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CHAPTER I

Introduction

In this world, many matters evolve, such as this era where the use of

technology is prevailing. Technology made humans lives easier. One of the features

of technology is the use of social media and online games, where billions of people

communicate and interact across the planet. There are a lot of social media and

online game platforms that can affect the behavior of one of the users.

According to Aileen Jazbec (2020) Filipinos’ fondness of social media has

shown no signs of slowing down based on the Digital 2020 Global Overview Report

published by UK-based creative agency, We Are Social, in partnership with

Hootsuite, a Canadian social media firm. In the latest report, the Philippines has kept

its title “Social Media Capital of the World” – for five years in a row now. On average,

Filipino internet users spend about four hours a day on social media sites,

particularly Facebook. That’s around two months in a year spent online socializing. It

may seem that Filipinos are too fond of endlessly chatting with friends and families or

aimlessly scrolling their feeds for memes, photos, videos, and links, but that’s not the

entire picture.

In the study conducted by Dennis O. Dumrique (2018) he said that Online

gaming is one of the widely used leisure activities by many people. For some people

it is said that playing video games has several reasons to be played, for it can be a

stress reliever, challenge and competition, relaxation, enjoyment, social interaction,

and even mentally escaping from the real world. According to some research it is
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beneficial. It enables the mind of the players to be more active, especially those

puzzle-based games. Furthermore, it helps the player to come up with decisions in

tight situations, especially those adventure games that keep the players to be alert,

active and strategic.

This research will be conducted in the Nieves Villarica National High School

TVL Department. This study would allow them to be wary of what they use and what

they do in social media and online gaming as it affects your behavioral style. The

researchers believe that finding out the causes of change in behavioral style as they

use social media and online gaming will improve one’s performance and improves

the capability of the students facing real life problems.

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Statement of the Problem

This research aims to understand what the effects are and causes of

change in behavior using social media platforms and online gaming. This research

also aims to answer the questions as to how change of behavior and engaging in

social media platforms and online gaming affect one person. This research aims to

answer the mentioned queries through the research question below:

Research Questions:

1. Does social media platform and online gaming affect one’s

behavior?

2. Do social media platforms affect one’s performance?

3. Does engaging in online gaming causes students to fail in their

studies?

3
Review of Related Literature

Social media are interactive technologies that facilitate the creation and

sharing of information, ideas, interests, and other forms of expression through virtual

communities and networks. Users usually access social media services through

web-based apps on desktops or download services that offer social media

functionality to their mobile devices (e.g., smartphones and tablets). Social media is

a collective term for websites and applications that focus on communication,

community-based input, interaction, content-sharing and collaboration (B. Lutkevich).

As users engage with these electronic services, they create highly interactive

platforms which individuals, communities, and organizations can share, co-create,

discuss, participate, and modify user-generated or self-curated content posted

online. Additionally, social media are used to document memories; learn about and

explore things; advertise oneself; and form friendships along with the growth of ideas

from the creation of blogs, podcasts, videos, and gaming sites. This changing

relationship between humans and technology is the focus of the emerging field of

technological self-studies.

According to the study of Stefan Stiegar. Social networking sites

(SNS), such as Facebook, attract millions of users worldwide by offering

highly interactive social communications. Although this has many advantages,

previous research has suggested there are also drawbacks (e.g., stalking,

addiction, invasion of privacy). The question, therefore, arises as to whether

Facebook – currently the largest social network – makes us more satisfied

with our lives. Facebook users were neither more satisfied with their lives

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compared to non-Facebook users, nor were Facebook users with more online

friends more satisfied compared to those with fewer online friends. On the

contrary, Facebook usage duration was negatively associated with life

satisfaction, even after controlling for age and sex differences. Although in

general positive effects would have been expected because Facebook should

enhance possibilities for social communication and connection, either null-

finding or negative associations were found. Results are discussed

considering possible addiction-supporting features of Facebook, which are

reflected in Facebook usage patterns.

Messenger is a messaging app that allows users to send and receive

messages, as well as share photographs, videos, stickers, audio, and files. It

also allows users to respond to other users' messages and interact with bots.

Voice and video calling are also supported by the service.Online gaming is

interacting with other people using games. A messenger app is any app that

enables a private messaging function between two or more people. With more

and more messenger apps popping up every day, this type of technology is

quickly becoming the most popular way to send text-based messages,

replacing SMS and MMS as the preference of most consumers (Helpshift,

2021). Messenger allows you to communicate with the people that matter

most to you. It's your shared area to customize and express what's on your

mind, as well as share content and experiences with others in real time, on

any device, at any time.

YouTube is a free video-sharing website that makes watching online

videos simple. You can even make your own videos and post them to enjoy

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with others. YouTube is currently one of the most popular websites on the

Internet, with over 6 billion hours of video watched each month. YouTube is

so popular because of the vast quantity of videos available. YouTube receives

100 hours of video per minute on average, so there's always something fresh

to view! YouTube also has a wide variety of videos, including gorgeous pets,

odd food demos, amusing science courses, quick fashion advice, and much

more. YouTube is a free video-sharing website and the second largest

search engine behind Google Search (E. Moruae, 2020).

Twitter is a social media site, and its primary purpose is to connect

people and allow people to share their thoughts with a big audience. Twitter

allows users to discover stories regarding today's biggest news and events,

follow people or companies that post content they enjoy consuming, or simply

communicate with friends. Additionally, PR teams and marketers can use

Twitter to increase brand awareness and delight their audience.

Gaming is a way to kill time, stress reliever, etc. but there are some problems,

children who play online games will have to play with anyone and these games may

have chat, they may encounter offensive languages and bullying. Some online

games encourage you to buy something to improve your gameplay and people may

be tempted and sometimes these may be fraud which leads to stealing information

about your credit card or etc. Online gaming can refer to any type of game that

someone can play through the Internet or over a computer network (K. Schurman,

2018).

Playing too much online games can get you addicted to it. Emotional

responses associated with in-game rewards and completion of the video game

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encourage players to then seek out and begin playing new games, thus initiating a

never ending cycle of playing behavior (King, Delfabbro, & Griffiths, 2010a).

Depending on what you play, online gaming can either have a good effect to your or

bad, it sometimes improves your thinking speed, problem solving skills and your

observational skills and sometimes it will cause you anxiety, depression, and stress.

Playing online games can offer you a sense of escape from reality of the

world and make people feel they are a part in the community but without proper

guidance on what games to play and are they good for your mental health or not

many will be exposed in cyberbullying, violence, addiction etc. Regardless of its

unofficial status, there is little question that some individuals (whether they are kids,

teenagers, or adults) play video games excessively and that video game addiction

can create problems in other important areas of their lives (Dean, 2021).

Call of Duty is one of the popular online games and now it is in mobile

it became more popular. Call of Duty Mobile is a shooting game where

players battle against each other it can be in first person or third person. It

features characters, weapons, and maps from across the history of Call of

Duty. Multiplayer is at the core of COD Mobile, and you'll be able to join up

with friends to play in teams. COD: Mobile plays host to a Blackout-

style Battle Royale mode, which can be unlocked after a small amount of play

(J. Law, 2020). Call of Duty Mobile is a violent game, it can affect people’s

mental thinking and mental health. If people play too much of the game,

people will get addicted and at some point, may do it in real life. This game

can encourage addictive behaviors because the more a player plays the

game, the more characters, weapons, outfits, and pieces of gear they unlock

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(J. Ochs, 2019). They may steal or lie just to buy cool skins or outfits to make

their characters look cool and brag it to other players.

Mobile Legends is a multiplayer online battle arena (MOBA) for iOS

and Android devices developed and published by Shanghai Moonton

Technology, a game development company based in Kuala Lumpur, Malaysia

(K. Chua, 2019). It can be played in mobile phones; you can team up with

your friends or play against your friends depending on the game mode you

want and there are different modes to choose.

Mobile Legends is a hard to play game adding the lag, internet

disconnection, bad match-up, etc. Server Outages, Account Login issues,

Disconnection, ping or lag issues, Missing rewards problem (mlph, 2019).

Many people are short tempered and can use violent language, many children

are playing this so if they can read or hear it children will also copy what they

heard or what they read. Due to the network fluctuations, some players may

have encountered server issues in game. We are currently trying our best to

solve this problem (MLBB, 2020).

At its core, Mobile Legends pits 2 teams of 5 against each other, with

the main objective being to destroy the opponent’s base. At the start of the

game, each player gets to select a hero. Each hero has a unique set of

attributes and skills. There are currently 92 heroes in the game, grouped into

6 different roles: tank, fighter, assassin, marksman, support, and mage. These

roles determine the responsibilities of players for their respective teams.

Support heroes, for instance, can buff or heal their teammates. That’s why

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they should stick with their allies to keep them alive or strong in battle. Players

must also level their heroes up by defeating enemy forces, specifically

computer-controlled minions, turrets, and heroes. Doing so earns them in-

game money, which they can spend on items that boost the stats of their

heroes. A typical game of Mobile Legends runs an average of 10 to 15

minutes, unlike MOBA titles for PC like Dota 2 and League of Legends, which

can last anywhere from 40 minutes to an hour (K. Chua, 2019).

League of Legends or LoL, has been the most played game in the

world since 2012. Riot Games has held control over the online gaming scene

for over half a decade. If you identify as a gamer, then you have heard of LoL.

League of Legends is a complicated game that has a steep learning curve,

but with knowledge comes power (C. Robinson, 2020). League of Legends is

commonly referred to as a MOBA (multiplayer online battle arena), but it

contains a variety of genre aspects. MOBAs frequently include RTS (real-time

strategy) elements throughout the game. In a word, League of Legends is a

MOBA in which two teams of five players compete against one another to

achieve a common goal. In MOBAs like League of Legends, dexterity and

strategy are sometimes more important than lightning-fast trigger finger

reactions.

League of Legends require strategies and coordination, this is played

with random players or with friends. League of Legends is one of the most in-

depth games out there to play and isn’t known for its shallow learning curve. It

is a frustrating and unforgiving game but can be very rewarding at the same

time. Organizing strategies and becoming familiar with each champion are all

daunting tasks. Over time players will be pulling off new strategies and falling

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into the norm, while the skill gap continues to excel. LoL is an ever-changing

game and that is one of the main reasons it remains at the top (C. Robinson,

2020).

Battle Royale is the new craze. Just recently, Ubisoft have released a

new game of this genre and currently, the world is dominated by games

like Fortnite and Warzone. Player Unknown Battlegrounds is one of those

titles. PUBG has been around for over three years now. In that time, it has

captured a massive audience of shooter fans, drawing them into tense and

exciting combat. PUBG is a game that requires accuracy, skills, and

coordination, it can be played with your friends or with random players. When

the game was first released, millions of players instantly flocked to PUBG. It

became an esport and one of the most played games of all time. Only Fortnite

and League of Legends might still have had more players at the peak of

PUBG (D. Rustagi, 2019).

To play this game, you must get resources and start looting. Get strong

with your team and kill all enemies until you win. Battle royale basically means

all against all, a bit like The Hunger Games where you start with nothing and

must scavenge and collect weapons and equipment. The game is ultimately a

battle to the last player standing, with 100 players on an 8 x 8 km island -

although there are smaller maps and different game modes. There are three

main modes of play: solo, duo and squad, with the latter letting you team up

with three other players for a team of four. Each is a little different with various

pros and cons, the big pros of team play being that have people to support

you, revive you and bring an element of co-operative tactics to the game. The

game starts with you parachuting onto the game island. On landing your

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mission is to gather everything you can to help you win, from medical supplies

to weapons, with a wide range of weapons and modifications for those

weapons (C. Hall, 2021)

Behavior is the range of actions and mannerisms made by Individuals,

creatures, systems, or artificial things engage in a variety of activities and

mannerisms in connection with themselves or their surroundings, which includes

other systems or organisms as well as the physical environment.

In contrast to inactive and unknown behaviors, active behaviors are

characterized by the presence of motion. When a person is active, he or she

is always doing something and connecting with others. As a result, a person's

active behaviors can be used to form ties with others and develop a social

hierarchy. Behavior, the potential and expressed capacity for physical, mental,

and social activity during the phases of human life (M. Bornstein, 2018).

Manipulative people are not interested in anyone else except for

getting them to unwillingly participate in their plans (A. Brenner, 2016).

Deception is a skill that manipulative people have perfected. Manipulative

persons are only interested in you as a means of gaining control over you and

making you a reluctant participant in their plans. Manipulative people either

lack understanding into how they interact with others and create specific

scenarios, or they sincerely feel that their way of dealing with a situation is the

only way because it ensures that their demands are met, and that's all that

matters. People that are manipulative prey on our senses, emotional

sensitivity, and, most importantly, our conscientiousness.

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Spiteful is someone who purposely does harm to another. At some

point or another, everyone engages in spiteful behavior—deliberately

attempting to harm someone, even if there is nothing to gain and even though

such activities may cause you to suffer as well. Being aggressive and lacking

empathy may play a role, but spite isn't just an abnormal emotion that causes

us to act with malice: It may also be a tool we utilize to our advantage (N.

Patel, 2018). But, while its advantages may not be immediately apparent,

spite isn't just an abnormal emotion that drives us to act maliciously: it can

also be a useful tool.

Creative behavior has been viewed as the creative act, or a set of

acts, which is made explicit through behavior (J. Cabra, 2013). People who

engage in creative conduct are at ease and free to identify themselves based

on their own preferences rather than the opinions of others. The ability to

come up with new ideas and find new perspectives on a subject. Deferring

judgment, taking responsibility for innovation, taking risks, and being open to

new experiences are all examples of creative conduct. The creative act, or a

group of acts, has been defined as conduct that makes the creative act

explicit. Creative conduct is not passive; it is active and results in a creative

output or a problem-solving solution. It is not limited to the realms of cognition

and thought, but rather to the realm of action, which produces creative and

useful product.

Despite having the ability to exert oneself, laziness is a disinclination to

effort or exertion. Laziness can be caused by several circumstances, including

a lack of self-esteem, a lack of interest, a lack of ambition, and so on. These

problems can lead to procrastination or vacillation. When the neurotransmitter

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dopamine, which is responsible for reward and pleasure, affects one's

tolerance for valuing and accepting productive and rewarding behavior, it

leads to slow progress and long-term negative repercussions. A person is

being lazy if he can carry out some activity that he ought to carry out but is

disinclined to do so because of the effort involved (N. Burton, 2014).

Truly not caring about outcomes can be pathological or it can reflect a

lack of concern about certain aspects of the world and society (J. Friedman,

2016). Carelessness refers to a lack of awareness that might lead to

unforeseen effects during a behavior. This describes someone who is not

providing or receiving care. For example, in a school setting, casual mistakes

are errors that occur in a field in which students have received training; they

are errors that a student makes in a field with which he or she is meant to be

familiar.

Indiscipline refers to the lack of obedience, control, and order.

Indiscipline arises from a variety of factors, including parents' attitudes that

influence their children's upbringing, implying that it is their obligation to teach

and mold their children to be well-behaved. Environmental variables, familial

instability, media influence, economic instability, political involvement, medical

concerns, and other reasons all failed to do so. Indiscipline behavior implies

that the individual behavior is out of tune, abnormal, different in a

negative sense, a shift from what is supposed to be antisocial

maladjustment (A. Teach, 2016).

Aggression or aggressive behavior violates social boundaries and can

cause physical or emotional harm to others. It has the potential to cause

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relationship breakdowns. It can be outwardly visible or covert. In the correct

circumstances, hostile outbursts are typical and even normal. However, if you

experience aggressive conduct frequently or in patterns, you should consult

your doctor. Aggressive behavior may range from verbal abuse to physical

abuse. It can also involve harming personal property (T. Legg, 2019). You

may become impatient and restless if you indulge in aggressive behavior. It's

possible that you'll feel impulsive. It may be difficult for you to maintain control

over your actions. You may not be aware of which activities are socially

acceptable. In some instances, you may purposefully act aggressively. You

might, for example, use violent behavior to exact vengeance or antagonize

someone. Aggressive behavior can also be directed at yourself.

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Theoretical/Conceptual Framework

Playing video games has shown many challenges in the players’ behaviors to

be changed for better or worse. This may create new opportunities to learn new

behaviors and skills or to develop pre-existing behaviors and skills as developed in

(M. Quwaider, et al., 2019). Online gaming changes one’s behavior specially towards

adolescents whose personalities have not yet been developed and it affects their

personality based on what the players are playing. There has been a growing

concern on how social media is affecting the behavior of the users over the past

couple years. Psychosocial behavior is seen as the response or reaction of how an

individual behaves and develop the user’s relationship in the school environment or

anywhere the user found their selves because of the use of mobile phones, iPad,

tablets, laptops, and other internet services (T.I. Umar and M. Idris, 2018). Overall

social media and Online Gaming affects the users/players behavior depending on

what kind of platform users/players are using, such as playing violent games will

develop the players behavior on violent actions and inspiring posts or videos in

social media will influence the user’s behavior to help others. It begins by noting that

all behavior is describable as an attempt on the part of an individual to bring about

some situation – either to effect a change from one situation to another, or to

maintain a currently existing one (Ossorio, 2006). Social media and online gaming

towards behavioral style study aimed to identify the “Behavior among Online Gamers

and Social Media Users”.

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INPUT PROCESS OUTPUT

Online utilization of Online Effects of social media and


Networking sites online gaming towards the
1. Creating a
following behavioral style:
A. Social Media questionnaire
 Messenger 2. Handing out survey
 Facebook form.  Active
 Twitter 3. Data collection of  Manipulative
 Youtube Respondents profile.  Spiteful
B. Online Gaming 4. Organizing the  Creative
 Call of Duty responders’ responses.  Lazy
Mobile 5. Statistical analysis of  Careless
 Mobile Legends data.  Undisciplined
 League of  Aggressive
Legends
 PUBG

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Research Questions

1. Does all online gaming affect one’s behavior?

2. Do all social media platforms affect one’s behavior?

3. What affects your behavior more, online gaming or social media

platforms?

4. What positive effects does online gaming do to you?

5. What negative effects does online gaming do to you?

6. Does the change of behavior depend to the person?

7. What positive effects does social media do to you?

8. What negative effects does social media do to you?

9. What do you feel when using social media platforms?

10. What do you feel when online gaming?

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Scope and Limitations

The study focuses on the social media and online gaming toward behavior

style. The study will not cover the other topics that are not considered as social

media and online gaming towards behavioral style, the data collection will be

conducted to 7% of the total students in Nieves Villarica National High School TVL

department school year 2021-2022, who will represent the population the utilization

of questionnaire to the students as a survey and reference is prepared by the

researchers. By this strategy the researchers will be able to know the social media

and online gaming towards behavior style. The result of this study will show how

social media platforms and online gaming affects behavioral style.

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Significance of the Study

A. Students

This will open the eyes of the students at the causes and effects towards their

change of behavior.

If a scientific remedy would be found, the problem on online gaming, social

media usage and change of behavioral style will be eradicated. Students would

live peacefully and can focus on their studies.

B. Teachers

Teachers will now be equipped in the form of research thus, they would know

how to control the student’s behavior and usage of online gaming and social

media platforms.

C. Parents

Parents would be able to know the reason of their child’s poor behavior and

will guide them to improve their child’s performance in school and improve their

poor behavior.

D. School administrations

The poor behavior of the students would decrease, and the teacher’s energy

would be focused on teaching rather than reprimanding.

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CHAPTER 2

Research Methodology

This section explains the research method used, the research design,

research participants, research instrument, data collection procedure, and statistical

treatment applied during the conduct of the study.

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Research Design

In this study, the descriptive analysis method will be applied. The descriptive

analytic method will be used in this study to collect relevant data using a

questionnaire as the primary data collecting device. A questionnaire will be utilized

as the primary data collection method to get relevant data of the effects of social

media platforms and online gaming towards behavioral style of SHS.

The proposed study would use basic random sampling to ensure that

everyone has a chance to be included in the sample.

For the study's in-depth data collection, focus group discussions will be used.

The identified respondents, namely students, teachers, parents, and selected school

administrators, will be interviewed separately.

Descriptive research design involves observing and describing the behavior of

a subject without influencing it in any way (Shuttleworth, 2008). This is the most ideal

strategy for research in which there is a need to find out more of the effect of social

media and online gaming towards behavioral style of SHS. The proposed study will

be in reflection of the problem statements and conceptual frameworks of the study.

The Statistical finding of this study will be expected to provide more information

about investigating the effects of the social media and online gaming towards

behavioral style.

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Research Participants

Table 1 presents the number of participants in Nieves Villarica National High

School composing 150 students (89%) from grade 11 – grade 12; 15 teachers (5%);

20 parents (5%); and 3 school administrators (1%). A total of 188 participants was

selected under the jurisdiction of Nieves Villarica National High School.

Purposive sampling design will also be used for the selected participants for

the focused group discussion.

Table 1. Distribution of Participants

Respondents No. of Respondents Percentage

Students 50 80%

Teachers 15 8%

Parents 20 11%

Admin 3 1%

Total 88 100%

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Research Instruments

A research-made questionnaire will be utilized to determine the effect of social

media and online gaming towards behavioral style of SHS. The questionnaires

generate the following indicators: student behavior, social media activeness, effects

of social media, effects of online gaming.

Range of Scale Descriptive Interpretation

Means Equivalent

4.50-5.00 5 Excellent This means that the impact of

social media and online gaming

on the item's behavioral style of

SHS is widely acknowledged as

being strongly felt, constantly

noticed, and particularly

substantial.

3.50-4.49 4 Very effective This indicates that the impact of

social media and online towards

behavioral style of SHS is

recognized as visible and

observed to have significant

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effects.

2.50-3.49 3 Effective This suggests that the impact of

social media and online gaming

towards behavioral style of SHS

is regularly felt, and its presence

is noticeable.

1.50-2.49 2 Ineffective This indicates that the impact of

social media and online gaming

towards behavioral style of SHS

is thought to be felt or witnessed

in a minor way.

1.00-1.49 1 Poor This indicates that the impact of

social media and online gaming

towards behavioral style of SHS

is minimal or non-existent.

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Permission Letter

The researchers will provide letter of consent from PTA office, NVNHS

Faculty, and Principal’s Office to conduct the proposed study.

Data Gathering Procedure

Phase I

Respondents will be chosen at random from the SHS students in an equal

number. The students will fill out the questionnaires provided by the researchers with

the help of the researchers.

Phase II

Teachers will be given a self-administered questionnaire to collect data on the

effects of social media and online gaming on behavioral style.

The researchers will also distribute questionnaires for collecting data on

parental response and involvement.

Phase III

School administrators of Nieves Villarica National High School will answer the

prepared questionnaires in this study.

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Data Analysis

The findings will be analyzed, and conclusions drawn to achieve the study's

goals.

The following statistical tools will be employed:

Mean. This will be used to determine the average number of results in

investigating the effect of social media and online gaming towards behavioral

style in Nieves Villarica National High School.

Mode. This will be used to confirm the respondents' most common responses.

Percentage. This will exploit to describe the existing numbers of results.

Pearson’s r Correlation Analysis. Will be used in determining the strength of

correlation between two or more interval data.

Ranking. This will be applied to establish the list showing results from highest

to lowest.

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Ethical Issues

Researchers must consider a set of ethics/moral principles when performing

research. On conducting this research, the researchers will follow these ethics

principle:

Honesty and Integrity

The researchers will document the data on the research being

conducted, as well as the exact sources of the information that will be

acquired, to assure the study's quality and integrity.

Legality

The researchers are constantly aware of the format and regulations

surrounding the study's scope.

Confidentiality and anonymity of the research respondents

The researchers are considerate of the respondents' rights. The

respondent's privacy will be respected, and their participation will be voluntary

and based on consent.

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Plan for Data Analysis

Presented in Table 2 is the plan for data analysis of social media and online

gaming towards behavioral style of SHS.

Table 2. Plan for Data Analysis

Social Media and Online Gaming towards Behavioral style of SHS

When
What is From How will the
Research Outcome of collected
collected and whom/data data be
Question Interest and by
how? sources? analyzed?
whom?

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What is the Prevention Effects of social Selected The The

effect of on the media and students, researcher researcher

social behavioral online gaming teachers, will conduct will use the

media and change towards parents, and a survey Statistical

online using social behavioral style school January Data

gaming media and through the administrators 2021 Analysis;

towards online survey of mean, mode,

behavioral gaming of questionnaire. percentage,

style of SHS Pearson r

SHS? correlation,

and ranking.

References

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socialmediatoday.com
linkedin.Com
https://understandingteenagers.com.au/8-reasons-why-teens-are-
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childrensociety.org.uk
kidshelpline.com
https://www.teensandtech.org/for-educators
www.pewinternet.org/fact-sheet/social-media
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lifewire.com
callofduty.fandom.com
coins.ph
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https://en.m.wikipedia.org/wiki/Messenger_(software)

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%20behavior%20can%20cause%20physical,Aggressive%20behavior

%20violates%20social%20boundaries

https://www.legit.ng/1130027-major-indiscipline-schools.html

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https://link.springer.com/

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https://www.psychologytoday.com/intl

https://www.britannica.com/

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