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

Journal Title: Psychology and Education: A Multidisciplinary Journal - Year 2023, Vol 12, Issue 7

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.

Authors and Affiliations

Michael Llabore, Lirica Ann DelosReyes, Roxette Anne Garcia, Rachelle Ann Perol, Peter John Parajas, Joel John DelaMerced, Mary Ann Lopez, Jacquelyn Joyce Nicolas, Raniel Marquez, Marie Christene Lim

Keywords

Related Articles

Effectiveness of Remedial Classes on the Numeracy Skills of Grade 6 Non-Numerates

This research work “Effectiveness of Remedial Classes on the Numeracy Skills of Grade 6 Non-Numerates in Eastern Samar Division” focuses on the effectiveness of remedial classes, as it is measured though the significant...

Factors Affecting the Competence of Teachers Teaching Non-Specialized Subjects: Basis for an Action Plan

This study investigates the factors affecting the competence of teachers teaching non-specialized subjects to develop an action plan aimed at enhancing their effectiveness. As educational institutions often require teach...

Unleashing the Potential Influence of Flipped Classroom Utilization towards the Student’s Achievement in Mathematics

The flipped classroom enables teachers to accommodate the different needs of their students. With in-class activities, learning gaps and strengths can be addressed individually, allowing a more personalized approach to t...

System Technology Management of Drainage System as Basis for Adoption

The study was conducted at Cebu Technological University- Pinamungajan Campus Pinamungajan, Cebu, Philippines in order to develop and install a Perforated PVC Drainage System and determine its acceptability and effective...

Cyberpsychology and Mental-health: Trends and Practice

Since online interaction and the prominence of various digital platforms have been established, it is now important to highlight the changes and development of cyberpsychology as a science and its relevance to the life o...

Download PDF file
  • EP ID EP729030
  • DOI https://doi.org/10.5281/zenodo.8274883
  • Views 111
  • Downloads 0

How To Cite

Michael Llabore, Lirica Ann DelosReyes, Roxette Anne Garcia, Rachelle Ann Perol, Peter John Parajas, Joel John DelaMerced, Mary Ann Lopez, Jacquelyn Joyce Nicolas, Raniel Marquez, Marie Christene Lim (2023). Effects of Digital Gaming in the Mental Health and Behavioral Status among Adolescents. Psychology and Education: A Multidisciplinary Journal, 12(7), -. https://europub.co.uk/articles/-A-729030