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Self-published

Mobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School (ICPSR 309017)

Released/updated on: 2026-07-30
Geographic coverage: Philippines
Time period: 2023-01-01--2024-12-31

Abstract

This study employed a Convergent Mixed-Methods Design to examine how mobile gaming influences students’ behaviour, study habits, physical well-being, and academic obligations within a senior high school educational context. The quantitative component involved 58 Grade 11 students from Section X in the Philippines who answered a 10-item Likert-scale survey assessing gaming habits, academic distractions, sleep problems, physical symptoms, and coping strategies. Data were analyzed using weighted means, frequency distributions, and Pearson’s correlations. The qualitative component consisted of semi-structured interviews with ten purposively selected participants. The thematic analysis revealed three major themes: (1) gaming for enjoyment and escape, (2) physical discomfort and sleep loss, and (3) difficulty managing academic responsibilities alongside failed attempts at self-regulation. Findings indicated that greater gaming involvement was associated with reduced focus, sleep deprivation, decreased motivation, and neglect of academic tasks. Quantitative results revealed a moderate negative relationship between mobile game addiction and academic performance (r = −.52, p < .001). Qualitative narratives further explained how sleep loss, cognitive fatigue, and reinforcement-driven habits contributed to academic disengagement despite students’ awareness of negative consequences. The study highlights the importance of digital literacy programs, structured guidance interventions, and school-based strategies that promote responsible gaming habits and academic self-regulation among learners.

Author Biography

Mhel Cedric D. Bendo, Polytechnic University of the Philippines

Mhel Cedric D. Bendo is a student researcher specializing in educational psychology, curriculum and instruction, educational measurement and evaluation, psychometrics, educational technology, and business and financial technology (FinTech). He is pursuing a Bachelor of Science in Entrepreneurship at the Polytechnic University of the Philippines. As of 2026, he is a member of the Editorial Board of SIAR Publications, an Editorial Board Member of the International Journal of Multidisciplinary Research and Exploration (IJMRE), and an Editorial Board Member and Review and Technical Committee Member of the International Journal of Advanced Multidisciplinary Application (IJAMA), where he contributes to peer review, subject-area feedback, manuscript evaluation, and research assessment. He also serves as a Technical Editor for the Journal of Student-Run Clinics (JSRC), contributing to editorial review processes and the technical evaluation of submitted manuscripts. He is an invited peer reviewer for international peer-reviewed journals, including Cogent Education (Taylor & Francis), a peer-reviewed journal published by a leading global academic publisher, contributing to the evaluation of scholarly work in education and interdisciplinary research. His reviewing contributions cover education, psychology, artificial intelligence in education, educational technology, educational evaluation, interdisciplinary undergraduate research, health education, business, and entrepreneurship, including journals indexed in Web of Science (ESCI), Scopus (Q1–Q3), ERIC, and DOAJ.

Self-published

Avatar/Gaming/Embodiment Scale Study (AVES), 584 participants aged 18 to 29 years, United States and Germany (ICPSR 229683)

Released/updated on: 2026-04-29
Geographic coverage: United States, Germany
Time period: 2024-10-30--2025-04-30
We designed and conducted a large-scale survey study aimed at investigating users' experiences of embodiment and avatar interaction within games and immersive virtual environments. The questionnaire design was informed by findings from focus group discussion. The survey instrument—referred to as the AVES Scale (Avatar/Gaming/Embodiment)—was developed using a mixed-methods approach that combined two main sources: (1) established, psychometrically validated instruments, and (2) insights from focus group discussions with Gen Z participants. Constructs & Items
  • Technology Usage: 5 Likert-scale 
  • Avatar Appearance & Individualization: 13 Likert-scale, 1 optional freetext 
  • Avatar Emotional Connection: 6 Likert-scale
  • Sensory Feedback: 4 Likert-scale
  • Immersive Impact: 7 Likert-scale, 1 optional freetext 
PopulationEligible participants were young adults aged 18 to 29 years—a demographic particularly relevant for studying gaming and immersive virtual environments. Participants were required to have either a German or U.S. cultural background and were recruited through institutional channels at UC Berkeley, San Francisco State University, and Offenburg University. The final sample included 584 participants, comprising 290 participants from Germany and 292 from the United States. This substantial sample size provided a robust empirical basis for the subsequent analyses. The average age was 22.64 years (SD = 2.98) for German participants and 21.36 years (SD = 2.43) for U.S. participants. In terms of gender, the overall sample consisted of 298 female participants (51.0%), 265 male participants (45.4%), and 19 participants identifying as diverse (3.3%). In the German cohort, 110 participants (37.9%) were female, 170 (58.6%) were male, and 10 (3.4%) identified as diverse. In the U.S. cohort, 188 participants (64.4%) were female, 95 (32.5%) were male, and 9 (3.1%) identified as diverse.
Self-published
Restricted

Urban Design Through Play (ICPSR 208377)

Released/updated on: 2024-08-08
Geographic coverage: Egypt
This is the replication package for the data gathered for the paper titled: Urban Design Through Play: Analog Games as Catalysts for Expert Dialogue and Problem-Solving in Global South. 
Self-published

Gameplay Telemetry for a Block-based Programming Game (ICPSR 195666)

Released/updated on: 2023-12-08
Geographic coverage: Los Angeles, California, United States
Time period: 2021-01-01--2021-12-31
This project explored developing telemetry-based measures related to computational thinking (CT) processes of young children use as they used a game-based programming game, codeSpark Academy. Associations between CT processes and an external measure of CT, TechCheck, was also explored. The data file include: (a) codebook for the datasets; (b) raw telemetry; (c) ratings of each game level against CT processes; (d) game level solutions; (e) student background information; (f) pretest and posttest data; and (g) ratings of each game test items against CT processes
Self-published

ECIN Replication Package for "Aggregate and Individual Effects of Information in a Coordination (Traffic) Game" (ICPSR 185222)

Released/updated on: 2023-03-03
Geographic coverage: Texas, United States
Time period: 2019-10-01--2022-08-31
Using an existing coordination (traffic) experiment, we investigate information’s
effect on traffic congestion when subjects already have a history of past play. In
contrast to previous studies, our interventions neither alter aggregate nor individual
payoffs. A second study isolates individual-subject response to information using a
fixed distribution of past subjects. We find information alters subject play: subjects
switch roads more often and receive higher payoffs conditional on switching roads.
Because switching reduces payoffs unconditionally, information does not generally
improve payoffs overall. Only subjects that receive information upon starting the
game appear to increase their payoffs due to the information treatment.
External data

The Common Sense Census: Media Use by Kids Age Zero to Eight in America, A Common Sense Media Research Study, [United States], 2013, 2017 (ICPSR 37491)

Released/updated on: 2021-05-03
Geographic coverage: United States
Time period: 2013-01-01--2013-12-31, 2017-01-01--2017-12-31
The purpose of the Common Sense Census is to gather reliable data about media use of young American children (ages 0-8), and document how children's media environments and behaviors change over time. This data was gathered from large-scale, nationally representative, probability-based online surveys taken in 2013 and 2017. Parents of children ages 0 to 8 answered questions about the activities or content their children enjoy (e.g., watching videos, reading), their home media environment (e.g., which devices they have), attitudes towards their children's media and media use, and awareness of the American Academy of Pediatrics (AAP) recommendations. Demographic information includes the child's age, household income, parent education, race/ethnicity, gender, household size, and parent/caregiver employment status.
Curated
Simple Crosstabs

Korean General Social Survey (KGSS), 2007 (ICPSR 34663)

Released/updated on: 2013-12-05
Geographic coverage: South Korea, Asia, Global
Time period: 2007-06-01--2007-08-31
The Korean General Social Survey (KGSS) is the South Korean version of the General Social Survey (GSS), closely replicating the original GSS of the National Opinion Research Center at the University of Chicago. Each round of the KGSS typically includes the topical module surveys of the International Social Survey Programme (ISSP), and/or the East Asian Social Survey (EASS), an international survey network of four GSS-type surveys from countries in East Asia (including China, Japan, Taiwan, and South Korea). Respondents were asked about their trust of people and institutions, government performance, financial status, and overall health. Additional questions were asked regarding the economy, business, entertainment and the arts, life satisfaction, participation in sports, social activities, body image, social status, and government spending. Demographic information includes age, sex, education level, household income, employment status, religious preference, political party affiliation, and political philosophy.
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