HomePsychology and Education: A Multidisciplinary Journalvol. 12 no. 7 (2023)

Effects of Digital Gaming in the Mental Health and Behavioral Status Among Adolescents

Michael Llabore Jr. | Lirica Ann Delos Reyes | Roxette Anne Garcia | Rachelle Ann Pero | Peter John Parajas | Joel John Dela Merced | Mary Ann E. Lopez | Jacquelyn Joyce Nicolas | Raniel Marquez | Marie Christene Lim

Discipline: Education

 

Abstract:

Technological advancements have made it possible for people to play digital games conveniently, anywhere, and at any time. This has made digital gaming one of the most popular forms of entertainment, particularly among adolescents in the Philippines. This descriptive quantitative research investigated the effects and relationship between adolescent gaming habits and mental health and behavioral status of 59 junior high and senior high school students from a private university in Quezon City, Metro Manila, Philippines. The collected data had been counted and tabulated using statistical software with the assistance of a statistician. The researchers made use of the four-point Likert scale to measure the mental health and behavioral status of adolescence. The analysis showed that there is a significant relationship between the number of gaming hours per day and both the mental health (r = 0.539, p < 0.05), and behavioral status of adolescents (r = 0.460, p < 0.05). However, there were no significant relationships found between age, sex, or type of gaming device and mental health or behavioral status. Thus, the study found that violent digital gaming positively affected the adolescent's mood. Violent digital gaming served as a coping mechanism for adolescents who experienced loneliness and provided a sense of connection and social interactions that deal with negative emotions, release anger, or alleviate stress. However, it was noted that participants showed aggressiveness when their gameplay was interrupted.



References:

  1. Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edström, J., Ferguson, C. J., Haagsma, M. C., Helmersson Bergmark, K., Hussain, Z., Jansz, J., Kirsh, B., Kutner, L., Markey, P., Nielsen, R. K. L., ... Van Looy, J. (2020). Video Games and Stress: A Survey. International Journal of Environmental Research               and         Public  Health, 17(18), 6692. doi: 10.3390/ijerph17186692. https://www.mdpi.com/1660-4601/17/18/6692 
  2. Al-Qahtani A., Alenzi A., & Ali A. (2020). Player Unknown's Battlegrounds: Yet anotherInternet Gaming Addiction. https://applications.emro.who.int/imemrf/212/J-Ayub-Med-Coll-Abbotabad-Pak-2020-32-1-145-146-eng.pdf
  3. Albina A., Abella C., Salvador A., Alvior F., & Bato R. (2020). The Level of Aggression among Players of                Nonviolent          and        Violent  VideoGames. https://www.academia.edu/42160353/THE_LEVEL_OF_AGGRESSION_AMONG_PLAYERS_OF_NON_VIOLENT_AND_VIOLENT_VIDEO_GAMES
  4. American Psychological Association. (2017). Adolescent Behavior. https://www.apa.org/pubs/highlights/peeps/issue-88#:~:text=Behaviorally%2C%20adolescence%20is%20associated%20with,relationships%2C%20and%20transition%20to%20independence 
  5. Behnke M., Chwilkowska P., & Kaczmarek L. (2020). What makes male gamers angry, sad, amused, and                                   enthusiastic                         while         playing         violent         videogames? https://doi.org/10.1016/j.entcom.2020.100397
  6. Bloomfield J., & Fisher M. (2019). Quantitative Research Design.
  7. https://search.informit.org/doi/10.3316/informit.738299924514584
  8. Brown A. (2022). What Is Adolescent Egocentrism? https://www.betterhelp.com/advice/adolescence/what-is-adolescent-egocentrism-and- how-can-i-deal-with-it-as-a-parent/    
  9. Cambridge Dictionary. (2022). Conflict https://dictionary.cambridge.org/us/dictionary/english/conflict
  10. Cambridge Dictionary. (2022). Relapse.https://dictionary.cambridge.org/us/dictionary/english/relapse
  11. Cambridge Dictionary. (2022). Salience. https://www.vocabulary.com/dictionary/salience Charmaraman L., Richer A., & Moreno M. (2020). Social and Behavioral Health Factors
  12. Associated with Violent and Mature Gaming in Early Adolescence. https://www.mdpi.com/1660-4601/17/14/4996
  13. Clemente J. (2022). Number of active video gamers worldwide from 2015 to 2024. https://www.statista.com/statistics/748044/number-video-gamers-world/
  14. Delhove, M., & Greitemeyer T. (2018). The Relationship between Video Game Characters Preferences                                                   and          Aggressive          and          Prosocial           Personality          Traits.  https://www.researchgate.net/publication/328921373_The_Relationship_Between_Video_Game_Character_Preferences_and_Aggressive_and_Prosocial_Personality_Traits
  15. Entertainment Software Association (ESA). (2022). The 2022 Essential Facts About the Video Game Industry. https://www.theesa.com/resource/2022-essential-facts-about-the-video-game-industry/
  16. Etchells, P. J., Gage, S. H., Munafò, M. R., & Rutherford, A. D. (2017). Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children. https://www.researchgate.net/publication/292153677_Prospective_Investigation_of_Video_Game_Use_in_Children_and_Subsequent_Conduct_Disorder_and_Depression_Using_Data_from_the_Avon_Longitudinal_Study_of_Parents_and_Children
  17. Evans C., King D., & Delfabbro P. (2018). Effect of brief gaming abstinence on withdrawal in adolescent                         at-risk        daily         gamers:        A         randomized       controlled study. https://www.sciencedirect.com/science/article/abs/pii/S0747563218303017
  18. Farchakh Y., Haddad C., Sacre H., Obeid S., Salameh P., & Hallit S. (2022). Video gaming addiction and its association with memory, attention and learning skills in Lebanese children. https://capmh.biomedcentral.com/articles/10.1186/s13034-020-00353-3
  19. Garcia-Carrion R., Villarejo-Carballido B., & Villardón-Gallego L. (2020). Children and Adolescents Mental Health: A Systematic Review of Interaction-Based Interventions in Schools and Communities. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6491840/  
  20. Gentile D., Bailey K., Bavelier D., Brockmyer J., Cash H., Coyne S., Doan A., Grant D., Green S., Griffiths M., Markle T., Petry N., Prot S., Rae C., Rehbein F., Rich M., Sullivan D., Woolley E., & Young K. (2017). Internet Gaming Disorder in Children and Adolescents. https://publications.aap.org/pediatrics/article/140/Supplement_2/S81/34175/Internet-Gaming-Disorder-in-Children-and?autologincheck=redirected
  21. Griffiths M. (2022). Six Components of Addiction. http://simmscounselling.com/index.php/2019/03/11/six-components-of-addiction/
  22. Halbrook Y., O'Donnell A., & Msetfi R. (2019). When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. https://journals.sagepub.com/doi/abs/10.1177/1745691619863807
  23. Harikrishnan U., & Sailo G. (2021). Prevalence of Emotional and Behavioral Problems among School-Going                                                    Adolescents:                   A                    Cross-Sectional                    Study. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8281858/pdf/IJCM-46-232.pdf  
  24. Hartmann T. (2017). The “Moral Disengagement in Violent Videogames” Model. https://www.researchgate.net/publication/322386862_The_Moral_Disengagement_in_Violent_Videogames_Model
  25. Horne C. (2022). What Is Adolescent Egocentrism? https://www.betterhelp.com/advice/adolescence/what-is-adolescent-egocentrism-and-how-can-i-deal-with-it-as-a-parent/   
  26. Hull D., Williams G., & Griffiths M. (2017). Video game characteristics, happiness and flow as predictors                        of      addiction      among      video      game      players:      A       pilot study. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4117294/
  27. Hussain, R., Khan, M. K., Ahmad, S., Raza, S. S., & Raja, K. M. K. (2019). Anger in gaming: Insights from players and developers. International Journal of Human–Computer Interaction,                     35(5),         417-428.        doi: 10.1080/10447318.2019.1584852. https://www.tandfonline.com/doi/abs/10.1080/10447318.2019.1584852
  28. IGI Global. (2022). What is Mood Modification?  https://www.igi-global.com/dictionary/mood-modification/36198
  29. Kamenetz A. (2019). Is 'Gaming Disorder' An Illness? WHO Says Yes, Adding It To Its List Of Diseases. https://www.npr.org/2019/05/28/727585904/is-gaming-disorder-an-illness-the-who-says-yes-adding-it-to-its-list-of-diseases
  30. Kan M., & Fabrigar L. (2017). Theory of Planned Behavior.  https://doi.org/10.1007/978-3-319-28099-8_1191-1
  31. King, D., Delfabbro, P. H., & Griffiths, M. D. (2017). The use of digital games in therapeutic interventions for young people: A systematic review. Journal of Behavioral Addictions, 6(4),469-488. doi: 10.1556/2006.6.2017.067. https://akademiai.com/doi/abs/10.1556/2006.6.2017.067
  32. Kim, J. Y., Nam, E. W., & Kim, D. J. (2018). Adolescent problematic internet use and its relationships with sensation seeking, restraint, and loneliness. Computers in Human Behavior,          86,          201-209.                                              doi:                10.1016/j.chb.2018.04.012. https://www.sciencedirect.com/science/article/pii/S0747563218301922?via%3Dihub
  33. Kolko, David J. (2018). The Impact of Digital Games on Children and Adolescents. Computers in Human Behavior, vol. 80, 2018, pp. 203-212., doi:10.1016/j.chb.2017.11.009. https://www.sciencedirect.com/journal/computers-in-human-behavior
  34. Kühn S., Kugler D., Schmalen K., Weichenberger M., Witt C., & Gallinat J. (2018). Does playing violent video games cause aggression? A longitudinal intervention study. https://www.nature.com/articles/s41380-018-0031-7
  35. Kuss, D. J., Pontes, H. M., & Griffiths, M. D. (2018). Neurobiological correlates in Internet Gaming Disorder: A systematic review. Frontiers in Psychiatry, 9, 1-28. doi:10.3389/fpsyt.2018.00166.https://www.frontiersin.org/articles/10.3389/fpsyt.2018.00 166/full
  36. \Labana R., Hadjisaid J., Imperial A., Jumawid K., Lupague M., & Malicdem D. (2020). Online Game Addiction and the Level of Depression among Adolescents in Manila, Philippines. https://cajgh.pitt.edu/ojs/cajgh/article/view/369
  37. Macmillan Dictionary. (2022). Tolerance. https://www.macmillandictionary.com/us/dictionary/american/tolerance
  38. Malolos G., Baron M., Apat F., Sagsagat H., Pasco P., Aportadera E., Tan R., Gacutno-Evardone A., & Prisno III D. (2021). Mental health and well-being of children in the Philippine setting during     the                                                        COVID-19                   pandemic.  https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8501475/pdf/hpp-11-267.pdf
  39. Männikkö N., Ruotsalainen H., Demetrovics Z., Lopez-Fernandez O., Myllymäki L., Miettunen J., & Kääriäinen M. (2017). Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics. https://www.tandfonline.com/doi/full/10.1080/08964289.2017.1378608
  40. Medical Dictionary. (2022). Withdrawal. https://medical-dictionary.thefreedictionary.com/withdrawal
  41. Mishra P., Pandey C., Singh U., Gupta A., Sahu C., & Keshri A. (2019). Descriptive Statistics and                                             Normality                    Tests                    for                    Statistical                    Data. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6350423
  42. New Y., Rodriguez D., & Santos M. (2020). Gaming Addiction and Depression among Students Ages                                       15-19            Years            Old            in            Cavite,            Philippines,            45-55.
  43. http://web1.aup.edu.ph/urc/wpcontent/uploads/2021/02/JHS-July-2020-Online.pdf
  44. Pallesen, S., Lorvik, I. M., Bu, E. H., & Molde, H. (2019). Gaming addiction, gaming
  45. engagement, and psychological health complaints among Norwegian adolescents. Scandinavian                                 Journal                of               Psychology,                60(6),                522-529. https://www.researchgate.net/publication/259192906_Gaming_Addiction_Gaming_Engagement_and_Psychological_Health_Complaints_Among_Norwegian_Adolescents
  46. Parekh R. (2018). Internet Gaming in DSM-5 https://www.psychiatry.org/patients-families/internet-gaming
  47. Petegem S., Ferrerre E., Soenens B., Rooji A. & Looy J. (2019) Parents’ Degree and Style of Restrictive Mediation of Young Children’s Digital Gaming: Associations with Parental Attitudes    and                                                           Perceived             Child Adjustment. https://link.springer.com/article/10.1007/s10826-019-01368-x
  48. Prensky M. (2019). Digital Game-Based Learning. https://www.researchgate.net/publication/271787795_Digital_Game-Based_Learning
  49. Quwaider M., Alabed A. & Duwairi R. (2019). The Impact of Video Games on the Players Behaviors: A Survey. https://doi.org/10.1016/j.procs.2019.04.077
  50. Schneider L., King D., & Delfabbro P. (2017). Maladaptive Coping Styles in Adolescents with Internet Gaming Disorder Symptoms. https://link.springer.com/article/10.1007/s11469- 017-9756-9
  51. Shin, S. Y., Lee, J. K., & Kim, M. J. (2020). The impact of gaming frequency on gaming experience, gaming addiction, and game preferences: A literature review. Journal of Educational Technology,                                                 36(1),                    27-43.       DOI:           10.17232/JET.2020.36.1.27. https://www.koreascience.or.kr/article/JAKO202002066963785.page
  52. Siedlecki S. (2020). Understanding Descriptive Research Designs and Methods. https://journals.lww.com/cns- journal/Citation/2020/01000/Understanding_Descriptive_Research_Designs_and.4.aspx
  53. Tayebi N., Yektatalab S., & Akbarzadeh M. (2020). Emotional and behavioral problems of 9–18- year-old girls and its relationship to menarche age. https://mecp.springeropen.com/articles/10.1186/s43045-020-00074-5
  54. Tello-López, A. T., Pérez-García, A., & Sánchez-Sánchez, J. (2020). Digital gameplay: The influence of sociodemographic factors on youth. Frontiers in Psychology, 11, 1631. doi: 10.3389/fpsyg.2020.01631.https://www.frontiersin.org/articles/10.3389/fpsyg.2020.0163 1/full
  55. Velasco A., Santa Cruz I., Billings J., Jimenez M., & Rowe S. (2020). What are the barriers, Facilitators and interventions targeting help-seeking behaviours for common mental health               problems                                           in                            adolescents?                             A              systematic            review. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7291482/
  56. Wang, C. W., Chan, C. L. W., Mak, K. K., Ho, S. Y., Wong, P. W. C., & Ho, R. T. H. (2018).
  57. Prevalence and correlates of video gaming disorder in Hong Kong adolescents: A pilot study.                                                         Scientific                             reports,                            8(1),                            1-8. https://www.researchgate.net/publication/263239671_Prevalence_and_Correlates_of_Video_and_Internet_Gaming_Addiction_among_Hong_Kong_Adolescents_A_Pilot_Study
  58. World Health Organization. (2021). Adolescent Mental Health. https://www.who.int/news-room/fact-sheets/detail/adolescent-mental-health
  59. Wright W. (2021). Guide to Video Game Genres: 10 Popular Video Game Types.https://www.masterclass.com/articles/guide-to-video-game-genres