games.

Game Addiction. deep immersion or engagement in playing online games that one

cannot let a moment pass that they are not playing.

Internet Gaming Disorder. constant and obsessive use of the Internet to play online

games.

Massively Multi-User Online Games. A virtual environment wherein gamers can

socialize with other gamers from anywhere in the world while playing through

their avatars in the community made within the game.

Online game. games that uses complex graphics where there are virtual worlds or

communities that the gamers must explore whilst completing tasks or quests with

other players.

Social Interaction. It is the actions people direct to each other and actions they give back

in response to the prior.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 18
WELL-BEING

CHAPTER II

METHODS

This chapter presents the research methodologies used in the study. This includes

the research design, participants, research locale, sampling procedure, research

instrument, data gathering procedure and lastly, the data analysis and statistical treatment

of data.

Research Design

This study made use of a descriptive-correlational design in order to study what

are the influences that online gaming has on the social and psychological aspects of the

students. A correlational research deals with determining the level of relation between

two or more variables but does not mean that one variable causes the other (Espinosa,

2015). Calmorin (1994) wrote that a descriptive study focuses on the present condition.

The purpose is to find a new truth, which may come in various forms such as increased

quantity of knowledge, a new generalization, or increased insights into factors.

Research Locale

The researchers considered conducting the study at Baliuag University.

Accessibility is the main reason of the researchers for choosing the university as the

locale of their study. Due to the foreseen lack of time duration in conducting the research,

the researchers considered accessibility to avoid time conflict. Also the students of this

university have many different qualities and characteristics that are fit for this study.

There is an available Internet connection which the students can utilize and the usage of
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 19
WELL-BEING

phones is authorized given that it is not class hours. The researchers also observed that

there are many gamers among the students of the university.

Participants

Among the three departments in Baliuag University, the researchers choose from

the 848 students in the grade 12 senior high school, choosing only two strands to

participate 379 students in total for ENGTECH and 264 for ACCESS strand, a total of

643 and 230 are chosen to be their respondents. The researchers observed that there are

many students who actively play online games during their free time in these strands. Out

of the 230 students selected for this study, 93 were from the ACCESS strand and 137

were from the ENGTECH strand. In terms of age, the respondents gathered were with

age range 16-20 years old (m = 1.6, sd = .56). There were 99 (40%) aged 16 to 17, 123

(50%) aged 18 to 19 and 8 (3%) students aged 20 or above who participated in the study.

In addition, males and female participants are evened out in the study, 50% (115) of the

population are male and 50% (115) are female.

Sampling Procedure

The researchers utilized both the stratified random sampling and purposive

sampling. In this study both probability and nonprobability sampling was used. The

population were sampled using probability sampling and the respondents were selected

using non-probability sampling. Stratified random sampling technique was employed to

ensure a fairly equal representation of the variables for the study and purposive sampling

wherein the subjective judgements are used to resolutely select groups that the researcher
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 20
WELL-BEING

believes will represent the population (Greenfield, 2002). The students were chosen from

two of the four academic tracks of the Senior High School Department of Baliuag

University; the Accountancy and Business (ACCESS) and Engineering and Technology

(ENGTECH). In order to identify the ideal sample size, the researchers made used of the

Slovin’s Formula then used purposive sampling of choosing only those who play online

games as the participants.

Research Instrument

The Project Massive Wave II questionnaire was adapted by the researchers from a

research conducted in America by A. Flemming Seay entitled “The Social and

Psychological Impact of Online Gaming.” A four-point Likert scale was administered in

the survey (4 = strongly agree, 3 = agree, 2 = disagree, 1 = strongly disagree for gaming

indicators and social (out game); 4 = very accurate, 3 = accurate, 2 = inaccurate, 1 = very

inaccurate for psychological indicators; and lastly, 4 = very enjoyable, 3 = enjoyable, 2 =

slightly enjoyable, 1 = not enjoyable for social (in game). Participants were then

instructed to respond to their degree of agreement with the statements contained in the

instrument. The questionnaire has four sections: Demographics, Gaming, Psychological

and Social.

The section “Demographics” is on personal data of the respondents, their name,

age, sex, and strand. The section “Gaming”, is on measuring the engagement where 9 out

of 10 questions are negative statements and motivation of the gamers to play wherein 4

out of 5 questions are positive indicators. It has a total of 15 items. Having 14 items of
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 21
WELL-BEING

the original questions on engagement and 40 of the original questions on player

motivation omitted.

The section “Psychological Indicators” contains questions on the gamers’

perceived psychological well-being in terms of extraversion where 5 out of 5 questions

are positive indicators, emotional stability where 5 out of 5 questions are also positive

indicators, negative valence where 4 out of 5 questions are negative statements, and self-

regulation where 7 out of 10 questions are negative indicators. It has a total of 25 items.

There were 25 items of the original questions on agreeableness, conscientiousness,

intellect and attractiveness and 21 items of the original questions on self-regulation

omitted. The Saucier 7 Factor Personality Scale and Short Self-Regulation questionnaire

was combined under psychological indicators.

Finally, the section “Social Indicators”, made up of 10 items is on the social

interaction the gamers have in-game wherein 5 out of 5 questions are positive indicators

and out-game where in 4 out of 5 questions are also positive indicators.

Data Gathering Procedure

The researchers personally administered the instrument to the participants by hand

to the students who play online games. The respondents were oriented of the purpose of

the survey and the significance of the study was also discussed. The participants whom

agreed were given 20 minutes to complete the survey. The researchers went from one

section to the next, until the sample size was met. After the questionnaires were

recollected, the results were tabulated using Microsoft Office Excel and was tallied using
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 22
WELL-BEING

the IBM’S Statistical Package for Social Sciences (SPSS) software version 22. The data

were then used for the analyses and interpretation of data.

Ethics is an important aspect in any research. There has to be some basic ethics to

be adopted in any research. In the study, ethics is handled by the researchers by keeping

the answers acquired strictly confidential. Besides, a prior permission was taken by the

researchers from the target respondents before conducting the research. The respondents’

identities were kept anonymous. The researchers handled the data gathered honestly and

without any manipulation.

Data Analysis and Statistical Treatment

The researchers made use of Likert-scale throughout the questionnaire, it measured

different parts of the questionnaire such as the Gaming Indicators, Psychological

Indicators, and Social Behavior of the respondents of this study.

To interpret the raw data gathered from the respondents of this study, the following

Likert scale will be used to measure the gaming engagement:

Point Scale Interpretation

4 3.26 – 4.00 Very Engaged

3 2.51 - 3.25 Engaged

2 1.76 - 2.50 Somehow Engaged

1 1.00 - 1.75 Not Engaged at all


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 23
WELL-BEING

To interpret the raw data gathered from the respondents of this study, the following

Likert scale will be used to measure the online engagement:

Point Scale Interpretation

4 3.26 – 4.00 Very Addicted

3 2.51 - 3.25 Addicted

2 1.76 - 2.50 Somehow Addicted

1 1.00 - 1.75 Not Addicted

To interpret the raw data gathered from the respondents of this study, the following

Likert scale will be used to measure the player motivation:

Point Scale Interpretation

4 3.26 – 4.00 Very Motivated

3 2.51 - 3.25 Motivated

2 1.76 - 2.50 Somehow Motivated

1 1.00 - 1.75 Not Motivated At All

To interpret the, the following Likert scale will be used to measure the level of the

psychological well-being of the respondents:

Point Scale Interpretation

4 3.26 – 4.00 Very Positive

3 2.51 - 3.25 Positive

2 1.76 - 2.50 Somehow Positive

1 1.00 - 1.75 Not Positive at all


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 24
WELL-BEING

To interpret the, the following Likert scale will be used to measure the level of the

extraversion of the respondents:

Point Scale Interpretation

4 3.26 – 4.00 Very Extraverted

3 2.51 - 3.25 Extraverted

2 1.76 - 2.50 Somehow Extraverted

1 1.00 - 1.75 Not Extraverted at all

To interpret the, the following Likert scale will be used to measure the level of the

emotional stability of the respondents:

Point Scale Interpretation

4 3.26 – 4.00 Very Emotionally Stable

3 2.51 - 3.25 Emotionally Stable

2 1.76 - 2.50 Somehow Emotionally Stable

1 1.00 - 1.75 Not Emotionally Stable at all

To interpret the, the following Likert scale will be used to measure the level of the

negative valence of the respondents:

Point Scale Interpretation

4 3.26 – 4.00 Very Negative

3 2.51 - 3.25 Negative

2 1.76 - 2.50 Somehow Negative

1 1.00 - 1.75 Not Negative at all


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 25
WELL-BEING

To interpret the, the following Likert scale will be used to measure the level of the

self-regulation of the respondents:

Point Scale Interpretation

4 3.26 – 4.00 Very Self-regulated

3 2.51 - 3.25 Self-regulated

2 1.76 - 2.50 Somehow Self-regulated

1 1.00 - 1.75 Not Self-regulated at all

To interpret the, the following Likert scale will be used to measure the level of the

social behavior of the respondents inside and outside the game:

Point Scale Interpretation

4 3.26 – 4.00 Very Sociable

3 2.51 - 3.25 Sociable

2 1.76 - 2.50 Somehow Sociable

1 1.00 - 1.75 Not Sociable

To be able to interpret the gathered data, the researchers will use percentage, mean

average, and standard deviations to describe the demographic profile of the respondents.

Data analysis will be performed using an array of techniques including Pearson r

Correlation analysis and Independent Sample T-test. In order to measure the negative

questions, the researchers will invert the scale points.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 26
WELL-BEING

CHAPTER III

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the gathered data in tabular presentation, analysis and

interpretation of findings based on the results of the statistical treatment applied. The data

are organized in sequential order based on the statement of the problem in Chapter 1.

Results and Discussion

Table 1

Frequency and Percentage in terms of Age of Respondents

Age Frequency Percentage (%)

16 to 17 99 43

18 to 19 123 54

20 above 8 3

Total 230 100

Table 1 showcases the distribution of research respondents according to age. 99 or

40% of the total number of respondents were aged 16 to 17 years old. 50% or 123 of the

respondents were aged 18 to 19 at the time the survey was administered. Lastly, only 8

respondents were in the age bracket of 20 above.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 27
WELL-BEING

Table 2

Frequency and Percentage in terms of Sex of Respondents

Sex Frequency Percentage(%)

Male 115 50

Female 115 50

Total 230 100

Table 2 presents the demographic profile of the respondents in terms of sex.

Among the 230 participating students, 46.7% are male and 46.7% are female.

Table 3

Frequency and Percentage in terms of Strand of Respondents

Strand Frequency Percentage(%)

ENGTECH 137 60

ACCESS 93 40

Total 230 100

Table 3 shows the distribution of students according to strand. There were 137 or

60% of ENGTECH students that participated in this research. From the ACCESS strand,

93 or 40% of students from this strand participated.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 28
WELL-BEING

Table 4

Mean and Standard Deviation of Online Gaming, Online Engagement and Player

Motivation

Mean Std. Deviation


GAMING 2.55 .55

ONLINE ENGAGEMENT 2.41 .63

PLAYER MOTIVATION
2.59 .62

Table 4 showcases a descriptive analysis of online gaming, online engagement

and player motivation. The Mean score of the students’ player motivation is 2.59 with

Standard Deviation .62, which means that students are motivated to play games. It is 2.41

and .63 respectively for the students’ online engagement; it indicates that the students are

somehow addicted. The Mean score of the students’ online gaming is 2.55 with Standard

Deviation of .55, which indicates that the students are engaged in playing online games.

Table 5

Mean and Standard Deviation of Social Behavior, Social (In-Game) and Social (Out-

Game)

Mean Std. Deviation


SOCIAL 2.88 1.14
IN-GAME 2.84 .72
OUT-GAME 2.91 2.1
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 29
WELL-BEING

It is observed from Table 5 that the Mean score of social behavior of the students

outside the game is 2.91 with Standard Deviation 2.1, it indicates that students are

sociable in real life. Respectively, 2.84 and .72 is the Mean score and Standard Deviation

for the students’ social behavior inside the game, which indicates that the students show a

sociable behavior even within online games. Social behavior of the students has a Mean

score of 2.88 with Standard Deviation 1.14, this indicates that overall, the students are

sociable

Table 6

Mean and Standard Deviation of Psychological Well-being, Extraversion, Emotional

Stability, Negative Valence and Self-Regulation

Mean Std. Deviation


PSYCHOLOGICAL
WELL-BEING 2.6 .38

EXTRAVERSION
2.66 .7

EMOTIONAL STABILITY
2.63 .62

NEGATIVE VALENCE
2.59 .68

SELF-REGULATION
2.52 .48

Table 6 shows a descriptive analysis of psychological well-being, extraversion,

emotional stability, negative valence and self-regulation. The Mean score of students

with extraversion is 2.66 with Standard Deviation .7, it indicates that the students are

extraverted. Respectively, 2.63 and .62 is the Mean score and Standard Deviation for the
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 30
WELL-BEING

emotional stability of the students, meaning that the students are emotionally stable.

Whereas it is 2.59 and .68 for the negative valence of the students, which indicates that

the students have negative valence and the Mean score of the students’ self-regulation is

2.52 with Standard Deviation .48, it indicates that the students are self-regulated. The

Mean score for the students’ psychological well-being is 2.6 with Standard Deviation .38,

which means that the students exhibit a positive psychological well-being overall.

Table 7

Pearson r Correlation Analysis between Online Gaming and Social Behavior

SOCIAL

GAMING Pearson Correlation 1 .172**


Sig. (2-tailed) .009
N 230 230

Table 7 shows a correlation analysis using Pearson product moment coefficient of

relation (Pearson r) was performed to determine the relationship between online gaming

and the social behavior. Results show that gaming is positively related with social

behavior (r = .172, p<.009), which means that online gaming and social behavior are

related to each other.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 31
WELL-BEING

Table 8

Pearson r Correlation Analysis between Online Gaming and Psychological Well-being

GAMING PSYCHOLOGICAL

GAMING Pearson Correlation


1 .370**
Sig. (2-tailed) .000
N 230 230

Table 8 showcases a correlation analysis using Pearson product moment

coefficient of relation (Pearson r) was performed to determine the relationship between

gaming and psychological well-being. Results show that gaming is positively related with

psychological well-being (r = .370, p<.001), which means that online gaming is related to

the psychological well-being are of the gamers


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 32
WELL-BEING

Table 9

Pearson r Correlation Analysis between Online Gaming, Extraversion, Emotional

Stability, Negative Valence and Self-Regulation

GAMING
EXTRA-VERSION Pearson Correlation .161*
Sig. (2-tailed) .014
N 230
EMOTIONAL STABILITY Pearson Correlation .126
Sig. (2-tailed) .057
N 230
NEGATIVE VALENCE Pearson Correlation .257**
Sig. (2-tailed) .000
N 230
SELF-REGULATION Pearson Correlation .364**
Sig. (2-tailed) .000
N 230

In Table 9, a Correlation analysis using Pearson product moment coefficient of

correlation (Pearson r) was performed to determine the relationship between online

gaming, extraversion, emotional stability, negative valence and self-regulation. Results

show that gaming is positively related with extraversion (r = .161, p<.014), indicating

that students with an extrovert personality is more likely to play online games. Likewise,

negative valence is positively related to online gaming (r = .2.57, p<.001), where those

who exhibit negative valence inclines to playing online games. Self-regulation also

shown a positive relationship with online gaming (r = .364, p<.001), indicating that many

students who play online games have high self-regulation. However, emotional stability

is not related with online gaming.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 33
WELL-BEING

Table 10

Pearson r Correlation Analysis between Online Gaming, Social (In-Game) and Social

(Out-Game)

GAMING
SOCIAL Pearson Correlation .310**
(IG) Sig. (2-tailed) .000
N 230
SOCIAL (OG) Pearson Correlation .080
Sig. (2-tailed) .226
N 230

On Table 10, a Correlation analysis using Pearson product moment coefficient of

correlation (Pearson r) was performed to determine the relationship between online

gaming, social (in-game) and social (out-game). Results show that online gaming is

positively related with social (in-game) (r = .310, p<.001), indicating that social behavior

within the game is closely related to online gaming. However, social (out-game) is not

related with online gaming.

Table 11

T-test Results Comparing ENGTECH and ACCESS on Gaming Engagement

Std.
Strand Mean df t-value p
Deviation
GAMING
ENGTECH 2.54 .46
228 -.5 .616
ACCESS 2.57 .66
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 34
WELL-BEING

To determine whether the gaming engagement of ENGTECH differs with

ACCESS students, independent sample t-test was performed. It is observed from Table

11 that the Mean score of ENGTECH students who play online games is 2.54 with

Standard Deviation .46, whereas it is 2.57 and .66 for ACCESS students. Results show

that there is no significant difference between the gaming engagement of ENGTECH and

ACCESS students ( t (228) = -.5, p>.616).

Table 12

T-test Results Comparing ENGTECH and ACCESS on Social Behavior

Std.
Strand Mean df t-value p
Deviation
SOCIAL
ENGTECH 2.93 1.42
228 .78 .439
ACCESS 2.8 .51

To determine whether the social behavior of ENGTECH differs with ACCESS

students, independent sample t-test was performed. It is observed from Table 12 that the

Mean score of ENGTECH students is 2.93 with Standard Deviation 1.42, whereas it is

2.8 and .51 for ACCESS students. Results show that there is no significant difference

between the social behavior of ENGTECH and ACCESS students ( t (228) = .78,

p>.439).
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 35
WELL-BEING

Table 13

T-test Results Comparing ENGTECH and ACCESS on Psychological Well-being

Std.
Strand Mean df t-value p
Deviation

PSYCHOLOGICAL
WELL-BEING ENGTECH 2.54 .35
228 -2.78 .006
ACCESS 2.68 .41

To determine whether the psychological well-being of ENGTECH differs with

ACCESS students, independent sample t-test was performed. It is observed from Table

13 that the Mean score of ACCESS students is 2.68 with Standard Deviation .41, whereas

it is 2.54 and .35 for ENGTECH students. Results show that there is a significant

difference between the psychological well-being of ENGTECH and ACCESS students ( t

(228) = -2.78, p<.006).


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 36
WELL-BEING

CHAPTER IV

SUMMARY AND CONCLUSIONS

This chapter presents the summary of this research, major findings of the

study and conclusions that were drawn from the gathered data of the researchers. The

recommendations for future research related to this study were also provided.

Summary

The researchers noticed the way gadgets and the Internet has affected our way of

living such as in our social behavior and psychological well-being. A descriptive-

correlational design was used in this study in order to focus on the present condition to

determine how one variable relates to the other. The study was conducted in Baliuag

University, Baliuag, Bulacan, with a total of 247 participants. Descriptive-correlational

design was used in the study. The primary objective of this study is to determine how

online gaming influences and affects the social and psychological well-being of students.

The statement from the PERMA Model (Seay, 2004) is applied that moderate

gaming provides the gamer relaxation and stress reduction which also projects an

increase in the well-being. It also states that online games can be a mean for people to

socialize with others virtually through building relationships with people through playing

multi-player online games. To test the significance of input and output variables, Simple

Regression, and Descriptive analyses were used.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 37
WELL-BEING

Findings

1. The researchers found that the grade 12 ACCESS and ENGTECH students are

engaged in playing online games. Results show that they are motivated to play

and are somehow addicted to online games.

2. In terms of social behavior, it was found that the students are sociable whether

they are within the game or in real life.

3. The psychological well-being of the students was also measured; results show that

the students exhibit a positive well-being. Most students appeared to be

extraverted and emotionally stable even with having negative valence. In terms of

regulating oneself, it was found that the students are self-regulated.

4. Results show that online gaming has a positive relationship with social behavior.

The social behavior that the students exhibit within the game is closely related to

online gaming compared to the social behavior they exhibit in real life.

5. Psychological well-being is also found to have a positive relationship with online

gaming. It was found that extraversion, negative valence, and self-regulation are

closely related to online gaming than emotional stability.

6. ACCESS students were shown to have significantly positive psychological well-

being while those in the ENGTECH strand also have a positive well-being but

were not significant. In relation to this, it was found that those in the ACCESS

strand and those who are in the ENGTECH strand are engaged in online gaming.

However, both strands were shown to be sociable students.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 38
WELL-BEING

Conclusion

On the basis of foregoing analysis, the following conclusions are developed and

presented:

1. Online games can also be an avenue of socially interacting with other people.

Gamers can both socialize traditionally or thru online games, with other gamers

from different parts of the world. By building relationships not only with people

around them in real life but also with other players within the game, it can help

improve one’s psychological well-being as well. Having only a moderate gaming

engagement, it lessens the probability of developing game addiction in which can

affect your social interactions in real life.

2. Playing online games can help improve one’s psychological well-being if done

moderately. It can be a way to reduce stress and negative feelings as gamers are

immersed in another world living a game avatar’s life. Even with emergence of

negative valence, the students still exhibited a positive psychological well-being

as well as be emotionally stable. The key factor in this is having self-regulation,

so that online games can continuously benefit the gamers positively and so that

they would not slowly become addicted which will then cause the negative effects

of being very engaged in online games in their lives.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 39
WELL-BEING

Recommendation

Based on the findings and conclusions, the following recommendations are

forwarded:

1. Students should explore more about the positive benefits of online gaming for this

serves as their stepping-stone to become more cautious of their engagement with

online games.

2. Parents, on the other hand, should maximize their time and effort to supervise

their children on how they behave and the number of hours they play.

3. Teachers, as the second parent of the students, educate the students about playing

online games not by telling them not to play but that gaming should be done in

moderation.

4. The University plays a vital role in the lives of the children, use this Research

study as your tool in educating students about the pros and cons of online gaming.

5. Future Researchers, the data in this study would be able to give support or weight

into future studies. It is highly recommended to conduct an in-depth study about

the occurrence of gamers displacing social interactions in real life with the

interactions within the game and how that would affect the gamer’s well-being.
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 40
WELL-BEING

References

American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental

Disorders (5th ed.). Washington, USA: American Psychiatric Publishing, Inc.

Ang, C. S. & Rao, R. K. (2003). Theories of learning: A Computer Game Perspective.

IEEE Fifth International Symposium on Multimedia Software Engineering, 239-

245. Taipei,Taiwan

Bartholow, B. D., Sestir, M. A., & Davis, E. (2005). Correlates and consequences of

exposure to video game violence: Hostile personality, empathy, and aggressive

behavior. Personality and Social Psychology Bulletin, 31, 1573–1586.

Brunborg, G.S., Mentzoni, R.A., & Frøyland, L.R. (2014). Is video gaming, or video

game addiction, associated with depression, academic achievement, heavy

episodic drinking, or conduct problems? J. Behav. Addict. 3, 27–32.

Bostan, B. & Kaplancali, U. (2009). Explorations in Player Motivations: Game

Mechanics.

Castells, M. (2000). The Information Age: Economy, Society, and Culture. In The rise of

the network society. New York, NY: Wiley-Blackwell.

Charlton, J. P., & Danforth, I.D.W. (2004). Differentiating computer-related addictions

and high engagement. Psychology & IT 2004, University of Cadiz.

Charlton, J., & Dunforth, I. (2007). Distinguishing addiction and high engagement in the

context of online game playing. Computers in Human Behavior, 1531-48.

Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online

role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583.


ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 41
WELL-BEING

Csikszentmihalyi, M. (1998). Finding Flow: The Psychology of Engagement with

Everyday Life. New York: Basic Books.

Csikszentmihalyi, M. (2008). Flow: The Psychology of Optimal Experience. New York:

Harper and Row.

De Geus, K., Godoi W.C., Santos, R. &Scheer, S. (2017). On Player Motivation and the

Appeal of Games: An Exploration of Player Motivation. Brazil.

Gaimin. (2018, July). Gaimin: Game. Mine. Gain. Retrieved January 4, 2019, from

Gaimin.io: https://gaimin.io/how-many-gamers-are-there/

Griffiths, Mark & Hussain, Zaheer & M. Grüsser, Sabine & Thalemann, Ralf. (2011).

Social Interactions in Online Gaming. IJGBL. 1. 20-36.

10.4018/ijgbl.2011100103.

Holland, K. (2018, September 19). Healthline. Retrieved January 8, 2019, from

Healthline: https://www.healthline.com/health/anxiety#disorders

Karapestas, A. V., Karapestas, V. A., Zygouris, N. X., & Fotis, A. I. (2014). Internet

Gaming Addiction. Reasons, Diagnosis, Prevention and Treatment. Encephalos,

10-14.

Krotoski, A. (2004). Chicks and joysticks: an exploration of women and gaming.

London: Entertainment and Leisure Software Publishers Association.

Kuss, J. D., & Griffiths, D. M. (2012). Adolescent online gaming addiction. Education

and Health, 15-17.

Kuutti, K. (1995). Activity theory as a potential framework for human-computer

interaction research. In B. Nardi (Ed. ), Context and consciousness: Activity

theory and human computer interaction (pp. 17-44): Cambridge: MIT Press.
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 42
WELL-BEING

Lemmens, J. S., Valkenburg, P., & Peter, J. (2011).Psychological causes and

consequences of pathological gaming. Computers in Human Behavior, 27, (1),

144–152.

Merriam Webster. (2019, January 7). Merriam Webster. Retrieved January 8, 2019, from

Merriam Webster: https://www.merriam-webster.com/dictionary/gamer

Nardi, B. A. (1995). Context and consciousness: Activity theory and human computer

interaction: The MIT Press.

Peters, C. S., Malesky, A. (2008). Problematic usage among highly-engaged players of

massively multiplayer online role playing games. Cyber Psychology & Behavior,

11 (4), 481-484.

Peters, C. S., & Malesky, L. A. (2009). Problematic usage among highly-engaged players

of massively multiplayer online role playing games. Cyberpsychology and

Behavior, 11, 481–483.

Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction design: Beyond human computer

interaction. New York: John Wiley & Sons.

Russoniello, C. V., O’Brien, K., and Parks, J. M. (2009). The effectiveness of casual

video games in improving mood and decreasing stress. J. Cyber Ther. Rehabil. 2,

53–66.

Rho, M. J., Lee, H., & Lee, T. H. (2017). Risk Factors for Internet Gaming Disorder:

Psychological Factors and Internet Gaming Characteristics. Environmental

Research and Public Health, 1-11.

Seay, A. F. (2004). The Social and Psychological Impact of Online Gaming . 1-43.

Snodgrass, J., Lacy, M., Dengah, F., Fagan, J., and Most, D. (2011b). Magical flight and
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 43
WELL-BEING

monstrous stress: technologies of absorption and mental wellness in Azeroth. Cul.

Med. Psychiatry 35, 26–62. doi: 10.1007/s11013-010-9197-4.

Stiles (2010),Relationshıp between online role-playıng games, personality and

interpersonal relationships.

Stoll, N., & Collett, K. (2013). Video games and wellbeing. Shift, 1-24.

Suznjevic, M., and Matijasevic, M. (2010). Why MMORPG players do what they do:

relating motivations to action categories. Int. J. Adv. Media Commun. 4, 405.

Tsitsika, A., Janikian, M., Tzavela, E. C., Schoenmakers, T. M., Olafsson, K., Halap,

Richardson, C. (2012). Internet use and internet addictive behaviour among European

adolescents: A cross-sectional study. Retrieved January 8, 2019, from

www.eunetadb.eu

Valkenburg, P. M., and Peter, J. (2011). Online communication among adolescents: an

integrated model of its attraction, opportunities, and risks. J. Adolesc. Health 48,

121–127. doi: 10.1016/j.jadohealth.2010.08.020

Voulgari, I., & Komis, V. (2008). Massively Multi-user Online Games: The Emergence

of EffectiveCollaborative Activities for Learning. Second IEEE International

Conference on Digital Game and Intelligent Toy Enhanced Learning, 132-134.

Wack, E., and Tantleff-Dunn, S. (2009). Relationships between electronic game play,

obesity, and psychosocial functioning in young men. Cyberpsychol. Behav. 12,

241–2444. doi: 10.1089/cpb.2008.0151

Wang, L., & Zhu, S. (2011). Online Game Addiction Among University Students. Gavle,

Sweden.

Williams, D.,Yee, N., & Caplan, S. (2008). Who plays, how much, and why? Debunking
ONLINE GAMING ON THE SOCIAL BEHAVIOR AND PSYCHOLOGICAL 44
WELL-BEING

the stereotypical gamer profile. Journal of Computer-Mediated Communication

Monographs, 13(4), 993–1018.

Yee, N. (2006). The basic demographics of World of Warcraft. Available at:

http://www.nickyee.com/ daedalus/archives/001365.php. Accessed April 18,

2014.

Zamani, E., Kheradmand, A., Cheshmi, M., Abedi, A., & Hedayati, N. (2010).

Comparing the Social Skills of Students Addicted to Computer Games with

Normal Students. Addict Health, 59–65

Das könnte Ihnen auch gefallen