Online gaming became part of people’s lives since the introduction of the computer and internet even before studies which explore its advantages and disadvantages were taken into consideration. This study investigated the online gaming engagements, mental well-being and work performance of one hundred three (103) young professionals of the 3rd district of Laguna in the Philippines. They were selected through purposive sampling. The study used sequential explanatory mixed method which combines quantitative and qualitative method. Findings revealed that respondents have average gaming engagements, above average mental well-being and high work performance. The themes created were gaming attitude for online gaming engagements, healthy disposition for mental health and work attitude for work performance. It was also revealed that online gaming engagement and mental health is significantly related with work performance. The study proposed a psycho-social intervention program for young professional with high gaming engagements.
gaming attitude, healthy disposition, work attitude and sequential explanatory mixed method
This paper is presented at the 5th International Conference on Multidisciplinary Industry and Academic Research (ICMIAR)-2024
Amin, K.P., Griffiths, M.D. & Dsouza, D.D. Online gaming during the COVID-19 pandemic in India: Strategies for work-Life balance. Int J Ment Health Addiction 20, 296–302 (2022). https://doi.org/10.1007/s11469-020-00358-1
Bean, A.M. (2018). Working with video gamers and games in therapy: A Clinician’s Guide (1st ed.). Routledge. https://doi.org/10.4324/9781315173382
Burns, R.A. (2017). Psychosocial well-being. In: Pachana, N.A. (eds) Encyclopedia of Geropsychology. Springer, Singapore. https://doi.org/10.1007/978-981-287-082-7_251
Byeon, G., Jo, S. J., Park, J. I., Jeong, H., Lee, H. K., & Yim, H. W. (2022). Risk factors and outcomes of internet gaming disorder identified in Korean prospective adolescent cohort study. Journal of Behavioral Addictions, 11(4), 1035–1043. https://doi.org/10.1556/2006.2022.00071
Castillo-Montoya M. (2016). Preparing for interview research: The interview protocol refinement framework. The Qualitative Report, 21(5), 811-831. https://doi.org/10.46743/2160-3715/2016.2337
Chew P. K. H. (2022). A meta-analytic review of internet gaming disorder and the big five personality factors. Addictive behaviors, 126, 107193. https://doi.org/10.1016/j.addbeh.2021.107193
Creswell J., & Clark V. (2017). Designing and conducting mixed methods research (3rd ed.). London: SAGE.
Ebadi, S., & Ahmadi, R. (2024). A native video gamer’s journey toward multi-literacy development: A narrative inquiry. Journal of Language, Identity, and Education, 23(5), 675–688. https://doi.org/10.1080/15348458.2022.2029450
Hommadova Lu, A., & Carradini, S. (2020). Work–game balance: Work interference, social capital, and tactical play in a mobile massively multiplayer online real-time strategy game. New Media & Society, 22(12), 2257-2280. https://doi.org/10.1177/1461444819889957
Kaya, A., Türk, N., Batmaz, H., & Griffiths, M. D. (2023). Online gaming addiction and basic psychological needs among adolescents: The mediating roles of meaning in life and responsibility. International journal of mental health and addiction, 1–25. Advance online publication. https://doi.org/10.1007/s11469-022-00994-9
Keith, M. J., Dean, D. L., Gaskin, J., & Anderson, G. (2021). Team building through team video games: Randomized controlled trial. JMIR serious games, 9(4), e28896. https://doi.org/10.2196/28896
Kim, S., & Christensen, A. L. (2017). The dark and bright sides of personal use of technology at work: A job demands–resources model. Human Resource Development Review, 16(4), 425-447. https://doi.org/10.1177/1534484317725438
Király, O., Griffiths, M. D., King, D. L., Lee, H., Lee, S., Bányai, F., Zsila, Á., Takacs, Z. K., & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503-517. https://doi.org/10.1556/2006.6.2017.050
Li, Yan & Deng, Tao & Kanske, Philipp. (2023). Affective empathy mediates the positive effect of prosocial video games on young children’s sharing behavior. Cognitive Development. 67. 101343. https://doi.org/10.1016/j.cogdev.2023.101343
Majardi K. (2021). Impact of playing online game to employees’ work motivation and productivity. President University Repository. http://repository.president.ac.id/xmlui/handle/123456789/9375
Petelczyc, C. A., Capezio, A., Wang, L., Restubog, S. L. D., & Aquino, K. (2018). Play at work: An integrative review and agenda for future research. Journal of Management, 44(1), 161-190. https://doi.org/10.1177/0149206317731519
Ray, M. (2024, October 27). Online gaming. Encyclopedia Britannica. https://www.britannica.com/technology/online-gaming
Razak, Abdul & Sarpan, Sarpan & Ramlan, Ramlan. (2018). Influence of promotion and jobsatisfaction on employee performance. Journal of Accounting, Business and Finance Research. 3. 18-27. https://doi.org/10.20448/2002.31.18.27
Serang, S., Ritamariani, A., Kamase, J., & Gani, A. (2023). The influence of work motivation, compensation, and work procedures on job satisfaction and field extension performance of family planning in South Sulawesi. International Journal of Professional Business Review, 8(5), e02180. https://doi.org/10.26668/businessreview/2023.v8i5.2180
Snodgrass, J. G., Bagwell, A., Patry, J. M., Dengah II, H. F., Smarr-Foster, C., Van Oostenburg, M., & Lacy, M. G. (2018). The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits. Computers in Human Behaviors, 78, 10-25. https://doi.org/10.1016/j.chb.2017.09.020
Szász-Janocha, C., Magann, M., Gold, H., Lindenberg, K., Delfabbro, P., & King, D. L. (2023). Problem gaming-related harm experienced by partners and parents of individuals with gaming problems and their help-seeking experiences. Journal of behavioral addictions, 12(1), 137–147. https://doi.org/10.1556/2006.2023.00003
Wadhwa, S., & Balakrishnan, R. (2023). Impact of games on the performance and engagement of employees of the IT industry. International Journal of Game-Based Learning, 13(1), 1–13. https://doi.org/10.4018/IJGBL.323137
Wang, J. L., Sheng, J. R., & Wang, H. Z. (2019). The association between mobile game addiction and depression, social anxiety, and loneliness. Frontiers in public health, 7, 247. https://doi.org/10.3389/fpubh.2019.00247
World Health Organization. (2021). Mental health atlas 2020. World Health Organization. https://iris.who.int/handle/10665/345946
Zhou, X., Wu, R., Liu, C., Kou, J., Chen, Y., Pontes, H. M., … Montag, C. (2020). Higher levels of (Internet) gaming disorder symptoms according to the WHO and APA frameworks associate with lower striatal volume. Journal of Behavioral Addictions, 9(3), 598–605. https://doi.org/10.1556/2006.2020.00066
Mark Paul O. Moraleja. Corresponding author. PhD in Psychology. Laguna State Polytechnic University. Assistant Professor 4. Email: markpaul.moraleja@lspu.edu.ph
Elna R. Lopez. Coauthor, PhD in Psychology, Lyceum of the Philippines, University. Program Chair
Cite this article:
Moraleja, M.P. & Lopez, E.R. (2024). Online gaming engagements, mental well-being, and work performance among young professionals: Basis for psychosocial intervention program development. The Research Probe, 4(2), 58-66. https://doi.org/10.53378/trp.1224.139
License:
This work is licensed under a Creative Commons Attribution (CC BY 4.0) International License.