Exploring Grade 6 Students' Perceptions of the Influence of School-Related Factors on Their Online Gaming Experiences
Document Types
Paper Presentation
Research Theme (for Paper Presentation and Poster Presentation submissions only)
21st Century Learning and Innovations (CLI)
School Name
De La Salle Santiago Zobel School - Brother Rafael Donato FSC Night High School
Track or Strand
General Academic Strand (GAS)
Research Advisor (Last Name, First Name, Middle Initial)
Gamboa, Gerald, B.
Start Date
23-6-2026 1:30 PM
End Date
23-6-2026 3:00 PM
Zoom Link/ Room Assignment
DLSU Manila Campus (In-person) - Don Enrique T. Yuchengco Hall - Y306
Abstract/Executive Summary
This descriptive qualitative study examined how Grade 6 students at Alabang Elementary School perceive the influence of school-related factors on their online gaming experiences. Specifically, it aimed to understand how academic demands, peer interactions, and parental involvement shape students’ gaming behaviors. Using purposive sampling, semi-structured interviews and focus group discussions were conducted with 18–20 students aged 11–12 who engaged in online gaming for at least three hours daily. Data were analyzed through thematic analysis, generating six themes: coping with school-related stress, balancing gaming and academics, peer pressure, peer relationship building, perceived academic and social consequences, and parental intervention. Findings revealed that students use online gaming as a coping mechanism for stress, boredom, and loneliness. Peer influence played a significant role in gaming participation, while gaming also functioned as a platform for social connection. Although students were aware of negative effects such as reduced focus, sleep deprivation, and declining academic performance, they continued gaming due to emotional and social benefits. Guided by Uses and Gratifications Theory, the study highlights students’ intentional use of gaming to meet unmet needs. The findings suggest that school-based interventions should address students’ emotional and social needs through supportive and structured alternatives rather than punitive restrictions.
Keywords
Keywords: online gaming, academic stress, peer influence, elementary students, coping behavior
Initial Consent for Publication
yes
Statement of Originality
yes
Exploring Grade 6 Students' Perceptions of the Influence of School-Related Factors on Their Online Gaming Experiences
This descriptive qualitative study examined how Grade 6 students at Alabang Elementary School perceive the influence of school-related factors on their online gaming experiences. Specifically, it aimed to understand how academic demands, peer interactions, and parental involvement shape students’ gaming behaviors. Using purposive sampling, semi-structured interviews and focus group discussions were conducted with 18–20 students aged 11–12 who engaged in online gaming for at least three hours daily. Data were analyzed through thematic analysis, generating six themes: coping with school-related stress, balancing gaming and academics, peer pressure, peer relationship building, perceived academic and social consequences, and parental intervention. Findings revealed that students use online gaming as a coping mechanism for stress, boredom, and loneliness. Peer influence played a significant role in gaming participation, while gaming also functioned as a platform for social connection. Although students were aware of negative effects such as reduced focus, sleep deprivation, and declining academic performance, they continued gaming due to emotional and social benefits. Guided by Uses and Gratifications Theory, the study highlights students’ intentional use of gaming to meet unmet needs. The findings suggest that school-based interventions should address students’ emotional and social needs through supportive and structured alternatives rather than punitive restrictions.
https://animorepository.dlsu.edu.ph/conf_shsrescon/2026/BoA_CLI/14