Online Gaming Engagement of Professionals
Authors
Master of Science in General Science Education, Central Mindanao University Musuan, Bukidnon (Philippines)
Associate Professor IV, Central Mindanao University Musuan, Bukidnon (Philippines)
Article Information
DOI: 10.51584/IJRIAS.2026.110400109
Subject Category: Education
Volume/Issue: 11/4 | Page No: 1484-1489
Publication Timeline
Submitted: 2026-04-18
Accepted: 2026-04-23
Published: 2026-05-12
Abstract
Gaming online now fits naturally into how many workers spend their free time, especially in the Philippines, where fast-growing esports meet the realities of mixed office-and-home jobs. Instead of interviews, researchers used open questions sent through Google Forms during March 2026, gathering detailed answers from 15 working adults who play games regularly. Participants were between 25 and 45 years old, came from fields like tech support, customer service abroad, and teaching, selected carefully using private Facebook gaming communities reached by message. What people said around 2,000 lines of personal reflections was studied closely following a clear six-step method created by Braun and Clarke back in 2006. Patterns emerged around why they played, how often, what drew them in, along with effects on energy, mood, and daily life balance. From start to finish, the process focused on real experiences without adding assumptions or generalizations about gamers everywhere. Most people talked about escaping stress gaming helped them unwind when pressure built up at work. Mobile Legends was not just a pastime, it became a way to clear their heads after long hours. Instead of small talk around the water cooler, they leaned on group chats inside games. Those moments filled gaps left by working alone from home. Yet some noticed sharp focus during play often led to exhaustion later. Late nights bled into mornings, making balance hard to keep. Notifications pulled attention back even after logging off. This mix showed how games could support well-being or interfere with routine. Light involvement linked to better mood, according to local findings. Heavy use carried downsides like patterns seen elsewhere when tech blurs personal limits. Research across regions backs this tension between recovery and disruption in modern jobs. Among the country’s 43 million players and a fast-growing industry (YCP Solidiance, 2020; Statista, 2025), this work fills key holes in how professionals are studied through personal stories. Instead of fixating on young people and dependency myths, it reveals deeper real-life insights. Tools allowing users to manage their own habits emerge here, alongside office strategies for healthier tech use. Long-term studies also gain importance balancing gains against risks as Southeast Asia moves further into digital life.
Keywords
online gaming, professionals, work-life balance
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References
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