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The Effects of Mobile Games To Students

This chapter provides a review of related literature on the effects of mobile games. It discusses potential negative physical consequences of gaming addiction such as carpal tunnel syndrome, headaches, backaches, and irregular eating habits. The literature also suggests that excessive mobile gaming can negatively impact students' academic performance by reducing the time they spend studying. However, the effects depend on the individual and how they manage their time between gaming and academics. The literature reviewed examines both foreign and local sources on this topic.

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50% found this document useful (2 votes)
3K views32 pages

The Effects of Mobile Games To Students

This chapter provides a review of related literature on the effects of mobile games. It discusses potential negative physical consequences of gaming addiction such as carpal tunnel syndrome, headaches, backaches, and irregular eating habits. The literature also suggests that excessive mobile gaming can negatively impact students' academic performance by reducing the time they spend studying. However, the effects depend on the individual and how they manage their time between gaming and academics. The literature reviewed examines both foreign and local sources on this topic.

Uploaded by

LouBautistaBajar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 32

TABLE OF CONTENTS

Dedication

Acknowledgement

CHAPTER I: The Problem and Its Background

Background of the Study

Statement of the Problem

Scope and Delimitation of the Study

Significance of the Study

Definition of Terms

CHAPTER II: Review of Related Literature

Foreign Literature

Local Literature

CHAPTER III: Research Methodology

Research Design

Sources of Data

Research Instrument

Sampling Technique

CHAPTER IV: Research Findings

Data Analysis and Interpretation


Chapter V: Summary, Conclusion and Recommendations

Summary

Conclusions

Recommendation

REFERENCE/BIBLIOGRAPHY/NEOLIOGRAPHY

APENDIX

RESEARCH QUESTIONNAIRE
DEDICATION

This humble piece of work is lovingly dedicated to our parents who have been the source of

our inspiration and gave us strength when we thought of giving up. They have given the

researchers the drive and discipline to do a task with enthusiast and determination.

Without their love and support, this paper would not have been made possible.

This paper is also dedicated to our lovely friends who have also lend a hand and support us

throughout our journey of making this research. We highly appreciate the time and effort

that they have given to us, especially to the respondents who spared a little of their time in

sharing their experience in playing mobile games. Without all of you, we will not be able to

accomplish our mission to perceive the effects of mobile application games to students.

Thank you from the bottom of our hearts.

And also to Almighty God, who gave us the power and strength to produce this research

paper. We also offer our deepest gratitude to Almighty God for the guidance and wisdom

to make this output possible.


ACKNOWLEDGEMENT

To Jesus Christ, our Lord and Savior, for giving the wisdom, strength, support and knowledge in

exploring things, for the guidance in helping surpass all the trials that we encountered and for

giving determination to pursue our study, and to make this study possible.

The researchers would like to extend their deepest sincerest gratitude to all the people who

helped there in any manner, who have shared the effort and knowledge in order to make this

research a reality.

We would like to express our sincere gratitude to our Practical Research teacher, Mrs. Divina

Logronio- Atacador, for the continuous support to our study and research, for her patience,

motivation, enthusiasm and immense knowledge. Her guidance helps us to make this research

finish on time and to make this possible.

To the researcher’s loving parents, for their moral encouragement, financial assistance as well

their spiritual support in every path the researchers take.


CHAPTER I

The Problem and its Background

Background of the Study

The researchers’ objective in this study is to know what are the effects of mobile

application games to senior high school students in Masbate National Comprehensive High

School. Mobile application games are very popular in today’s modern generation. The

researchers would like to figure out how these effects can affect the students.

A mobile game is a game played on a mobile phone, tablet and etc. today, mobile games

are usually downloaded from app store. When you hear about the effects of mobile games, you

tend to think about negative ones first, like they are causing addiction.

As the games starts to widen, young people, especially students, they get addicted to the

mobile games. Researchers observed that even youngster can play or get addicted to the mobile

games. Some are making conclusions that mobile games are becoming a phenomenon for those

often plays it. A mobile game is a video played over some form of network. Games have always

used whatever technology is current. This is the reason why researchers chose this topic.
Statement of The Problem

In this study, researchers aim is to know what are the effects of mobile games to senior high

school students. This study seeks to answer the following questions:

1. What are the profile of the respondents?

Name:

Age:

Grade Level:

Strand:

2. How many hours did the respondents spend his/her time playing mobile games?

3. Is there significant relationship between playing online games and academic performance

of the student?
Scope and Delimitation of the Study

The main purpose of this study is to know the number of students who are playing

mobile games. The study considers the students’ personal information as their name, strand, age

and grade level. The study was focused and limited only to senior high school students of

Masbate National Comprehensive High School who will answer the effects of mobile games.

The study delimited only for senior high school in Masbate National Comprehensive

High School. The students were selected from 4 different strands and in every strand there are

selected respondents, like in grade 11 students in stem strand researchers needed 5 respondents, 5

respondents in GAS, 5 respondents in ABM and 5 respondents in TVL. They were all senior

highschool students in Masbate National Comprehensive High School. The time allotted for the

study is 2 months on validation of responses.


Significance of the Study

This study will help the readers to understand about the impact of mobile games. Future

researchers may serve this as a basis for future research that they will conduct.

To the community, most of the mobile gamers gain friends within the games they play, even

though they haven’t meet seen those in person. There is a bonding happening and it can build

strong relationship.

To a student, mobile gaming can be determinable to her/his health and social life.

Researchers will identify the impact on how many hours a day they spend and stay positive in

the whole time and it is important for you to identify the negative aspects of the problem and it is

also important to focus on the goal and progress that we have made.

To parents, it will serve as basis to help share with other parents the information about certain

games or idea to help each other in parenting. Also it will help them understand the behavior and

study habit of their children when they’re engage into such activity.

To the teachers, it will provide additional knowledge on what strategy to use to educate

students about well-known effects of online gaming to students’ academic performance,

problem-solving strategy, decision-making and spatial visualization.

To the researchers and other interested individuals, can benefit from this by means of it can

give information that they want and needs to be answer. Through this research, they can get

some important details that are related to the topic life the effect of mobile games to the students
Definition of Terms

1. Academic Performance- is the extent to which students, teachers, or institution has

attained their short or long term educational goals

2. Game Addiction- is an excessive or compulsive use of computer games or video games,

which interferes with a person’s everyday life.

3. Gamer- a person who plays a game, especially a role playing games or computer games’

4. Internet- an electronic communication network that connects computer networks and

organizational computer facilities around the world.

5. Mobile Games- is a game played on a mobile phone, tablet, smart watch, PDA, portable

media player or graphing calculator.

6. Network- a system of computers and other devices that are connected to each other.

7. Phenomenon- something that can be observed and studied and that typically is unusual

or difficult to understand of explain fully.

8. Students- a person who attends a school, college or university.


CHAPTER II

REVIEW OF RELATED LITERATURE

The physical consequences of mobile gaming addiction include the carpel tunnel

syndrome in which the main nerve between the forearm and hand is squeezed or pressed.

Migraine headaches that normally begins is a small spot and slowly spreads and giving you more

pain that can cause you to vomit and sleep disturbance which includes insomnia narcolepsy and

etc. Backache because the gamer stays in one position for a long period of time lack of

movement that can cause stiffness and soreness, worse it can cause chronic back problems.

Eating irregularities, the gamers that addicted to a certain game cannot exert time to eat or they

will eat improperly the physical consequences of a gamer depend on the physical condition or

status of the games, yet the rigidness of the physical consequences is frequently parallel to the

level of addiction but this is not the constant instance. (Craton, J., 2009)

There is a negative impact to the gamers who played any kinds of online games

especially to the students. There is a potential that they will fail on their studies because of the

said phenomenon. The student’s minds were attached on a game that is why their time on studies

was limited. As what is noted in a 2008 study on media attention and cognitive abilities, “content

appears to be crucial”. If the content being consumed is positive, then positive results can be

expected (Schmidt & Vandewater, 2008, p.63). If the content being consumed is negative, then

negative results can be expected. Therefore, it also depends on how player handles the effect of

mobile games to his/her studies. (Miqdad,M. n.d)

As today most people relate mobile games to low academic performance. Through

the years, studies have yielded different results. Some of them say that they are correlated when
some say that they are not. There is a negative correlation between the two. Thus, meaning that

there is no relation between the number of hours played by player and his grade. (Anderson and

Dill, 2000)

At times, the students defend the games they are playing by saying they do learn something

from it. A paper from EDUCAUSE backs these students up by suggesting that the faculty learn

and know about these games so as to help students in class learning experience. (Hitch and

Duncan,2005)

Furthermore, another paper claims that these games are not just for entertainment.

They claim that these games may be used to learn and experience different things and interact

with other people belong to a virtual community. (Shaffer, Squire, Halverson & Gee, 2005).

Nowadays, children and young people were engaged in playing mobile games. This

game is a video game that can be played via internet or online. They choose this hugely popular

games because it inspires the users to complete different challenges in which they can interact or

link up different players around the world. It also teaches the players to have teamwork and

cooperation when playing as well as planning, decision- making and formulating strategies like

what they do in real life situation. (Online Gaming, 2011)

Mobile games are often associated in our cociety with poor academic performance.

The anecdotal idea is supported by some research. A 2000 study found a negative correlation

between GPA and time spent playing mobile games. (Anderson & Dill, 2000). The correlation

was relatively small. Time alone accounted for 4% variance in GPA, yet the findings are

significant. However, several older studies contend that the results of research have been mixed.

A 1997 study suggests that “there is no clear causal relationship between mobile game playing
and academic performance” it goes on to say that the research is “sparse and contradictory”

(Emes, 1997, p.413)

The effect that interactive digital media has on the learning process is not

completely negative. It is not that the medium itself is inherently flawed, but such of the

information that gets transmitted through it may be. As was noted in 2008 study on media

attention and cognitive abilities “content appears to be crucial”. If the content is negative, then

negative result can be expected. This study examined research from many sources in arriving at

this conclusion. (Schmidt & Vanderwater,2008. p.63)

Research on the social effects of mobile games is also mixed. Some studies have

found out that mobile games are similar to addictions such as gambling which create negative

social effects. Massively Multiplayer Online Roleplaying Games (MMORPGs) have been called

“heroinware” because they are “simultaneously competitive and highly social” other studies have

noted positive aspects of the games such as the ability to experiment with aspect of individual

identity which do not come out in public. (Allison, Wahlde, Shockey & Gabbard,2006)

MMORPGs have been criticized for hampering academic and job performance. The

FCC has specifically accused World of Crafts, one of the most popular games as leading to

college drop outs (Somaiya,2009)

Students can become obsessed with the games and become disengaged from schools,

friends and life in general. While research on this topic is mixed, there is evidence that games

which focus on prosocial behavior leads to prosocial results (Schie & Wiegman,1997)

When your child plays video games. It gives his brain a real workout. In many video

games, the skills required to win involved abstract and high level thinking. These skills are not
even taught at school. Some of the mental skills enhanced by video games include following

instructions. Problem solving and logic when a child plays a game such as the Incredible

Machine, angry birds or cut the ropes. He trains his brain to come up with creative ways to solve

puzzles and other problem in short bursts. Hand eye coordination, fine motor and spatial skills.

In shooting games, the characters may be running and shouting at the same time. This requires

the real world player to keep track of the position of the character, where she/he is heading his

speed, where the gun is diming, if the gunfire is hitting the enemy, and so on. All these factors

need to be taken need to be taken into account an then the player must then coordinate the brains

interpretation and reaction with the movement in his hands and fingertips. This process requires

a great deal of eye hand coordination and visual spatial ability to be successful. Research also

suggests that people can learn iconic, spatial, and visual attention skill from video games. There

have been even studies with adults showing that experience with mobile games related to the

surgical skills. Also a reason given by experts as to why fighter pilots of today are more skillful

is that this generations pilot are being weaned on video games. This forces the player to be

flexible and quickly change tactics (Daphne Bavalier)

The addict suffers from psychological component to the addiction. Mobile gaming

allows a person to escape the real world and change the perception of self-worth.

An online gaming addiction is not that far from drug addiction. Both are searching for a way to 

make they feel better. The lure of a fantasy world is especially pertinent to online role-playing ga

mes. These are games in which a player assumes the role of a fictional character and interacts wit

h other players in a virtual world. An intelligent child who is unpopular at school can feel domin

ant in the game. The virtual life becomes more appealing than real life. Too much gaming may s

eem relatively harmless compared with the dangers of a drug overdose, but experts say video


game addiction can ruin lives. Children who play four to five hours per day have no time for

socializing, doing homework, or playing sports leaving little time for normal social development.

(Rooij, Online Video Game Addiction: Indentification of Addicted,2010).

These researches we study about the psychological factor, whether that is factor to

online game addiction among students. Unlike with substance abuse, the biological aspects of

videogame addiction uncertain. Research suggests gambling elevates dopamine, but there’s more

to addiction that brain chemistry (Rooij, Online Video Game Addiction. “Identification of

Addicted,2010).

Game Development Industry in the Philippines is booming. It has lot of potential in

generating jobs because r right now, we have few professionals related to gaming and

information technology. This is in comparison to other competitors from other countries such as

China, Singapore, Malaysia and Vietnam as stated also by an executive from Vietnam, who said

they had 10,000 game developers. If we are to compete with other countries, it would make a big

impact if game development starts at school or earlier if possible so that companies that develop

games could hire highly skilled team for the job. (TJD, GMA News)

Games and gaming mechanics could affect how business run in the future. People no

longer get motivated by earning money alone, especially new generations who seek more

meaning in their working lives. According to PHD, some one billion people spend at least one

hour every day playing computer and video games, even as seven billion by one billion gamers is

up for grabs in the “Engagement Economy”. Gaming has the ability to create numerous

audiences thus increase market and revenue. (“The measure of man ‘Gamification’ is how we’ll

live and work in the future” TJD GMA News, 27 Jan 2014)
Students can benefit more in gamification of education rather than using traditional

way of education students. Gamification means using game mechanics to make teaching more

interesting, motivating, casual and fun for students. So instead of restricting them from playing

games, why not use certain games that can increase their knowledge, memorization and skills.

Also, if lessons are given in a game-like manner, students would tend to remember it more than

lectures that are stated in a news-like manner. (“The gamification of education why playing in

the future of learning” by Michael Logarta, June 11, 2014)

In our modern times today, computer games continuously influence younger

generation specifically kids. Back then children used to play outdoors and board games but as we

can see today, they are getting more and more addicted to online games. The research has shown

that the children who are playing mobile games continue to be younger and younger, so that the

internet is more popular and become widespread in the world. Because even the younger know

how to use the computer or how to play the computer games which give a huge impact to the

people’s working, it is easy for them to socialize and also in their behaviors (Dindar and

Akbulut, 2014)

It is uncommon for today’s generation that instead of playing traditional games,

many of the students are playing with their mobile phone or computer because for them it is easy

to play and for them not to feel tired. Mobile games are a type of game where in two or more

players in different location can play through using the internet. There is good and bad impact

that you can get while playing mobile games. Good for those who know on how to limit their

time in playing games and know how to manage their time. Bad those students who are attached

themselves seating for a long time playing online games. We all know nowadays students spend
their vacant time in playing Mobile games instead of advancing their studies that will affect their

study habits. (Hasan, 2011)

The study habits are the way or the style of the students which they want to study

become easy like reading, note taking and writing, today mobile games give a negative effect of

that as well as the positive. The research that was conducted in Australia having 12,000 students

have shown that when it tells about the internet, they found out that the students who always play

mobile games got higher grades in all subject (Dockrill, P 2016). When you play mobile games

you’re like solving the numbers in math, solving the puzzles because you’re using your mind to

think and you’re using your general skills. It tells that when you play online games every day it

helps to improved your academic performance. It also helps the mind of the kids to explore new

things. (Alberto Posso)

Students who are playing mobile games said that these games are just for fun or to

entertain themselves, and not to go outside because it’s warm, without knowing that there are

many effects they might get while playing this mobile games, so that the overall objective of this

research is to identify what will be the effects of playing mobile games on the study habits of the

selected individuals. It is also helped the parents or the community aims to know the impact of

the online games for them to be guide. (Robinson, A 2016)

Playing the mobile game features online games participants may view the games as

source of providing diversion and filling time. (Lan Ying Huang, 2003) “the biggest rist factor

for pathological video game use seems to be playing games to escape from daily life” said by Joe

Hilgard, lead author of the study and a doctoral candidate in the Department of Psychological

Sciences at Missouri. “Individuals who play games to get away from their lives or pretend to be

other people seem to be those most at risk for becoming part of viscous cycle. These gamers
avoid their problems by playing games, which in turn interferes with their lives because they’re

so busy paying games (Peters 7 et al., 2007)

Games addiction shows the bad effect among the people nowadays. Addiction to

the internet shares some of negative aspects of substance addiction and has been shown to lead to

consequences such as failing school, family and relationship problem (Brian, D. NG, M.S &

Peter, W, H. 2005) It can make the people who has addicted will feel that the games can provide

opportunities for achievement, freedom and even a connection to the players. Those benefits

trumped a shallow sense of fun, which doesn’t keep gamers as interested (online gamers

anonymous, 2008). The role of media in advertising the games also make more cause why the

games addicted will be more interested with those games. In 2005, advertiser spent $80 million

to reach game players, this spending is expected to top $400 by 2009 (Park Associate 2006).

It is widely believed that game players who spend playing too many hours (above

10 hours a day) are at high risk of being addicted to video games (Anand, 2007). Previous

studies have shown that mobile game addiction among adolescents gamer is highly correlated

with psychosocial problems such as time spent on games, life satisfaction, loneliness, social

competence, and aggression (Lemmens et al., 2009) for example, further support the relationship

between addiction of world of Warcraft players to the game and the time they playing online, the

relationship that is also supported among adolescents who are addicted to mobile games in

general (Gentile, 2009; Xu et al., 2012). However, due to the lack of research on the causal

relationship among game addiction and these psychosocial variables, the authors avoid making

conclusions regarding the direction of the relationships. Compare pathological gamers versus

non- pathological gamers among 1,178 American adolescents (aged between 8 and 18) regarding

their psychosocial behavior. The results show that pathological gamers to have attention deficit
disorder. However, the author avoids making conclusion regarding the direction of causality

between pathological game play and attention problems. In a study on a large sample of

adolescents (13-16 years old) in the Netherlands, (Van Rooij et al., 2011) show that compared to

non addicts, video game addicts have significantly higher levels of depressive moods, loneliness

and significantly lower levels of self-esteem. In this study, the results of this comparison for

social anxiety level is not significant.

Internet addiction is a relatively new phenomenon in which social workers and

psychologists are unaware of and are thus unprepared to treat at present. Mu (2006) points out

that some of the main symptoms of Internet and online game addictions, including the decrease

in friend and face-to-face interactions with others, become infrequent while the member of

friends in the virtual world exponentially increases. Ultimately, the psychokinesis becomes

weaker and weaker over time. This means that after a long time of playing online games, the

players begin to realize the dangers of online gaming. At this point players generally try to play

less as they try to orient themselves back to the demands of society. However this is mostly

unsuccessful as it almost always ends up failing. Zhang (2007) and Zhou (2007), who also

researched on the same topic, reported different results on the online game addiction and the

finding supported the same symptoms. With regards to undergraduate students who were

addicted to the Internet or online games, Zhang (2007) indicated that most of these students had

bad grades in their universities. Moreover, Zhou (2007) stated that the physical symptoms of

Internet and online game addiction were cervical spondylitis, neurasthenia and insomnia.

Cervical spondylitis, a fairly common symptom of many MMOG players, is essentially a spinal

injury which results from keeping the same sitting position for hours while playing games. This

situation is more often than not leads to injuries to the cervical vertebra on the spinal cord.
Neurasthenia on the other hand is a neurological disorder that results from when players engage

in hours and hours of game playing with no virtually sleep intervals in between. Even though

players may end up playing games for a long time before going to sleep, their brains still keep

running and experiencing phantom excitement from playing games even when they are asleep.

This causes sleep sensitivity and disorders which induce addicted players to wake up several

times during the night and as such this leads them suffering from insomnia which can cause

mental anxiety and eventually result in nervous breakdowns and general tiredness. Once the

nature of physical and mental symptoms that manifest in MMOG addicts had been determined,

we perused in various literatures on this topic to discover the ways through these addiction could

be evaluated, who conducted a study aimed at enabling social workers to better understand,

detect and treat Internet addiction. The research by Young focused on the complications that

precede an Internet addiction diagnosis. With regards to this research it is relevant in determining

the criterion through which to evaluate our interviewees. It would help us to determine whether

the individuals were addicted to online games or not. To create a more holistic point of view this

thesis also aims to identify the negative consequences associated with using the Internet and the

ways to assess and identify the reasons causing the onset of pathological Internet use (Young,

1999)

Although playing mobile games is one of the most popular leisure activities in the

world, research into its effects on players, both positive and negative, is often trivialized. Some

of this research deserves to be taken seriously, not least because mobile game playing has

implication for health. One of innovative application of video games in health care is their use in

pain management the degree of attention needed to play such a game can distract the player from

the sensation of pain, a strategy that has been reported and evaluated among pediatric patients.
One case study reported the use of handheld mobile games to stop an 8-year-old picking at his

face. The child had neuro dermatitis and scarring due to continual picking at his upper lip.

Previous treatments had failed so the boy was given a hand held mobile game to keep his hand

occupied. After two weeks the affected area had healed. Controlled studies using randomized

controlled trials and comparison with patient’s own baseline measures show that mobile games

can provide cognitive distraction for children during chemotherapy for cancer and treatment for

sickle cell disease. All these studies reported that distracted patients had less nausea and lower

systolic blood pressure than controls (who were simply asked to rest) after treatment and needed

fewer analgesics. Video games have been used as a form of physiotherapy or occupational

therapy in many different groups of people. Such games focus attention away from potential

discomfort and, unlike more traditional therapeutic activities; they do not rely on passive

movements and sometimes painful manipulation of the limbs. Video games have been used as a

form of physiotherapy for arm injuries, in training the movements of a 13 year old child with

Erb’s palsy, and as a form of occupational therapy to increase hand strength. Therapeutic

benefits have also been reported for a variety of adult populations including wheelchair users

with spinal cord injuries, people with severe burns, and people with muscular dystrophy. Video

games have also been used in comprehensive programs to help develop social and spatial ability

skills in children and adolescents with severe learning disability or other developmental

problems, including autism; children with multiple handicaps (for example severely limited

acquisition of speech) and children with impulsive and attention deficit disorders. However,

there has been no long term follow-up and no robust randomized controlled trials of such

interventions. Whether patients eventually tire of such games is also unclear. Furthermore, it is

not known whether any distracting effect depends simply on concentrating on an interactive task
or whether the content of games is also an important factor as there have been no controlled trials

comparing video games with other distractors. Further research should examine factors within

games such as novelty, users’ preferences, and relative levels of challenge and should compare

video games with other potentially distracting activities. While playing video games have some

benefits in certain clinical settings, a growing body of evidence highlighting the more negative

aspects of play—particularly on children and adolescents. These include the risk of video game

addiction, (although the prevalence of true addiction, rather than excessive use, is very low) and

increased aggressiveness. There have been numerous case reports of other adverse medical and

psychosocial effects. For instance, the risk of epileptic seizures while playing video games in

photosensitive individuals with epilepsy is well established. Report that seizures are most likely

to occur during rapid scene changes and when games include patterns of highly intense repetition

and flickering. Seizures and excessive or addictive play do not seem to be linked directly,

however, as occasional players seem to be just as susceptible. Other case studies have reported

adverse effects of playing video games, including auditory hallucinations, enuresis, encopresis,

wrist pain, neck pain, elbow pain, tenosynovitis, hand-arm vibration syndrome, repetitive strain

injuries, peripheral neuropathy, and obesity. Some of these adverse effects seem to be rare and

many resolve when the patients no longer play the games. Furthermore, case reports and case

series cannot provide firm evidence of cause and effect or rule out other confounding factors. On

balance, given that video game playing is highly prevalent among children and adolescents in

industrialized countries, there is little evidence that moderate frequency of play has serious acute

adverse effects from moderate play. Adverse effects, when they occur, tend to be relatively

minor and temporary, resolving spontaneously with decreased frequency of play. More evidence
is needed on excessive play and on defining what constitutes excess in the first place. There

should also be long term studies of the course of video game addiction. (Graf et al 1994)

While Internet Gaming Disorder is proposed as a disorder, it is still discussed how

much this disorder is caused by gaming activity itself, or whether it is some extent an effect of

other disorders. Research suggests that excessive online gaming may in extreme cases lead to

symptoms, commonly experienced by substance addicts, namely salience, mood modification,

craving and tolerance. (Wolfing, Grusser and Thaleman, 2008; Young, 2009; Hsu, Wen and Wu,

Ko et al., 2009; Mehroof and Griffiths, 2010)

They explained that generation Y is a young adults generally 18-32 years old who

grew up in the Information Age and they also dubbed as the “Net Generation”. But, while these

“digital natives” may be savvier with their gadgets and more keen on new uses of technology,

their elders in Generation X, the Baby Boomers and older Generation tend to dominate internet

use in other areas. (Generation Online 2009 by Sydney Jones and Susannah Fox)

Mobile games can also have positive social effects. One measure of this which has

significant research is that of prosocial behavior. Prosocial behavior is defined as when one

person acts to help another. While research on this topic is mixed, there is evidence that games

which focus on prosocial behavior lead to prosocial results (Schie & Wiegman, 1997).
CHAPTER III

Research Methodology

A. Research Design

The researchers used phenomenology as their research design because

the study involves the experience of the students. Phenomenology focuses on the

commonality of a lived experience within a particular group. The purpose of

phenomenology research design is to clarify and enlighten how people understand and

comprehend certain phenomena. This explores what people experienced and focuses on

their experience of a phenomena. This research design helped the researchers to collect

and analyze the responses of the respondents to the survey questionnaire by the

researchers and the views, opinion and perceptions of the subjects.

B. Research Instrument

The researcher decided to use survey questionnaire to determine what

are the effects of mobile games to senior high school students. Survey questionnaire is a

set of questions used in a survey. The survey questionnaire is a type of data gathering

method that is utilized to collect, analyze and interpret the different views of a group of

people from particular population. We use survey questionnaire to gather the information
that is beneficial to a group of individuals. Survey questionnaire uses statistical analysis

to collect data and the main advantage of using survey questionnaire is that the answers

are relatively easy to analyze.

C. Sources of Data

As the population sample for the whole population in Masbate National

Comprehensive High School, a total of 20 students will be picked randomly by the

researchers to answer the questionnaire. The researchers will distribute 20 questionnaires

to 20 respondents. The respondents were picked randomly and they were asked to answer

all the questions in the questionnaire that was given to them. The researchers will choose

the senior high school students of Masbate National Comprehensive High School in

school year 2019-2020, as the primary respondents. These senior high students are

divided into 4 different strands namely: GAS, TVL, STEM and ABM. The researcher

will get 5 correspondents from each of 4 strands for data gathering. The researchers chose

them as correspondents for the research because most senior high students are hooked

into online gaming.

D. Sampling Plan

This study will use stratified sampling procedure to conduct survey in senior high

school students of Masbate National Comprehensive High School. Stratified sampling is a

probability sampling technique subgroups. This is used when the researcher wants to highlight a

specific subgroup within the population. This technique is useful in such researcher because it

ensures the presence of the key of subgroup with the sample.


CHAPTER IV

Research Findings

Data Analysis

During the data analysis the researchers found out that most of the respondents play mobile

games. Most of them started playing mobile games between ages of 11-15 years old. Mostly like

playing adventure as the genre of the game. Many of them spend playing mobile games 0-12

hours per week.

Most of the respondents agreed that online gaming is beneficial to the society because it

improved their skills in interacting/socializing with other person. It also stimulates the mind and

it cause entertainment to the gamer. On the other hand, some answered no because for them it

made some gamer busy and forgot to do their chores. Moreover, the other answered maybe

because online game is for entertainment, to avoid boredom and relieve stress.

Playing mobile games can affect the academic performance of students according to the

answer of some respondents. Some of them consider that playing mobile games can be the

reason of failed grades, losing their focus on their studies, being lazy and becoming an

irresponsible one. On the other hand, some respondents said that playing mobile games can be

beneficial to academic performance. Some of them claims that playing mobile games can lessen

the pressure when academic activities are piling up, it can challenge their minds, helping them in
decision making and learn many things in educational games. Playing mobile games can help

them thru multitasking, time management and it can be motivational to the students. These are

the reason why they are keep playing mobile games.

Data Interpretation

To make the information from the respondents the researchers created an interpretation

to make things clearer. Based on the gathered data, mobile games are common nowadays. They

found mobile games beneficial to the society. They found that mobile games are beneficial in

different reasons, only few of them found it unbeneficial. Because they don’t consider mobile

games as a beneficial tool yet they consider it as a distraction. Even if mobile games has lot of

negative effects on academic performance of students they’re still playing it because it helps

them to lessen the pressure in school and avoid some mental illnesses.

The research data shows that majority of the respondents wants to play online games

more than offline games. So researchers assumed that those respondents have internet

connections or mobile data to play online games. Online gaming is becoming more interesting as

the player can invite and play the online game together with their friends although they are not in

the same room.

As the technology become more advanced day by day, the internet more accessible to

variety of age groups. No doubt that there are many children nowadays have known what

internet is and how to access it. Based on the research the majority of the respondents was

expose to mobile games at the age of 6-12 years old. While there are some exposed in mobile

gaming younger the age of 6 years old and some was exposed late at the age of 15- 20 years old.
From the data received, majority of the students in Masbate National Comprehensive

High School plays mobile games. However, there is also small portion of students who didn’t

play mobile games. Most of the respondents asked if they’re playing mobile games and those

who answered yes were asked if how many hours they spend playing mobile games, most of

them spend 0-12 hours per week playing mobile games. There are some spends 24+ hours per

week playing mobile games.

Based on the research some respondents agreed that mobile games can affect their

academic performance. It can distract their academic focus. Mobile games can be the reason of

their failing grades. It has benefits too, like it can help students to relax and some games can

trigger are mind to do a decision. So it can help students in decision-making and problem-

solving.

Finally, it can help the society to prevent those students who have mental illnesses.

Mobile games can help students prevent depressions, anxiety and etc. causes by academic loads.

They can divert their attentions in mobile games and they will not think those problems.
CHAPTER V

Summary, Conclusions and Recommendation

Summary

The researchers have a lot of questions about the effects of mobile games so they decided

to conduct a research entitled “The Effects of Mobile Application Games to Senior High School

Students of Masbate National Comprehensive High School” they stated the things they wanted to

know about this topic and gathering data from the students of Masbate National Comprehensive

High School through using survey questionnaire. They distributed it to the chosen respondents

and collect it right after the respondents answer those questions written in the questionnaire.

After gathering of data researchers interpreted the answer from the respondents and build their

own conclusion from the answer. The conclusion is their base to make the recommendation.

Through this process the questions that troubling in the minds of the researchers are now

answered. Researchers already knew what are “The Effects of Mobile Application Games to

Senior High School Students of Masbate National Comprehensive High School.”

Conclusion
Because of this research the researchers concluded that the students of Masbate National

Comprehensive High School has different assertion and interpretation when it comes to mobile

games. Nowadays mobile games are used for entertainment but it can be use in daily living to

avoid boredom. Other students found mobile games as a useful application that can help students

boost their confidence in public speaking and interacting with others in virtual way or in real life.

Most of the respondents found out that mobile games are not useful application because it can be

a distraction to them. For them mobile games are not important, they can still socialize/interact

with others without playing mobile games. In addition, although mobile games have a lot of

negative effects on someone’s academic performance it can’t stop them from using because it

entertains them a lot. Mobile games can save a person from mental illnesses. Such as depression

and anxiety. Researchers found out that there are a lot of students that are shy in real life but

active in virtual world or in online world. Generally, researchers concluded that the students of

Masbate National Comprehensive High School are not all in favor of playing mobile games and

has different perspective about the importance and effects of it.

Recommendation

The researchers recommend to play mobile games in right manner although almost

everyone has the access in using it but it shouldn’t be the reason to abuse it. Mobile games are

just in there don’t allow it to manipulate you, you should be the one who’s controlling it. The

researchers also suggest that don’t rely everything to mobile games. You should socialize and

interact real person in real world.in terms of academic performance don’t focus on mobile

games, you should work and learn to manage you time so that it can’t control all your time.
Lastly, don’t depend your life in virtual or online world, you should meet real person not from

mobile games but in real world. Communication with them can help you boost your self-esteem.

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