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Conceptualization of Internet Gaming From the Lived Experiences of Symptomatic Filipino Youth

Bibliographic Data

ID22129253
AuthorsMarris R Reyes (0000-0002-2152-1089, Isabela State University), Arnulfo V Lopez (University of Santo Tomas)
Year2020
Volume8
Issue4
Pages246-257
Publication date2020-07-17
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueHumanities & Social Sciences Reviews (JOURNAL)
Journal identifiersISSN: 2395-6518 • E-ISSN: 2395-6518
PublisherMaya Global Education Society (PUBLISHER)
DOI10.18510/hssr.2020.8426
OpenAlexW3043328272
LanguageEN
References cited44

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

Conceptualization · Creativity · Epistemology · Lived experience · Mental health · Novelty · Originality · Phenomenon · Psychotherapist · The Internet · World Wide Web · Child Development and Digital Technology · Computer Science · Digital Mental Health Interventions · Impact of Technology on Adolescents · Psychology · Social Psychology

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