Road to Mythic
Conceptualization of Internet Gaming From the Lived Experiences of Symptomatic Filipino Youth
Bibliographic Data
| ID | 22129253 |
|---|---|
| Authors | Marris R Reyes (0000-0002-2152-1089, Isabela State University), Arnulfo V Lopez (University of Santo Tomas) |
| Year | 2020 |
| Volume | 8 |
| Issue | 4 |
| Pages | 246-257 |
| Publication date | 2020-07-17 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Humanities & Social Sciences Reviews (JOURNAL) |
| Journal identifiers | ISSN: 2395-6518 • E-ISSN: 2395-6518 |
| Publisher | Maya Global Education Society (PUBLISHER) |
| DOI | 10.18510/hssr.2020.8426 |
| OpenAlex | W3043328272 |
| Language | EN |
| References cited | 44 |
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
Diagnostic and Statistical Manual of Mental Disorders
Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research
A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence
Problematizing excessive online gaming and its psychological predictors
What video games have to teach us about learning and literacy
Conceptualizing I nternet use disorders
Internet gaming disorder
The cognitive psychology of Internet gaming disorder
A cognitive-behavioral model of Internet gaming disorder
Self-determination theory, internet gaming disorder, and the mediating role of self-control
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
A cognitive-behavioral model of pathological Internet use
Measuring DSM-5 internet gaming disorder
Risk Factors for Internet Gaming Disorder
Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
From Scratch to Notch
"Internet Gaming Disorder" in China
| Citation velocity | historical |
|---|---|
| Highly cited | No |