Authors
Arianne Zwen M. Santos*
College of Engineering, Bulacan State University
Bulacan, Philippines
Email: santoszweny2@gmail.com
Ericka Joyce S. Hatague
College of Engineering, Bulacan State University
Bulacan, Philippines
Yzah Marie DS. Roque
College of Engineering, Bulacan State University
Bulacan, Philippines
Angelina Yabut
College of Engineering, Bulacan State University
Bulacan, Philippines
Engr. Alexander M. Aquino
Bulacan State University
Bulacan, Philippines
Abstract
The study was conducted on the difference in the study behaviors of online gamers (casual and competitive) among the third-year students at Bulacan State University in Computer Engineering. Specifically, it sought the response to the question of whether the role of the status of gamers is significant in respect of time management, study consistency, and focus. An online survey was employed as the means of collecting data, and the quantitative research design was applied in the study that involved 30 BSCpE third-year students. The participants had been categorized into casual and competitive gamers based on their gaming patterns. An independent sample t-test was used on the two groups to compare their mean scores. The results indicated that time management shows a significant difference (p = 0.026) as casual gamers were able to manage their time better than competitive gamers. On the other hand, the statistical analysis shows no significant disparities in study consistency (p = 0.607) and focus (p = 0.244). These results indicate that the classification of gamers may have a significant effect on the time management skills of students but not on the consistency and focus of students.
Keywords: Time management, study consistency, academic focus, casual and competitive online gamers.
*Corresponding author
DOI: http://doi.org/10.69651/PIJHSS0501882
Recommended citation:
Santos, A. Z. M., Hatague, E. J. S., Roque, Y. M. D., Yabut, A., & Aquino, A. M. (2026). The Gamer’s Paradox: A comparative study of time management, study consistency, and focus between casual and competitive online gamers among Third-Year Computer Engineering students at Bulacan State University. Pantao (The International Journal of the Humanities and Social Sciences) 5 (1), 9930-9937. http://doi.org/10.69651/PIJHSS0501882
Read the full text
References
Bisht, R. (2024, January 30). What is purposive sampling? Methods, techniques, and examples. https://researcher.life/blog/article/what-is-purposive-sampling-methods-techniques-and-examples/
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
Dalati, S., & Gomez, J. M. (2018). Surveys and questionnaires. In Applied social research (pp. 175–186). Springer, Cham. https://doi.org/10.1007/978-3-319-77704-7_11
Gottfried, J., & Sidoti, O. (2024, May 9). Teens and video games today. Pew Research Center. https://www.pewresearch.org/internet/2024/05/09/teens-and-video-games-today/
Mahmud, S., Jobayer, M. A. A., Salma, N., Mahmud, A., & Tamanna, T. (2023). Online gaming and its effect on academic performance of Bangladeshi university students: A cross-sectional study. Health Science Reports, 6(12), e1774. https://doi.org/10.1002/hsr2.1774
Pallant, J. (2020). SPSS survival manual: A step by step guide to data analysis using IBM SPSS (7th ed.). Routledge.
Sun, R., Sun, G., & Ye, J. (2023). The effects of online game addiction on reduced academic achievement motivation among Chinese college students: The mediating role of learning engagement. Frontiers in Psychology, 14, 1185353. https://doi.org/10.3389/fpsyg.2023.1185353
Thomaz, J. P., & Zubkov, A. (2023). Quantitative research designs. ResearchGate. https://www.researchgate.net/publication/370630979_Quantitative_Research_Designs
Verheijen, P. G., Stoltz, S., Van Den Berg, Y. H. M., & Cillessen, A. H. N. (2019). The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence. Computers in Human Behavior, 91, 297–304. https://www.sciencedirect.com/science/article/pii/S0747563218305132
Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. ResearchGate. https://www.researchgate.net/publication/237065878_Becoming_a_Self-Regulated_Learner_An_Overview