A Phenomenological Study of the Effects of Online Games on the Lives of Selected Junior High School

Authors

  • Mark Christian Manzon

Keywords:

online games, time management, addiction

Abstract

INTRODUCTION

Spending a remarkably long time playing online games can be considered as a behavioral addiction when it interferes with a person's everyday life. The study aimed to determine the effects of playing online games on the health of the selected junior high school. It sought to answer the following questions: Central Question: What is the essence of understanding the phenomenological experiences of selected Junior High School in time spent in online games?

Corollary Questions:

(1) What are the effects of spending time in online games among junior high school students?

(2) What are the activities they used to manage time wisely?

(3) How do online games help students in their academic and social life?

(4) What are the reasons for the students for playing online games?

(5) How do online games change the lives of the students?

METHODS

The researcher employed a descriptive qualitative approach in the research problem of this study, which focused on the effects of online games on the lives of selected junior high school students. The one-on-one interview approach enabled the researcher to collect data on the participants' experiences and perceptions.

RESULTS

The researcher identified four theme clusters from the verbatim transcription of the participant's responses, which answered the central question of the study.

Theme 1: The Advantages of Online Games -the development of critical thinking skills and increase in memory.

Theme 2: The Disadvantages of Online Games -addiction and low performance in other productive activities.

Theme 3: Time Management -enumerated the steps to achieve the effectiveness of time management.

Theme 4: Dichotomy of Emotions -stated the feelings of the respondents while playing online games.

DISCUSSIONS

This research has shown that most of the respondents spent more time in online games than household chores and school activities. They had difficulty in balancing their time in school, home at online games.

Published

2019-01-18