International Journal of Academic Multidisciplinary Research (IJAMR)
  Year: 2022 | Volume: 6 | Issue: 6 | Page No.: 115-122
Exploring the Problem-Solving Ability of Gen Z Gamers and Non-Gamers Download PDF
Amee Rozel D. Canlas, Josephine Luz D. Pineda, Klay Mart C. Cunanan, Charlotte G. Dungca, Lovely Joy S. Gomez, Jhean Berlyn F. Ocampo, Kimberly Y. Tengco, and Dynah D. Soriano

Abstract:
One of the results of modernization is the development of video games for enjoyment, socializing, and challenges. Though video games have been a source of debate in terms of their negative impact, they have been viewed as an instructional tool for improving various abilities, such as problem-solving. The researchers conducted a descriptive-comparative study to explore the problem-solving abilities of Gen Z gamers and non-gamers. Respondents were drawn from a state-run university's senior and junior high school students, consisting of 105 non-gamer and 105 gamer respondents. The researchers used a two-part instrument: the first part is about the respondents' profiles; the second part is the Solving Problems Survey. A T-test and ANOVA were used to evaluate the data. The results revealed that there was no significant difference in the problem-solving abilities of Gen Z when grouped based on their gaming status, gender, estimated weekly gaming hours, and preferred video game genre. Hence, the said factors have little or no impact on an individual's problem-solving ability. Future researchers may experiment with different approaches, instruments, and other methods to research on problem-solving and video games, or they may try to investigate different variables such as spatial skills, cognitive skills, memory, and so on.