Date of Completion

2025

Document Type

Research Project

Degree Name

Grade 12

Keywords

Anger Management, Video Games

Abstract

Video games have become a fundamental part of modern technology, especially to young people. It is often associated with entertainment and leisure, but it also has a significant behavioral impact on adolescents. This study investigated the relationship between video game consumption and anger management among De La Salle Medical and Health Sciences Institute (DLSMHSI) senior high school students. The research aimed to figure out the factors that trigger anger while playing video games and explore effective anger management strategies. A quantitative descriptive research design was used, involving a survey questionnaire to a sample of DLSMHSI SHS students. The survey used the adapted versions of Anger Management Scale (AMS) and the Novaco Anger Scale & Provocation Inventory (NAS-PI) to measure participants' anger levels and their response to provocation. The study is conducted in DLSMHSI Senior High School, and convenience sampling is used for the study. Among 152 students 72 of them (47.1%) fall under “very low” frequency of game play (0-2 hours per week) followed by “low”, with 3-4 hours a week, at 37 students (24.2%). Most of the respondents lean towards “disagree” (Mean = 1.91) in NAS-PI, which shows controlled emotions when faced with provocation. In AMS, the respondents score “low” (Mean = 2.29), which says good anger management. The test showed that the respondents have low tendencies for anger escalation and act to deescalate themselves. In conclusion, while most have a very low frequency of gameplay, they still exhibit some reactions to provocations. Additionally, they have good emotional awareness and self-control when experiencing anger.

First Advisor

Froilan A. Santillan, LPT, MPR

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