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ROAD TO MYTHIC: CONCEPTUALIZATION OF INTERNET GAMING FROM THE LIVED EXPERIENCES OF SYMPTOMATIC FILIPINO YOUTH
Corresponding Author(s) : Marris R. Reyes
Humanities & Social Sciences Reviews,
Vol. 8 No. 4 (2020): July
Abstract
Purpose of the study: The purpose of this study is to capture the lived experiences of Filipino College Students excessively immersed in online gaming for a year or more with five or more symptoms of Internet Gaming Disorder (I.G.D.).
Methodology: This is a qualitative research using the phenomenological approach. Internet Gaming Disorder Scale – Short form (IGD9-SF) was used to identify participants. Using Paul Colaizzi’s Procedure, field text was carefully transcribed and analyzed to determine the statement verbalizations and musings, which collectively described the phenomenon.
Main Findings: The conceptual model “E-Loop of I.G.D.†or the “Entertain-Engulfed-Entangle-Escape†has emerged. The findings of this study established the severity of the adverse effects of I.G.D. To students and the severe gaming dysregulation, this resulted in a vacuum in their personal development.
Applications of this study: This model provided a clear picture of a vicious cycle of dysregulated internet gaming behaviour which would equip mental health experts’ richer understanding and analysis of action related to gaming. Ultimately, this inference offers an appropriate basis for intervention or treatment programs in assisting students with I.G.D. symptoms.
Novelty/Originality of this study: This study provided a novel conceptual framework of internet gaming disorder based on the lived experiences of the symptomatic gamers. Further, it offered more definite conceptions on the vicious cycle of I.G.D.
Keywords
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Belanger-Lejars, V. O. (2015). Internet gaming and gambling disorder: a comparison of individual psychological factors. Journal of Psychology and Behavioral Science 3(2), 122-140. https://doi.org/10.15640/jpbs.v3n2a12 DOI: https://doi.org/10.15640/jpbs.v3n2a12
Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P. & Heeren, A. (2015). “Are we psychopathologizing everyday life? A tenable blueprint of behavioural addiction researchâ€. Journal of Behavioral Addiction 4(3), 119-123. https://doi.org/10.1556/2006.4.2015.009 DOI: https://doi.org/10.1556/2006.4.2015.009
Cash, H., Rae, C. D., Steel, A. H., & Winkler, A. (2012). Internet Addiction: A Brief Summary of Research and Practice. Current psychiatry reviews, 8(4), 292–298. https://doi.org/10.2174/157340012803520513 DOI: https://doi.org/10.2174/157340012803520513
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Castro, B. V. & De Guzman, A. B. (2012). From scratch to notch: understanding private tutoring in the Philippines from the perspectives of cram school and formal administrators. Education and Urban Society 1(25), 221-245.
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Gee, P. J. (2003). What video games have to teach us about learning and literacy? A.C.M. Computers in Entertainment 1(1). https://doi.org/10.1145/950566.950595 DOI: https://doi.org/10.1145/950566.950595
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Hu, E., Stavropoulos, V, Anderson, A., Souri, M. & Gallard, J. (2018). Internet gaming disorder: the feeling of flow of social games. Addictive Behaviors Reports 10(4), 1-8. https://doi.org/10.1016/j.abrep.2018.10.004 DOI: https://doi.org/10.1016/j.abrep.2018.10.004
Kamenez, N. V. (2020). Information Technologies as a means of assessing the knowledge of students of the technical profile. Journal of Critical Reviews, 7 (1), 348-350. https://doi.org/10.31838/jcr.07.01.70 DOI: https://doi.org/10.31838/jcr.07.01.70
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Kardefeltâ€Winther, D. (2017), Conceptualizing Internet-use disorders: Addiction or coping process? Psychiatry Clin. Neurosci., 71: 459-466. https://doi.org/10.1111/pcn.12413 DOI: https://doi.org/10.1111/pcn.12413
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King, D. L., Herd, M. C. & Delfabbro, P. H. (2017). Tolerance in internet gaming disorder: a need for increasing gaming time or something else? Journal of Behavioral Addictions 6(4), 1-9 https://doi.org/10.1556/2006.6.2017.072 DOI: https://doi.org/10.1556/2006.6.2017.072
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Koo, H. J., Han, D. H., Park, S. Y. & Kwon, J. H. (2017). The Structured Clinical Interview for DSM-5 Internet Gaming Disorder: Development and Validation for Diagnosing I.G.D. in Adolescents. Psychiatry Investigation, 14(1), 21–29. https://doi.org/10.4306/pi.2017.14.1.21 DOI: https://doi.org/10.4306/pi.2017.14.1.21
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Kowert, R., Domahidi, E., Festl, R., & Quandt, T. (2014). Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Computers in Human Behaviour, 36, 385–390. https://doi.org/10.1016/j.chb.2014.04.003 DOI: https://doi.org/10.1016/j.chb.2014.04.003
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Mills D.J. & Allen J.J. (2019). Self-determination theory, internet gaming disorder, and the mediating role of self-control, Computers in Human Behavior. https://doi.org/10.1016/j.chb.2019.106209 DOI: https://doi.org/10.1016/j.chb.2019.106209
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