Angielou S. Asunto
Sandra T. Abdullah
Acknowledgement
The research paper is made possible through the help and support of the important
persons. It is fuelled by the full determination and teamwork of the researchers to achieve
the goal and also including: The financial support from the researchers parents, the
patience of the researchers teachers, the moral support from the co-researchers and
friends, and also by the help of the participation and willingness of the respondents.
First and foremost, the researchers would really like to thank God for His
Second, the researchers would hereby like to express their profound sense of
gratitude to their Research Instructor, Ms. Ester Rodulfa RN, MAN, MM, whose
The researchers dedicate this research to their parents and teachers, who
supported all the way. They earnestly feel that without their inspiration, guidance and
dedication, they would not be able to pass through the rigorous process of the research.
Table of Contents
Contents Page
Title Page i
Acknowledgement ......... ii
Introduction .... 1
Sampling/Procedure Design . 5
Rigour . 6
Research Protocol .. .7
Figure 1 :.10
Figure 2 :.......11
Figure 3 : ......12
Bibliography .....22
4 i. |Gamers Lived Experiences
ii.
Appendix A .......28
Appendix B ........29
Appendix D ............31
Appendix E .........33
List of Figures
FIGURE PAGE
List of Appendices
APPENDIX PAGE
B Validation Sheet 29
C Questionnaire 30
D Consent Form 31
Introduction
necessary in front of the computers. They spend an excessive time just playing different
computer games. Instead of engaging themselves on the real world, they are trap on their
6 i. |Gamers Lived Experiences
ii.
so-called virtual world. They are being criticized by the older persons as being
unproductive and useless. They are also being stereotyped as addicts. However, when
they were asked about computer gaming, they would reply about the positive
consequences of their action. They said that computer gaming gives them satisfaction
More than 1.2 billion people are playing games worldwide according to a
state of the industry report by Spil Games. Of those, about 700 million play online
games. That amounts to 44% of the worlds online population according to comScore
data cited by Spill Games (Takahashi, 2013). According to an NCBI study (date),
Surveys in the United States and Europe have indicated prevalence rate of computer
addiction between 1.5% and 8.2%. (Date) Recent data from South Korea and China
points not only to a high prevalence of Internet addiction, but also to significant public
health consequences. This could have been due to withdrawal symptoms, depression,
Philippines, NIKO (stands for) Media Research (2014) projected the number of PC
Parents made efforts to solve computer habits, some of these involve taking
the computer away as a form of punishment, establishing clear boundaries for limited
Internet usage, and introducing alternative activities like sports, outdoor games and etc.
In Internet cafes, there are policies being set where teenagers below 18 years old arent
allowed to enter the computer shops during class hours. Some shops also implemented
that only educational websites and programs are allowed to access for teenagers, online
games are prohibited. However, this issue remains unsolved because there are still many
7 i. |Gamers Lived Experiences
ii.
teenagers who are hook to computer games. They insist about the positive effects of
computer gaming.
the lived experiences of teenage computer gamers. This study will enable the community
to gain awareness and develop strategies to prevent computer addiction. This can help in
There are number of approaches accessing into computer gamers and their
experiences. The studies mostly discuss about the gamers addiction towards computer
games. One study (Kuss, D., 2013) provides an insight into current perspective on
internet gaming addiction using a holistic approach, taking consideration the mass appeal
of online games, the context of internet gaming addiction, and associated neuroimaging
findings. A study conducted by Muhammad, H., Zufadli, Y., Zulkarnaez, Z., Dinhi, F.,
and Shamsul, N. talked about the effects of online game; the gamers health issues, the
inconsistent emotional reaction during playing online games and reality versus fantasy
realization that is shown due to reduction of social interaction which eventually affect the
research with rats suggests specific brain mechanism that help explain how play fighting
factors, the same emotional themes identified in childrens play experiences in general
(e.g. dominance, nurturance, anxiety and growth) are explored in video games, allowing
for important cognitive, emotional, and social competencies to be acquired. Also a recent
research has revealed a number of other positive and negative consequences of video
game play, such as beneficial effects of prosocial on helping (Greitemey & Osswald,
2010), positive effect of action games on visual- spatial skills (Green & Bavelier, 2007),
harmful effects of fast paced games on cognitive control (Bailey, West and Anderson.
2010), and the phenomenon of video game addiction (Gentile et.al., 2011).
There are also encouraging signs that game playing can actually benefit school
performance. For example, the Pillay (2003) study found signs that: playing
computer-based educational tasks. However, the extent of this influence depended on the
types of games played during the learning phase. Linear cause-and-effect games tended
both children and adults in areas such as maths and language, where specific objectives
can easily be stated (Randel et al. 1992), and have been used to support National
components that have been designed to imitate popular computer games have been found
9 i. |Gamers Lived Experiences
ii.
to help poor readers to make significant learning gains, with the greatest improvement
(Herselman 1999).
From the studies collected, the important points the researchers took consider
were the effects of computer gaming towards the daily experiences of the gamers. Some
studies discussed about the negative effects of computer gaming but some researchers
supported computer gaming like how it can help the gamers in academics. The literatures
are related to the researchers study as to describing the lived experiences of computer
gamers and the advantages and disadvantages of computer gaming. The literatures can be
a helpful source for the researchers to further understand the phenomenon under study.
Methodology
Research Design
qualitative research Denzin and Lincoln (2005) describe qualitative research as involving
10 i. |Gamers Lived Experiences
ii.
researchers study things in their natural settings, attempting to make sense of or interpret
phenomena in terms of the meanings people bring to them. (p. 3). The research design
(or phenomenon). In data collecting, the researchers utilized in-depth interview which
respondent to explore the experiences and perception of the participant. The method of
data analysis was purely inductive or grounded method wherein codes were being
developed line by line. This study was done through an iterative process.
Sampling Procedure/Design
interest. The informants were asked to refer another participant who meets eligibility
criteria. It is the best for the study for the researchers to easily to gather participants and
to have uniform characteristics. The recruitment was done on the month of February
2017. The informants of the study were composed of teenage computer gamers who are
living at General Santos City with the inclusion criteria are the following: 1.) Age 13 to
19 years old 2.) Willingness to participate in the study 3.) Have parents consent 4.)
Residents of General Santos City. The exclusion criteria are the following: 1.) below 13
and above 19 years old 2.) Not willing to participate in the study 3.) Do not have parent s
Rigour
The researchers had set aside their assumptions and emotions while conducting
and gathering data for the study to limit the researchers bias of the phenomenon. The
researchers used a recording device to record all statements of the participants and noted
all of the important information that had been given. The researchers also applied the
iterative process. They used a semi-structured questionnaire that was validated by the
computer gamers feelings and daily routines, also the advantages and disadvantages of
computer gaming. The study was able to reduce the bias by applying bracketing,
Bioethical Consideration
Computer Gamers was been told about the purpose of the study, what will happen while
conducting the study and has been assured that all of the data collected from them will be
coded to protect their identity and privacy. In addition to this the participants were given
a parents consent to inform their parents that they will be used as participants in the said
study. The researchers should assure that their participants will be free from any harm and
discomfort. Participants and researchers should keep from being harm and liabilities.
Also, participants have the right to refuse to any decisions of the researchers whenever
Researchers should always respect the dignity of the participants especially when
the participants dont want to participate anymore in the study. Researchers should treat
12 i. |Gamers Lived Experiences
ii.
the informants fairly. The identity of the participants will be strictly confidential and
should not be revealed to anyone except the researchers without the consent of the said
participants. Researchers will be the one whos in charge of the participants identity and
make sure that the participants will not be harmed or abused during and after
Research Protocol
computer gamers. The research will determine their daily routines as computer gamers,
as well as the advantages and disadvantages of computer gaming. It will also elaborate
how the computer gaming can affect the teenage lives of these computer gamers.
The samples will be the teenage computer gamers aging from 13 to 19 years old
who engage their time playing computer games for 5 or more hours. The gamers should
have consent from their parents and are interested to participate in the study. Exclusion
criteria include computer gamers who are less than 13 years old and above 19 years old,
teenagers who play for less than 5 hours, not interested to participate and dont have
The researchers developed four major themes for the lived experiences of teenage
computer gamers. These include the self-perception, enjoyment and excitement, love and
hate relationship and societal perception. The results are shown under the Figure 1. The
13 i. |Gamers Lived Experiences
ii.
researchers were able to formulate five major themes for the advantages of being a
computer gamer. These include the communication skills, critical thinking, computer
skills, social interaction and earning money. The results are shown in the Figure 2 below.
The researchers articulated five major themes for the disadvantages of being a computer
gamer. These include the family issues, health problems, bad peer influence, chaos and
poor school performance. The results are shown in the Figure 3 below.
Phase 1: Bracketing
judgments about the natural world of computer gaming to limit the researchers bias of
the phenomenon and to instead focus on analysis of the experiences of computer gamers.
Phase 2: Immersion
Before starting the interview, the researchers have introduced themselves to the
informants and informed them about the purposes and benefits of the study. They
established rapport towards the informants for them to feel comfortable and open while
Phase 3: Intuiting
The researchers focused all awareness and energy on the subjects. They are open
to meanings attributed to the phenomenon. They have also set their absolute
14 i. |Gamers Lived Experiences
ii.
concentration and complete absorption of the study. They transcribed verbatim about the
The researchers read the transcripts over and over. They were able to simplify the
large amount of data from the interview and from the respondents. They have culled out
the significant information so the data will be organized and somehow meaningfully
reduced or reconfigured.
The researchers clustered the significant meanings of the data given in order to
formulate the major themes and sub themes. They were able to define and interpret the
Phase 6: Validation
The researchers went back to the respondents to validate the themes to be proven
Physical Endurance
15 i. |Gamers Lived Experiences
ii.
Confident on Problem
solving, strategies, and
decision making
Game strategies
Self-perception
Virtual Battle
Acceptance
Communication Skills
Addict Gather Friends Gain respect from
Stereotyping peers
Earning Money
Useless
English Skills
Lack of Sleep
Health Problems
Poor School Performance
Exposure to Radiation
Chaos
Dishonest & Disobedience
Physical Fight
Acceptance, teamwork
Lack of Time & and family spirit
Societal Perception Love & Hate
Community Misunderstanding
Fellow Gamers AcceptanceFriends
Stereotyping Relationship
Family Respect
Addict
Useless
Figure 1: The Lived Experiences of Teenage Computer Gamers
18 i. |Gamers Lived Experiences
ii.
The informants aged from 13 to 19 years old who engage their time on computer
games were asked about the lived experiences as a teenage computer gamer. The
researchers were able to cull out the significant information through face to face
interview. This leads to the four major themes and sub themes that describe the lived
experiences of teenage computer gamers. The table 1 below shows the code structure of
the lived experiences of teenage computer gamers. The self- perception, they can endure
any pain while playing computer because with computer gaming, they can gain
confidence in problem solving, making strategies and decision making. The societal
perception, in community or family, they have been stereotyped as useless and addict
without knowing their sides, while on their fellow gamers they are being accepted and
respected. The enjoyment and excitement, they feel the enjoyment and excitement while
playing especially in virtual battles and they develop the feeling of aggression that makes
them more excited in face to face fighting. Lastly, the love and hate relationship, they
were able to develop teamwork and bond towards their friends but they are being judged
Self-perception
children with chronic pain in their necks, arms and shoulders is on the rise. Dr.
Vanjara says the pain is not from aging, accidents or disease. It is from poor
Societal Perception
kami.
public his views about games and gamers during his push to block an R18+
classification for video games, referring to the games as terrorist simulators and
going even further, stating that his family was more at risk from gamers than we
are from the outlaw motorcycle gangs who also hate me. But its not only Mr
sa emotional pud kay maka happy kayo ing ana na feeling ambot di ko kabalo
basta happy
short term, playing a violent video game appears to affect aggression by priming
the player learns and practices new aggression-related scripts that become more
and more accessible for use when real-life conflict situations arise.
tapos sa family medyo murag wala na gud kay time may dula naman pud mi
Brigham Young University undergrad Alex Jensen and his faculty mentor,
Laura Walker, publish their results Jan. 23 in the Journal of Youth and
students around the country. As the amount of time playing video games went up,
The informants aged from 13 to 19 years old who play 5 or more hours in
front of computer were asked about the advantages of being a computer gamer.
With the important information given by the informants, the researchers were able
to develop five major themes specifically: Computer skills, the gamers are experts
when it comes to computers. They know lot of things concerning the computer
communicating are improved because they are able to engage in different people
in gaming. Critical thinking, with computer gaming they are more expose to
decision making and problem solving thus can help in their real life situations.
Social interaction, they are able to meet a lot of people, not just locally but
nationally and internationally. Earning money, they gain large amount of money
Computer Skills
21 i. |Gamers Lived Experiences
ii.
Video games equip children with state-of-the art technology. This may
time it may also help eliminate gender imbalance in IT use (as males tend to be
Communication Skills
doon ako maka learn mag English tapos paano mag communicate in terms of ano
ang kalaban minsan taga ibang bansa so kung mag trashtalk ka dapat English
Videogame play being able to facilitate (i) discussing and sharing, (ii)
answering questions, and (v) having a discussion topic with visual aides to share
with others.
Critical Thinking
kay kung magdula man ka kay kailangan gyud nang diskarte kagaya gud sap ag
hanap buhay
On the other hand, there are encouraging signs that game playing can
actually benefit school performance. For example, the Pillay (2003) study found
22 i. |Gamers Lived Experiences
ii.
extent of this influence depended on the types of games played during the
Social Interaction
uhmm sa friends maging close jud mo ana kay sa dula man sad kanang basta
of interaction and cooperation during the game playing. (Susan Young and Keys
Young)
Earning Money
consolation prize except sa pusta yung mga ganon. Range of 500 to 2000 yung
Manalo.
According to the article published by Jurica Dujmovic, millennial kids can
The informants aged from 13 to 19 years old who play 5 or more hours in
front of computer were asked about the disadvantages of being a computer gamer.
The informants were able to share enough data needed by the researchers that
computer gamer specifically: Family issues, they loss spending quality time with
their family, they have been criticize as useless and they also learn to be dishonest
and disobedient. Health problems, it includes the lack of sleep and too much
exposure in radiation. Bad peer influence, they were able to learn inappropriate
hand signs and foul words. Chaos, they are engage in face to face physical fights.
Poor school performance, they engage themselves on cutting classes just to play
computer games and because of that they get low grades in school.
Family Issues
kasab an ko kay sige rag dula ing ana kay wala naman kay gibuhat sa balay
If the adolescent is spending more time playing video games then there is
less time for the parents and siblings of the adolescent to communicate with him
or her. In this instance, the adolescents choice to play more video games may
have affected the entire family system. As a result, communication with family
Health Problems
ana ng sa mata pud medyo ga blur na ako mga panan aw dahil sa sige
24 i. |Gamers Lived Experiences
ii.
so mao to sakit sa mata karang ano jud ga blurred gyud siya intawon
fatigue and mood swings (Tazawa et al. 1997). This is compatible with findings
that where game play causes sleep deprivation it is also associated with black
rings under the eyes and muscle stiffness in the shoulder (Tazawa and Okada
2001).
kabuang
mga kaibigan nasangot sa gulo tulad ng mga masama ang tawag sa amin tun-og
tapos barkada mga ano mga 8 pako nag start na mainpluwensyahan sa barkada
by Marcus Martens , Siqi Shen, Alexandru Iosup and Fernando Kuipers, the
communication channels that were meant to coordinate the team effort can then
be used to verbally assault other players, often by using profane terms and heavy
insults.
Chaos
25 i. |Gamers Lived Experiences
ii.
masali man kami nag rumble na kami sa loob nung mga taga Notre Dame
single risk factor" to blame for aggression, violent video games did contribute.
"The research demonstrates a consistent relation between violent video game use
aggression," said the report." It is the accumulation of risk factors that tends to
nawala sa isip ko ang pag-study tapos wala man sanay naman sila na bagsak
ako
Frequent gaming reduces the time available for homework, which can
negatively affect academic performance (Roe and Muijs 1998). It has been found
that academically unsuccessful boys spend more time playing video games (3
hours or more at a time) than their high-achieving peers (Benton 1995; Colwell et
al. 1995). Frequent playing of video games may encourage a preference for iconic
Insight/Implication
The researchers found out and realized that teenage computer gamers are not just
computer gamers but they also have their own different stories. They are just like many
others that need to be understood. Their experiences have ups and downs. The researchers
found out that being a gamer can be both challenging and meaningful. From the results,
the researchers found out that their lived experiences are happy yet misunderstood by
others. They got lots of great experiences to share but they cant help to feel bad when
Actually, there are good benefits or advantages of being a computer gamer. They
become more independent and skilful. With computer gaming, they learn lot of things
that enhance themselves as a person but too much playing can lead to serious problems
that are unhealthy and destructive like the health concerns. But when their gaming habit
From the results, the researchers realized that there is no need to stop suddenly the
teenagers in playing computer games just because they engage too much time on it. The
best thing to do to avoid too much playing computer games and avoid computer addiction
is that the parents should be there to guide their children in what is the right thing to do.
The parents will be the one to support them and guide them especially on playing
computer games. They should be the one to discipline their children. To avoid the
problem of rapidly increasing computer addicts, the solution starts at home and that is the
This study will benefit the teenager computer games as to minimizing the
unhealthy habits of playing computer and as to lessening the rapid growth of computer
productive activities. This can lessen the concern and worry of the parents regarding the
affected teenagers. This will give them an idea to guide and help these teenagers to a
brighter path. It will alarm the school administrators regarding the computer gaming issue
thus they will implement school rules and regulations concerning the problem. The
Department of Education will gain awareness about the computer gamers and will
conduct certain programs and organizations that may help these teenagers. This can also
resolve the problem concerning health, family, social, psychological and etc. It can assess
the future researches wholl conduct a study that is related to computer gaming. Also this
will give contribution to the society as to spreading awareness to prevent the rapid growth
of computer game addiction and to find ways to minimize the teenagers habit of playing
Bibliography
Adschiew, B. (2000, June 24) A web of workers. NBC Nightly News [Television
broadcast]. New York: NBC. Google Scholar
Associated Press. (2000, July 28). A Dow Chemical fires 50 over offensive e-mail. CNET
News. Retrieved from http://news.cnet.com/news/0-1007-200-2372621.html
Google Scholar
Barber, A. (1997, March 11). Nets educational value questioned. USA Today, p. 4D.
Google Scholar
28 i. |Gamers Lived Experiences
ii.
Brady, K. (1996, April 21). Dropout rise a net result of computers. The Buffalo News, p.
A1. Google Scholar
Collins, L. A. (2000, July 27). A Dow Chemical fires 50 over e-mail. Retrieved from
http://news.excite.com/news/ap/000727/18/dow-chemical-e-mail Google
Scholar
Computer Addiction Statistics that may Surprise You. (n.d). Retrieved from
https://www.addictions.com/computer/computer-addiction-statistics-that-may-
surprise-you/
DiSabatino, J. (2000, July 27). A e-mail probe triggers firings. Computerworld, 34(28), 1-
2. Google Scholar
Ferris, J. (2001). Social ramifications of excessive Internet use among college-age males.
Journal of Technology and Culture, 20(1), 44-53. Google Scholar
Granic, I., Lobel, A., & Engels, R.(2004). The Benefits of Playing Video Games.
American Psychologist, Vol. 69, No. 1, 6678
Green S. & Seitz, A. (2015). The Impacts of Video Games on Cognition (and How the
Government Can Guide the Industry). (2015, Vol. 2(1) 101110).Behavioral
and Brain Sciences
Greenfield, D. (1999). Virtual addiction: Help for netheads, cyberfreaks, and those who
love them. Oakland, CA: New Harbinger. Google Scholar
Lesieur, H. R., & Blume, S. B. (1993). Pathological gambling, eating disorders, and the
psychoactive substance use disorders. Comorbidity of Addictive and
Psychiatric Disorders, 9(1), 89-102. Google Scholar
30 i. |Gamers Lived Experiences
ii.
Levy, S. (1996, December 30/January 6). Breathing is also addictive. Newsweek, 128, 52-
53. Google Scholar
Liang, S., Li, H., & Yang, X. (2014). The Video Game from the Perspective of Positive
Psychology. Open Journal of Social Sciences, 2014, 2, 57-60
McLaughlin, L. (2000, October 31). Bosses disapprove, but employees still surf.
Retrieved from http://www.business2.com/articles/web/0,1653,15120,FF.html
Google Scholar
Mitchell, A. & Savill-Smith, C. (2004). The use of computer and video games for
learning. England: Learning and Skills Development Agency
Morgan, W. (1979). Negative addiction in runners. Physician and Sports medicine, 7, 56-
69. Google Scholar
Murphey, B. (1996, June). Computer addictions entangle students. The APA Monitor, p.
38. Google Scholar
Paul, P. (2003, January 19). The porn factor: In the Internet age, pornography is almost
everywhere you look. But what is it doing to real-life relationships? Time,
163(3), pp. 17-19. Google Scholar
Peele, S., & Brodsky, A. (1979). Love and addiction. Scarborough, Ontario: New
American Library of Canada. Google Scholar
Pew Internet Research Center. (2003). Internet use by region in the United States.
Retrieved from http://www.pewinternet.org/reports Google Scholar
Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The
positive and negative effects of video game play. In A. Jordan & D. Romer
31 i. |Gamers Lived Experiences
ii.
Redmond, Dustin L., "The effect of video games on family communication and
interaction" (2010). Graduate Theses and Dissertations. Paper 11614.
Society of Human Resource Managers. (2002, October 2). Technology and privacy use.
Retrieved from http://www.shrm.org/trends/visions/default.asp?page=0300c.asp
Google Scholar
Takahashi, D (2013), More than 1.2 billion people are playing games,
http://venturebeat.com/2013/11/25/more-than-1-2-billion-people-are-playing-
games/
Van Manen M. (1990) Researching Lived Experience: Human science for an action
sensitive pedagogy. London, Ontario: Althouse,
http://www.aic.gov.au/media_library/conferences/violence/young.pdf
Websense, Inc. (2000a, October 26). Landmark new survey shows employee Internet
misuse goes beyond porn, but employer balance is needed. Retrieved September
15, 2004, from http://www.websense.com/company/news/pr/Display.php?
Release=001026400 Google Scholar
Websense, Inc. (2000b, May 17). Victorias Secret Webcast could cost American business
hundreds of millions in lost productivity, warns Websense. Retrieved September
15, 2004, from http://www.websense.com/company/news/pr/Display.php?
Release=000517428 Google Scholar
Winn, M. (1983). The plug-in drug. New York: Viking. Google Scholar
32 i. |Gamers Lived Experiences
ii.
APPENDIX A
Letter to the Validators
Respectfully Yours,
Group Leader
Noted by:
Adviser
34 i. |Gamers Lived Experiences
ii.
APPENDIX B
Validation Sheet
Please Indicate your answer with each statement by circling a number from 1-5
1-Poor
2-Fair
3-Good
4-Very Good
5-Excellent
Comments/Suggestions:
35 i. |Gamers Lived Experiences
ii.
APPENDIX C
Questionnaire
Semi-structured Questionnaire
What are the lived experiences of teenage computer gamers?
(Anu-ano ang mga karanasan sa buhay ng mga manlalaro ng kompyuter?)
1.) What are your experiences as a computer gamer? (Anu-ano ang mga karanasan
mo bilang isang manlalaro?)
Possible Answers/Probing Guide:
APPENDIX D
Consent Form
(Parents Consent)
To Mr./Ms. ____________
Your child has been invited to join a research study about the lived experiences of
teenage computer gamers. Please take whatever time you need to discuss the study with
your family and friends, or anyone else you wish to. The decision to let you child join, or
not to join, is up to you. In this research study, we are going to describe the lived
experiences of the teenage computer gamers. This study is done to gain awareness and
develop prevention strategies against the computer addiction. This can help in finding
ways to stop the unhealthy habits of the teenagers who spend excessive time on computer
games instead of engaging themselves to productive activities.
Your child will be asked to answer some questions relating to their experiences as
computer gamers. He/she will be having a one-on-one interview with us. We think that
this will take him/her less or more than an hour.
37 i. |Gamers Lived Experiences
ii.
This study will benefit the teenagers as to stopping the unhealthy habit of playing
computer games for 5 hours or more and as to lessening the rapid growth of computer
game addiction among teenagers .They'll be motivated to engage themselves more on
productive activities.
Your childs name will not be used when data from this study are published.
Every effort will be made to keep research records, and other personal information
confidential. We will take the following steps to keep information confidential, and to
protect it from unauthorized disclosure, tampering, or damage
Participation in this study is voluntary. Your child has the right not to participate
at all or to leave the study at any time. Deciding not to participate or choosing to leave
the study will not result in any penalty or loss of benefits to which your child is entitled.
Call 09399426929, if you have questions about the study, any problems, if your child
experiences any unexpected physical or psychological discomforts, any injuries, or think
that something unusual or unexpected is happening.
___________________________________________________
Sincerely Yours,
Goddess Wells Batadlan
Group Leader
38 i. |Gamers Lived Experiences
ii.
APPENDIX E
misunderstanding
e
Crit
erio
n
Lac
k of
qua
lity
tim
e
Curriculum Vitae
Personal Details:
E-mail: goddesswellsbatadlan@ymail.com
Status: Single
Nationality: Filipino
Education:
Achievements:
41 i. |Gamers Lived Experiences
ii.
2012: English Quiz Bee Champion in General Santos City National High School
2012-2015: 2nd honors of General Santos City National High Schools Science
Technology, Engineering and Mathematics Curriculum
Curriculum Vitae
E-mail:
Status: Single
Nationality: Filipino
Education :
Achievements:
2011-2012: With honors Grade 6 in Mabuhay Elem. School, Girl Scout of the Year, Band
Member of the Year.
2013: Grade 8 Word Smart and Number Smart, Chef of the year.
Curriculum Vitae
Personal Details:
E-mail: kimkatebautista_29@gmail.com
Status: Single
Nationality: Filipino
Education:
Achievements:
Curriculum Vitae
Personal Details:
E-mail: Sandraabdullah@yahoo.com
Status: Single
Nationality: Filipino
Education:
Achievements:
Curriculum Vitae
Personal Details:
Mobile Number:09073394768/091039844996
E-mail: joreylechelsea@icloud.com
Status: Single
Nationality: Filipino
Education:
Achievements:
Pre-school Valedictorian
Curriculum Vitae
Personal Details:
Mobile Number:
E-mail: dealwithangie@gmail.com
Status: Single
Nationality: Filipino
Education:
Achievements:
Curriculum Vitae
Personal Details:
E-mail: andangjimmyfaizal@yahoo.com
Status: Single
Nationality: Filipino
Education:
Achievements: