Date of Completion

2021

Document Type

Thesis

Degree Name

Bachelor of Science in Nursing

Keywords

Academic Performance, Mental Health, Video Games, College Students

Abstract

The study utilized the quantitative nonexperimental method. It also made use of non-probability quota sampling to determine the number of participants for the study. The study used an adapted and modified questionnaire for data gathering. The adapted and modified questionnaire was used as a tool suitable to the purpose of the study, which is to gather information about the respondents' profile and to assess the respondent’s academic performance and mental health. Data acquired were subjected to statistical treatment such as Frequency, Percentage, Mean, t-Test for Independent means, t-Test for Dependent means, f-test. The following conclusions are derived from the findings of the study: 1) Out of 413 respondents, the majority are ages 18 years old and above, female, non- gamers and in the first year level, 2) Both gamer and non-gamer respondents have positive academic performance, 3) The respondents who are gamers have very high levels of mental health, while the respondents who are non-gamers have high levels of mental health.

First Advisor

Nancy D. De Los Santos, RN, MAN

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