Chapter IV New
Chapter IV New
Chapter IV New
CHAPTER IV
Gender
Fifty-one or 61% of the respondents were male students, while only 32 or 39% of
Age
Majority of the respondents or 70% belonged to age bracket of 15-16 years old.
Twenty or 24% were 13-14 years old while only 5 or 6% belonged to age bracket 17-18
years old.
Year Level
were from Grade 8. Therefore, respondents from Grade 9 outnumbered the respondents
from Grade 8.
General Average
the expectation.
16
17
Gender
Male 51 61
Female 32 39
Age
13-14 years old 20 24
15-16 years old 58 70
17-18 years old 5 6
Year Level
Grade 8 41 49
Grade 9 42 51
General Average
Outstanding 12 14
Very Outstanding 35 42
Satisfactorily 30 36
Fairly Satisfactory 5 6
Did Not Meet Expectation 1 1
18
Table 2 shows the respondents’ level of engagement. Data revealed that in the
statement “I feel frustrated if I am unable to play the online game.”, 19 or 23% answered
answered seldom and 15 or 18% of the respondents said never. For the statement “I have
a sense of higher self-esteem when playing the online game.”, 26 or 31% answered
answered seldom and 11 or 13% of the respondents said never. On the statement “I
would hate to go without playing online games for more than a few days.”, 18 or 22%
or 16% answered seldom and 15 or 18% of the respondents said never. On the statement
“I try to make my playing sessions last as long as possible.”, 25 or 30% answered always,
seldom and 10 or 12% of the respondents said never. On the statement “I try to make my
11 or 13% answered seldom and 17 or 20% of the respondents said never. In the case of
answered seldom and 18 or 22% of the respondents said never. For the statement “I am
able to interact with friends when gaming.”, 34 or 41% answered always, 14 or 17%
6% of the respondents said never. On the statement “Playing online games hinder my
11% of the respondents said never. On the statement “Playing online games diverts me
61 or 73% of the respondents said never. In the case of “Playing online games is a
and 11 or 13% of the respondents said never. For the statement “Playing online games
and 11 or 13% of the respondents said never. On the statement “I get very angry when
14 or 17% of the respondents said never. On the statement “I become irritated and
defensive when people suggest I might be gaming too much.”, 15 or 18% answered
developing a good
academic.
13. Playing online games 34 41 15 18 16 19 7 8 11 13 83 3.67
causes misunderstanding
between me and my
peers.
14. I get very angry when 17 20 12 14 22 27 18 22 14 17 83 3
someone or something
interrupts a game.
Result shows that out of 83 respondents, 5 or 18% are highly engaged in online
gaming, 14 or 17% are engaged, 60 or 72% have an average engagement, while 8 or 10%
are somewhat engaged in online gaming.
In general, the level of engagement has a mean of 3.28 which was categorized as
average.
Engaged (3.40-4.20) 14 17
Average (2.61-3.40) 60 71
Result shows the association between age and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 4.21 which is lesser than the critical x² value of 12.50
This means that the level of engagement of the respondent is independent to age.
Level of Engagement
AGE TOTAL
Total 1 14 60 8 83
Result shows the association between gender and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 3.36 which is lesser than the critical x² value of 7.81 with
This means that the level of engagement of the respondents in online gaming is
dependent to gender. Thus, respondents with different gender had relatively the same
level of engagement.
GENDER TOTAL
Female 0 7 24 1 32
Total 1 14 60 1 83
Result shows the association between year level and level of engagement of the
respondents in online gaming. The data revealed that there is no significant association
between the above mentioned variables. This was statistically proven by chi-square test
wherein the computed x² value 4.76 which is lesser than the critical x² value of 7.81 with
This means that the level of engagement of the respondents in online gaming is
Level of Satisfaction
YEAR LEVEL TOTAL
Grade 9 1 9 30 2 42
Total 1 14 60 8 83
engagement of the respondents in online gaming. The data revealed that there is no
significant association between the above mentioned variables. This was statistically
proven by chi-square test wherein the computed value 10.59 which is lesser than the
critical x² value of 21.03 with twelve (12) degrees of freedom at 5 percent of level of
significance.
Level of Satisfaction
ACADEMIC TOTAL
PERFORMANCE
Very Outstanding 0 6 35 1 42
Satisfactorily 1 7 25 3 36
Fairly Satisfactory 0 1 3 2 6