Playing Mobile Games and Behavior of Select Grade 11 Students in Our Lady of Caysasay Academy
Playing Mobile Games and Behavior of Select Grade 11 Students in Our Lady of Caysasay Academy
A Research Paper
Taal, Batangas
In Partial Fulfillment
Of the Requirements
By:
March 2021
TABLE OF CONTENTS
Approval Sheet……………………………………………………….……………….. i
Acknowledgement………………………………………………………………...…. ii
Dedication………………………………………………..…………..……………. iii- vi
Abstract………………………………………………………………………….… vii- xi
Introduction……………………………………………………………..……….1
Conceptual Framework………………………………...………….……..…....3
Definition of Terms…………………………………….……….……….……...7
Related Literature……………………………………………..…………..…..9
Aggression…………………………….………………………………14
Behavior…………………………………………………….…………15
Synthesis…………………………………………………….………..16
Related Studies…………………………………………….…………..……...16
Synthesis……………………………………………….……..………..22
3.0 Methodology
Research Design…………………………………………………….……….…24
Summary……………………………………………………………………..…33
Findings……………………………………………………………………...….34
Conclusion……………………………………………………………...………34
Recommendations ……………………………………………..……….…….35
Bibliography………………………………………..………………………….…….37
Appendices……………………………………………………………………… .39-43
Curriculum Vitae………………………………………….……………….……..44-47
APPROVAL SHEET
has been examined and recommended for approval and acceptance for oral
examination.
PANEL OF EXAMINERS
DATE
i.
ACKNOWLEDGEMENT
The success of this study wouldn’t be possible without the existence of the
subsequent people who helped, guided and supported the researchers with their
aim of accomplishing this requirement. With this, the researchers would like to
To their research teacher, Ms. Ann Krissabelle Quilaton, for genuinely and
actively supporting and dedicating herself as their critic for the effectiveness and
success of the study, and also for being patient and understanding all throughout
the process.
To their parents and family members, for giving their utmost support to the
To their respondents, for allotting time in answering all the questions of the
And above everything, to the Almighty Father, for being so gracious all the
time and never ceased guiding them along every challenges and difficulties that
came in their way for this study, and also for giving them knowledge and wisdom
- The Researchers
ii.
DEDICATION
cooperating in our study. I would also like to thank our research teacher, Ms. Ann
Krissabelle Quilaton and other teachers for helping us and giving suggestions to
Most of all, I really want to thank God for everything for providing me
strength and inspiration to make this task. Without him, I will not be able to finish
- Lans
iii.
DEDICATION
make this research possible. Without them, this would not be a success.
to pay for the required amount needed to complete this research, for the moral
with our research topic and approving it. Thank you for the consistent support.
throughout the making of the study . I dedicate the success of this research
paper to Him.
- Nhami
iv.
DEDICATION
heartiest gratitude and dedication to the persons behind the success of our
research. They are folks who gave their unfailing contribution to serve as the
First and foremost, to my family, Mommy, Papa, Gryn, Inay and Lolo for
their pounding encouragement and support for me to persevere and finish this
paper.
share her valuable knowledge for us to come up with out research and made it
successful.
Nhami I. Pablo and Diane Kylene M. Dejacto for the collaboration of ideas and
Caysasay and Saint Martin of Tours for their heavenly sustenance of knowledge
they gave to me, as well as their guidance from the beginning as I endevoured to
-George
v.
DEDICATION
study.
on delivering the truth through this paper as a means to serve others and God.
To my family, who rooted for his cause to impact with the truth despite the
supplemental information and perspectives that aid me to fulfill the study with
- Diane
vi.
ABSTRACT
CAYSASAY ACADEMY
Taal, Batangas
games
Summary
This chapter presents the summary of the study, the findings, the
vii.
This study aimed to achieve healthy mental and emotional behavior within
mobile games?
Hypothesis
The researchers posted the hypothesis:
Academy. The statistical tools utilized in this study were Frequency, Mean-Value
viii.
Findings of the Study
1. The majority of the Grade 11 student gamers spend 3-4 hours of playing
in a day. On the other hand, the frequency of 6 hours of playing time is the
lowest.
the strongly agree level got the lowest frequency, obtaining 0 or 0 percent.
3. The hours spent in playing mobile games and the behavior of the Grade
Conclusions
produced.
approximately 3 - 4 hours.
playing mobile games and the strongly agree level got the lowest
frequency.
ix.
3. There is no significant relationship between playing of mobile games
mobile games may help the student gamers to further understand both
good and harmful effects that mobile games could offer to them.
Recommendation
may be considered:
1. The school administrators may use the results of the study to formulate
2. The teachers and parents may utilize the findings of the study to
certain genre of mobile games that are non-violent and age appropriate.
games, at the same time it could help students that could potentially be at
x.
4. The future researchers may conduct a study similar to this one that
would deeply explain the findings of this research. Also, they may consider
xi.
Chapter I
Introduction
Technology nowadays are very much advanced that lead people to use it
extremely. In today’s world, mobile games are one of the best products of
which is downloaded via app store or play store. They are all around the world
and simply does not only being used for entertainment but is also used as a
source of income. With this, many people especially the adolescents are using
mobile games exceedingly which later on affect their behavior. It is believed that
the Mobile Games market still bears a huge growth potential for the coming years.
The chance of changes in behavior will be high because of it. It is not always
Some of the people are showing concern to this matter and going to counselors
to look for help. However, some are already showing different behavior but is still
not considered as the effect brought by mobile games. These behaviors can be
North America, APAC or Asia Pacific, Europe, and RoW or the rest of the
world are the primary markets for mobile gaming. North America is projected to
provide the highest growth opportunities to the players in the years ahead, given
the high popularity of e-sports, significant number of smartphone users and the
sharp internet penetration. The United States (US) is the most profitable market
1
for mobile gaming in the region, expanding faster than any other country across
the globe. The country holds some of the most renowned gaming companies, like
Google LLC (Google), Microsoft, Sony Corp. (Sony), Nintendo and Apple Inc.
technology to enhance the gaming experience and attract more gamers, which
ultimately leads to substantial gains for the regional market. The higher the
market of mobile games, the higher the risk of changes in behavior for its user.
percent play console games. However, these games can be an avenue for
this, many mobile gamers are experiencing behavior that is different from the
usual.
19, has brought to many people. Since Covid-19 is expected to continue, the
skyrocket across homes. No doubt that with people being quarantined, there is
now more time to play mobile games, as a result of which mobile games can lead
2
The supporters of mobile games which mostly are the teenagers, accept
behavior tracking via mobile games: A case study among school-aged children, it
was discussed that many health behavior such as bedtime, whether to brush
one’s teeth before or after breakfast or whether to take a cell phone to bed or
place it in another room during the night were brought out for children to consider.
In line with mental and emotional health behavior, the researchers aspire to
know the effect of playing mobile games to the behavior of selected grade 11
Conceptual Framework
The key factors that are needed to be considered are the different effects
tablet PCs and portable media players. Mobile games range from basic (like
Children who play more video, and mobile games are more likely to have
3
disorder/ disruptive behavior, social skills, attention and hyperactive behaviour ,
Educational mobile games can not only stimulate a child's interest in learning but
also can promote and increase child development, critical thinking, emotional
mobile games have negative effect and also positive effect on a student’s
behavior.
Playing of
mobile games Survey Infomercial
and behavior of questionnaires
students.
Figure 1.0
Research Paradigm
Paradigm of Study
In the figure shown above, there are (3) concepts presented: the inputs
which include the effect of playing mobile games to students. The second part
shows the process that is done to know what is the effect of playing mobile
games to the students in terms of their behavior. And lastly, the output which is
Infommercial.
4
The line describes the connection between the three concepts.
The connection that had been determined is the effect of playing mobile
To achieve healthy mental and emotional behavior within the students and
provide harmonious relationship with people, this sought to answer the following
questions:
mobile games?
Hypothesis
games and the behavior of selected grade 11 students in Our Lady of Caysasay
Academy.
The focus of this study is to determine the playing of mobile games and
Academy as a basis for the approval of the proposed output that would be
5
The study is limited to those who have experienced playing mobile games.
The subjects are composed of Grade 11 senior high school students, regardless
of their nationality, age and gender, from Our Lady of Caysasay Academy who
resulting to different behavior. The presumed lapse of the study is that the
outcome may only be inclined to those people who are interested in solving such
issues. Other factors affecting behavior are not discussed in the study.
The various costs of different behavior due to playing of mobile games has
been widely studied in the country and around the world. This paper aims to add
Mobile Gamer. The study may benefit the mobile gamer by providing them good
and better mental and emotional health. They may find this study beneficial for
them because this can increase the chance of people who wants to help them.
They may use this as basis for determining what has caused their behavior to
change.
Parents. This study may benefit parents in guiding their children with playing of
mobile games. With this research, parents can ensure the satisfactory of their
family’s behavior.
6
Students. Through this research, students will be knowledgeable about the
effect of mobile games and how a student like them would likely improve the
mental and emotional health of the society. This will give them the idea on how
Future Researchers. The results from the research would make an effective
investigate the effect of playing of mobile games to one’s behavior. The study
could become a basis for a new research or a continuation of the study with a
greater perspective.
Definition of Terms
enhance the gaming experience and to attract more gamers. According to Nadia
Kovach, Augmented reality is the technology that expands our physical world,
intentions.
7
CHILD DEVELOPMENT. The term was used in the study as one of the aspect
concerned with the emergence of the functions of the ego, which is responsible
for channeling the discharge of fundamental drives and for controlling intellectual
outside world.
feelings and emotions are, understanding how and why they occur, recognizing
your own feelings and those of others, and developing effective ways for
health is “a state of well-being in which the individual realizes his or her own
abilities, can cope with the normal stresses of life, can work productively and
MOBILE GAMES. In this study, mobile games is the aspect on which behavior of
Education for Engaged Learning, mobile games are games that are distributed to
8
Chapter II
This chapter presents literature and studies which are relevant to the
study. The study presents some sources and some researchers who wrote their
own idea about the effects of mobile games to behavior locally and globally.
Related Literature
When you hear the effect of mobile games, you tend to think about
negative ones first, like the fact they are causing addiction. We are surrounded
by people who use internet. Some of them uses internet just for playing.
disparity on the result of academic performance between IGD and mobile phone
addiction and with the other types of video game addiction, PC, and Console
games. It can lead to negative effects like this cyber bullying. According to this
research with the use of advance technologies students tend to explore more
about the internet or the uses of it so in a way students bully other in e-mails,
chats and more on social media accounts. Students get addicted on playing
games that they gain power in that game and also they have the courage and
9
can control other people by their power. So they do it in the internet because
various usage of the internet in our daily lives. It offers variety of benefits from
students and doing class research. Reasearch by Jessie Richie Naval de los
playing with their peers or other students more than focusing on their academic
mobile games with other players or students. Addiction is the negative effect
“Online gaming is one of the widely used leisure activities by many people.
For some people it is said that playing video games has a number of reasons to
enjoyment, social interaction, and even mentally escaping from the real world.
For most people, on-line gaming is one of the best past time that they
acquire specially for teenagers, youngsters and students. According to Kuss &
10
Griffiths, teens who play online games are just having fun. They do not just
actually play because of some sort of seriousness, but also because they just
want to feel relief. During school hours, students tend to feel stressed due to
loads of school works and through playing it will relive their stress. Dennis O.
Students just play games to be relieved or if they are stressed. Students in this
school are mindful that they manage to maintain their grades and play mobile
games. Critical thinking of students and also the nature of mobile games
students tend to think in quick succession. Especially, action games that demand
a user to apply quick decisions. When presented with unusual queries, usually
solve them instantly. This process not only improves their critical thinking, but
also teaches them the importance of trying different solutions for a given problem.
school performance in the primary and secondary levels were identified. Income,
foregone income, school quality, and health are the factors that affect the
demand for education. These factors have a positive relationship with student’s
performance, which means that higher/ better values of the factors lead to higher
demand for education. On the other hand, factors that affect the supply of
11
positively affect school performance. With the emerging technological
advancements, there are new factors that may affect the quality of educated
population (Oliveros and Sapio, 2007, 17-18). Several studies were conducted to
learners' academic performance leading to drop outs or repeat the grade level.
Playing mobile games for a long timefor a long time will create a negative impact
on your child’s academic performance. The more your children spend in playing
online games, the sooner they fall asleep. Lack of concentration will be an issue
to the children that spend more time in playing online games. Some children
would fall to the online games and a kind of addiction will happen to them.
Technology helps improve the quality of life. However, people are plagued
by the recent advances in technology that they forget to have time for their family.
Computer games have always been a great way to pass the time in these
modern times. Online gaming is defined as playing any computer game online or
with the use of the internet. Online gaming started to become popular not long
after the internet was introduced to the public. This soon turned into a problem
when people started playing it excessively, which could turn a simple pastime
(2017)
lower for one person if one person increases in playing mobile games. Loner Of
12
course, the gamers that spend most of their time in playing online games cannot
spend time with their friends and families. If the same thing continues, they want
Laziness, addiction to online games causes laziness. Players who are that
addicted on playing mobile games don’t have the interest in doing anything rather
than playing. They are just focused on playing and he/she doesn’t care about the
Student achievement and digital games. Over the past decade, in a variety
research has shown that interactive teaching games can encourage the success
of mathematics for learners ( Kebritchi, Hirumi, & Bai, 2010; Pareto, Arvemo,
randomized controlled studies between 2007 and 2011 that used video games or
serious games as learning tools. These authors defined serious games based on
63). Unlike Marsh, Girard et al. classify video games as being the same as
13
Whereas several books and papers have discussed the subject of digital gaming
encountered by the players, the intent, and the environment while playing games.
Six types of aggression are developed in reaction to the effects of violent video
2018)
posed concerns about digital games are the potential for gaming to lead to
original software review centered on a game that had no violent content and
for educational purposes to use the entertaining power (Huen, et al., 2016). The
player's actions will not always reflect the preference of the genre they want to
play. There are good effects while playing violent games, e.g., improved three-
14
However, little research is available with regard to other therapeutic methods
(e.g., the taxonomy of behavior change interventions), but after quitting to avoid
mixture of what gamers and users experience and how they respond to that
the player behaves and conducts themselves within the game they play from the
aim of the particular types of games. This implies that the interaction between
players, the actions and decisions taken within the game, and the player's
reactions to the external factor are all consistent with the player's behavior.
Player behavior often begins in the Ludological Gaming Agreement, where the
individual begins the game and the rules of the real world, and has different
There are four types of players with different goals and objectives that have an
impact on the behavior of the player. First, socializers who are mainly interested
in the social interaction of the game. The second one is the explorers who just
like to tour the video game environment and interact with the objects around it.
The third category are the accomplishers whose main objective is to achieve the
goals set in the game. The last one is the murderers, who are involved in
15
tournaments and act on other players. Such types consider the role of a player in
Synthesis
impact in both emotionally and psychologically. The people of today uses mobile
games as a way to be entertained especially with the things that is revolving with
their interests. On the other hand, studies show that the behavior of most people
playing mobile games usually are affected. Even with the rising risk of over using
it, mobile games remain trendy. The related literature presented here were
selected on the basis of their significance in fulfilling and justifying for this present
study.
Related Studies
Philippines Laboratory High School shows that from the 126 respondents who
answered the survey the overall weighted mean is 3.2 which means that even
after playing online games, nothing changes on their behavior and said that it
even has a good effect. They also added that the number of hours playing and
the behavior of the students do not have any significant relationship since all the
16
Based on the assessment conducted by the researchers, even if the students
are playing online games their social behavior is still not affected and that it even
has a positive effect. But since most of the respondents are boys, the
activity to engage the students to do more outdoor activity rather that playing
online games. Also, the teachers will update the parents on the students’
The difference of this study and the researchers’ study is that this study does
not have any significant relationship in terms of the use of online games and
Meanwhile the similarity of both studies is to find students other activity that they
Belmonte et al. (2019) from the Universidad de Manila aims to prove that out
of 40 respondents, 62.5 percent said that they are addicted in playing games
because of wanting to have a higher rank and also because of having online
friends. 80 percent of them also said that it has a good effect such as stress
reliever.
They concluded that most of the students who play video games are more
likely to be addicted to it which both has positive and negative effect. They also
recommended that for the future researchers; use a bigger population in getting
17
The only difference of this study to the researchers study is that this study
focuses more on the addiction brought by playing video games whereas the
researchers focuses more on the behavior of the students who play the video
game but both have a significant relationship between gaming and behavior of
students
The study of Lumbay et al.(2017) show that most of the respondents who
answered the survey have good grades even when they are playing computer
In conclusion, most of the gamers were playing video games even during
high school and most of them where males and even good at academe but the
researchers formulate a weak conclusion that students who play video games for
4 hours a day has a possibility that their academic will be affected. The
The difference of this study to the researchers study is that this study focuses
whereas the researchers aims to find out whether mobile games have significant
researcher’s study is that both tackles about the effect of online games to the
students.
18
There was a critical positive connection between a student's PC games habit
health, anxiety and insomnia. Additionally, there was a huge negative connection
studies around the globe. (Eshrat Zamani, Malileh Chashmi and Nasim Hedayati,
2020)
computer games and physical disorders such as anxiety, sleep disorder and
physical disorder, 12 percent with anxiety and sleep disorder, 1 percent with
common with physical disorder, 19 percent with anxiety and sleep disorder, 2
games is common with physical disorder, 12 percent with anxiety and sleep
disorder, 0.9 percent with social dysfunction and 5 percent with depression.
19
Discovering young children's every day exercises is very challenging. In their
photographs of their children utilizing cell phones multiple times during one day
of the week when the researchers sent them instant messages containing
Besides, the parents and children were interviewed based on the photos and
writings. This cell phone journal strategy permitted specialists to pick up bits of
knowledge into a child's and a family's life. (Plowman and Stevenson, 2012)
In a study of Health Behavior Tracking via Mobile Games, the game itself is
not described as addictive and the reason for using it can be assumed as a result
from students’ own motivation and interest. They have mentioned that tracking
one's own conduct is particularly famous when it is related with health and a
The inspiration for utilizing the study stayed high among students during the
week. The instructors didn't report any unnecessary behavior from the kids, and
when the group experiences were collected, all communicated their fulfillment in
the game.
Two children’s teeth-brushing habits in the mornings and in the evenings are
also evaluated. Child 1 practiced teeth brushing regularly but only in the evenings.
weekend day is also studied. The data showed that most of the children went to
20
sleep on weekday evening at 10:00 pm and on weekend evening, at 10:00 pm or
weekend. On weekday, the most usual length of night’s sleep was 9 or 10 hours
difference was in the path between versatile game addiction and social anxiety,
with male teenagers having a more grounded relationship between mobile game
addiction and social anxiety. This shows that male teenagers may encounter
more social anxieties in the event that they utilize mobile games addictively,
contrasted with female young people. (Jin-Lian Wang, Jia-Rong Sheng and Hai-
lack social skills, were all the more socially withdrawn and disclosed less about
why guys are bound to be pulled in to a virtual world like mobile games since the
online world is more agreeable and can offer more suspicion that all is well and
good. This would further lead them to be more social isolated and experience
more social anxiety, loneliness, and depression because of the absence of social
21
There are various aspects of problematic online gaming and online gaming
He has also noted that gaming doesn't occur in a vacuum but is only one
behavior engaged with numerous others. Not many researches have been
utilized to inspect links between mobile games and other danger practices (e.g.,
gambling, drug and alcohol use, seatbelt use, poor school performance, conduct
significant importance given that mobile games’ popularity have been widespread.
Synthesis
The related studies presented above discusses the results and discussion of
how mobile games, online games or video games affect students who are
the study they have conducted. Both presented positive and negative effects of
22
mobile games which could help the researchers improve their research in the
future.
23
Chapter III
RESEARCH METHODOLOGY
researchers. This includes the research design, subject of the study, instruments
Research Design
effect of playing mobile games to the behavior of grade 11 students from Our
can be solved and practices improved. Other types of descriptive study include
both qualitative and quantitative data that at a point in time determines the state
describe or recognize what is, while analytical research tries to determine why or
how it came to be. Describing, Explaining and validating can be explained as the
studies, but they are not limited to the process of collecting observational data.
(Ethridge D.E.,2011)
24
The purpose of descriptive research studies is to describe, and interpret,
The respondents of the study were taken from the Upper BEd Senior High
School students of Our Lady of Caysasay Academy who are only playing mobile
games. The researchers selected 80 respondents that will bring them the data
they need to have a good result. A survey was undertaken by the researcher that
helped determine the population which were under the said criterion. The
population is purposive sampling. The reason why the researchers chose that
specific population because the researchers want to have respondents who only
determine the effect of playing mobile games to their behavior. Participants are
given the freedom to answer the survey questionnaire in the manner they are
comfortable with.
In determining the level of the variable, the following scale was used:
Scale for the rating level of grade 11 students on playing mobile games
Scale Interpretation
25
3.50 – 4.00 Strongly Agree
games
Scale Interpretation
The researchers sent a letter of request to the School principal and to the
Grade level moderator of the Senior High School in Our Lady Of Caysasay
Academy before conducting this study. The researchers sent out the
26
questionnaires to the respondents through an online form (Microsoft Forms) to
assess the effect of the Mobile games towards the behavior of the select Grade
The researchers likewise utilized software copy of survey forms for them
not to miss any data. It is to think back to the data and to have proof that there is
actually a survey led. After the information have been gathered and translate, the
Statistical Treatment
After the researchers retrieved the data, tallying, tabulating and analyzing
Frequency. This was used to determine the number of respondents who play
Mean-value analysis. This was used to deepen the understanding on the result
of the variables.
between the frequency of playing mobile games and the change in behavior of
grade 11 students.
Percentage. This was used to determine the proportion of respondents who play
27
Chapter IV
This chapter presents the analysis and interpretation of data based on the
statistical procedure. The data used in the interpretation were gathered from the
grade 11 students who have been playing mobile games in Our Lady of
Table 3
2 13 16%
3 22 28%
4 22 28%
5 17 21%
6 6 7%
hours. 22 or 28 percent are playing 3 hours per day and that goes also with
students playing 4 hours per day. Its total would be 44 students or 56 percent.
28
Meanwhile, 17 or 21 percent are playing 5 hours per day. Lastly, only 6 or 7
percent of the students are playing 6 hours per day. Based on the results above,
majority of the grade 11 students in Our Lady of Caysasay Academy are playing
3 and 4 hours per day. On the other hand, 6 hours of playing time has the least
frequency. It could be implied that students tend to play for shorter hours.
A study conducted by Lumbay et al. (2017) said that most of the gamers
were playing online games even during highschool. It shows that students are
playing games even at hours which are not supposed to be spent with playing
such games.
males are being addicted because they spend multiple hours with online games.
Table 5.
Table 4
Total 80 100%
29
From the table above, it can be observed that disagree to change in
behavior was the highest with the number of 47 students or 59 percent. It was
to those who strongly disagree. Lastly, none of the students strongly agree to
With the given data above, the researchers can relate the study of
Dumrique & Castillo (2017). They claimed that the number of hours playing
online games and the behavior of the students do not have significant
individuals only play games to raise their ranks, and it does not show any change
Table 5
Relationship between Influence of Playing Mobile Games and Behavior
Mean
level of
Hours Mean
Spent in level of r- Description p- Decision Verbal
playing Behavior value value (HO) Interpretation
mobile
games
30
As shown on the table above, the mean level of hours spent in playing
mobile games is 3.76 while the mean level of the behavior is 2.09. The computed
hand, the computed p- value is .6089 which led to accept the null hypothesis.
games and the behavior of the Grade 11 Students in Our Lady of Caysasay
Academy.
between two variables. This study is affirming what has been found out from the
However, there is a study by Zamani (2020) that says that there was a
critical positive connection between a student’s gaming routine and their attitude.
It opposes the findings of the present study, showing that there is a significant
Rationale
mobile gamer to establish a healthy gaming and therefore can affect their
31
I. Output
Infomercial
filming contents that would contain the effects of mobile games to the
Since most of the people are not aware of the positive and negative
32
Chapter V
This chapter presents the summary of the study, the findings, the
To achieve healthy mental and emotional behavior within the students and
provide harmonious relationship with people, this sought to answer the following
questions:
1. How many hours per day do grade 11 students spend on playing mobile
games?
Hypothesis
33
Caysasay Academy. The statistical tools utilized in this study were Frequency,
1. The majority of the Grade 11 student gamers spend 3-4 hours of playing in
a day. On the other hand, the frequency of 6 hours of playing time is the
lowest.
the strongly agree level got the lowest frequency, obtaining 0 or 0 percent.
3. The hours spent in playing mobile games and the behavior of the Grade
Conclusions
produced.
approximately 3 - 4 hours.
34
2. The grade 11 students disagree to the assessment of behavior in
playing mobile games and the strongly agree level got the lowest
frequency.
mobile games may help the student gamers to further understand both
good and harmful effects that mobile games could offer to them.
Recommendations
may be considered:
1. The school administrators may use the results of the study to formulate
2. The teachers and parents may utilize the findings of the study to
certain genre of mobile games that are non-violent and age appropriate.
35
3. The devised Infomercial made by the researchers may be used to
games, at the same time it could help students that could potentially be at
4. The future researchers may conduct a study similar to this one that
would deeply explain the findings of this research. Also, they may consider
36
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A study by Kebritchi, Hirumi, & Bai, 2010; Pareto, Arvemo, Dahl, Haake, & Gulz,
2011; Pilli & Aksu, 2012. Retrieved from
https://educationaltechnologyjournal.springeropen.com/articles/1
0.1186/s41239-017-0062-1
A study conducted by Dumrique & Castillo (2017) from the Polytechnic University
of the Philippines entitled Online Gaming. Retrieved from
37
https://knepublishing.com/index.php/KnE-
Social/article/view/2447/5372
A study of Eshrat Zamani, Malileh Chashmi and Nasim Hedayati, (2020) Focuses
more on the effect of video games to the academic performance of students.
Retrieved from
https://scholar.utc.edu/cgi/viewcontent.cgi?article=1197&context= mps
https://www.frontiersin.org/articles/10.3389/fpubh.2019.00247/full
https://onlinelibrary.wiley.com/doi/full/10.1002/9781118767771.wbi
edcs044
38
APPENDICES
APPENDIX A
Survey Questionnaire
39
40
41
APPENDIX B
42
APPENDIX C
Statistical Treatment
43
CURRICULUM VITAE
A. PERSONAL DATA
NICKNAME: George
AGE: 17
SEX: Female
CITIZENSHIP: Filipino
RELIGION: Catholic
B. EDUCATIONAL BACKGROUND
A.Y. 2014-2015
A.Y. 2018-2019
A.Y. 2020-2021
44
CURRICULUM VITAE
A. PERSONAL DATA
NICKNAME: Nhami
AGE: 18
SEX: Male
CITIZENSHIP: Filipino
RELIGION: Catholic
B. EDUCATIONAL BACKGROUND
A.Y. 2014-2015
A.Y. 2018-2019
A.Y. 2020-2021
45
CURRICULUM VITAE
A. PERSONAL DATA
NICKNAME: DK
AGE: 18
SEX: Female
CITIZENSHIP: Filipino
RELIGION: LDS
B. EDUCATIONAL BACKGROUND
A.Y. 2014-2015
A.Y. 2018-2019
A.Y. 2020-2021
46
CURRICULUM VITAE
A. PERSONAL DATA
NICKNAME: Boyong
AGE: 18
SEX: Male
CITIZENSHIP: Filipino
RELIGION: Catholic
B. EDUCATIONAL BACKGROUND
A.Y. 2014-2015
A.Y. 2018-2019
A.Y. 2020-2021
47