Exploring Academic Decline Among E-Gamers: A Phenomenological Approach to Learners’ Academic Experiences
Charisa Alacida | Monica Asas | Gelyn Aparilla | Jea Grace Bernacer | Jelmer Butihen | Christine Hingpit | Ma. Glenda Monares | Marimar Vallentos | Weena Mae G Ampo
Discipline: Education
Abstract:
This qualitative study explored the lived experiences of secondary school students who experienced academic decline
due to excessive electronic gaming. E-games have become a dominant recreational activity among adolescents, often
providing enjoyment, social connection, and cognitive stimulation. However, prolonged engagement has been linked
to academic difficulties, including poor time management, reduced study habits, and emotional strain. The purpose of
this study was to examine how learners described their academic and personal struggles while engaging in excessive
gaming, and how they attempted to regain academic stability. Using a phenomenological design, eight participants
from public secondary schools in the Philippines were purposively selected. Data were gathered through semistructured interviews and analyzed using Braun and Clarke’s (2006) thematic analysis approach. Findings revealed
three overarching themes: (1) Loss of Academic Focus—students reported neglecting schoolwork, experiencing
declining grades, and failing to balance study and play; (2) Emotional and Mental Strain—participants described guilt,
stress, and anxiety associated with excessive gaming; and (3) Struggles in Balancing Priorities—learners struggled to
regulate gaming behavior but showed resilience through self-discipline, limiting playtime, and behavioral adjustments
such as deleting games. This study highlights the dual nature of gaming, as it serves both as a coping strategy and a
source of academic stress. It emphasizes the importance of parental guidance, teacher intervention, and school-based
digital literacy programs that support responsible gaming habits.
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