
This study examined the psychological and social gratifications sought by Junior High School students through online gaming and how these motivations influence their academic behavior and classroom engagement. Anchored in a qualitative research design, the investigation employed semi-structured interviews, reflective journals, and teacher observation notes to capture the lived experiences of Grades 7–10 learners and consenting teachers. Data collection emphasized depth and authenticity, allowing participants to articulate their perspectives on gaming as both leisure and social interaction. The gathered narratives were systematically encoded and subjected to thematic analysis, with recurring patterns identified through frequency counts and saturation of themes. The analysis revealed that students primarily engaged in online games to satisfy needs for social connection, stress relief, and achievement, while also reporting enhanced peer relationships and collaborative skills. However, findings also indicated tendencies toward distraction, reduced study time, and occasional conflicts with academic responsibilities. Teachers observed both positive and negative shifts in classroom participation, suggesting that gaming motivations intersect with broader issues of self-regulation and values formation. Overall, the study highlights the dual role of online gaming as a source of psychological gratification and a potential challenge to academic focus, underscoring the importance of balanced guidance from educators and parents. These insights contribute to contextualized strategies for values education and student support, particularly in rural school settings where digital leisure increasingly shapes adolescent learning experiences.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
