0% found this document useful (0 votes)
36 views18 pages

Chapter 2 and 3

This chapter reviews relevant literature and studies on the topic. It discusses both foreign and local literature as well as foreign studies. The literature discusses both the positive and negative effects of mobile games. Positively, video games can improve cognitive performance and skills. However, they can also be addictive and negatively impact social behavior and attention. The studies also acknowledge that mobile online battle arena (MOBA) games are under-researched despite their popularity and influence. MOBA games involve teamwork and strategy between two teams of players.
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
0% found this document useful (0 votes)
36 views18 pages

Chapter 2 and 3

This chapter reviews relevant literature and studies on the topic. It discusses both foreign and local literature as well as foreign studies. The literature discusses both the positive and negative effects of mobile games. Positively, video games can improve cognitive performance and skills. However, they can also be addictive and negatively impact social behavior and attention. The studies also acknowledge that mobile online battle arena (MOBA) games are under-researched despite their popularity and influence. MOBA games involve teamwork and strategy between two teams of players.
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/ 18

15

CHAPTER II:REVIEW OF RELATED LITERATURE AND STUDIES

This chapter highlights some of the relevant literature and

studies relevant to this topic. It contains various sources

that the researcher takes from books, magazines, Internet

and other electronic sources.

FOREIGN LITERATURE

As Gwen Katrice A. Emano stated in the article "Is Mobile

Legends good", Mobile Legends has both positive and negative

effects. Positive effects: Improves children's brain

function and education. Negative effects: Distraction while

performing other important activities, impacting social

interaction, sleep problems, and decreased productivity.

Negative consequences can be avoided by the child himself,

so parents should guide their child well and schedule

games. Parents can arrange time for mobile games and family

play outdoors. This activity may avoid or reduce your

child's interaction with the mobile game.

According to Christopher Benigno in his article "Scientific

research proves video games are good" (2014) published in

American Psychologist titled "The Benefits of Video Games"

According to research, video games can enhance various

cognitive skills, such as spatial awareness. Contrary to


16

conventional wisdom that playing video games is

intellectually lazy and calming, we found that playing these

games promotes a wide range of cognitive skills. This is

particularly true for shooting This is true for video

games,” the study states. The study also states that people

who tend to play shooters "have more precise division of

attention, higher spatial resolution in visual processing,

and improved mental rotation abilities”.

According to (Koueider, 2013), this document can be

downloaded from the Google Play Store. and popular on the

Apple App Store, this is also a popular entertainment

application on Android. This game is considered a free-to-

play mobile MMO strategy video game developed and published

by moontoon. Through this game, players think about how to

destroy the enemy's tower and how to defeat the enemy. It

is also a strategy game as it includes battles with opposing

online players. This means that this application can be

downloaded on your mobile for free and it is also an

entertainment star on Android. This is a strategy game in

which players will think about how best to use their

facilities to plan, defend and destroy the opposing team.


17

According to (Rimington, 2016), Mobile Legend is the world's

largest online game but is underappreciated in video game

studies. Its community is large and multi-sited, but is

known for its competitive and toxic behavior. He said that

the app is one of the popular games in which the level of

opponents Compete online to achieve higher rankings and win

the battle.

Video games are changing the brain, according to C. Shawn

Green, a psychologist at the University of Wisconsin. The

structure of the brain is changed by video games and they

can help release beneficial neurotransmitters which are

capable of creating a brain. In addition, there are a number

of multiplayer games such as DOTA or Defense of the Ancients

and LOL or League of Legends in which cooperation with

others online is needed for success. These games encourage

players to make the most of their individual abilities so

that they can contribute to a team.

LOCAL LITERATURE

In the article "Should students play video games?" from

Diwa.ph, the article states that playing video games can

have a lasting positive impact when it comes to developing

certain skills in students. Video games can impact students


18

in the following areas: Video games can improve students'

cognitive performance. Children develop problem-solving and

communication skills by playing strategy video games because

these games rely on community building to thrive. Video

games also help students relieve stress and teach. about

history and culture, and finally, video games can spark

students' interest in STEM, encouraging them to pursue

careers in fields such as design, animation, or game

development.

According to (Michel, 2016), computer games generally

receive a negative reception from people, especially

parents, because for them, it takes time. Additionally,

reviews and studies have linked video games to video game

addiction, violence, antisocial behavior, and attention

problems, among others. This research is supported by their

analyzes of the often violent content and addictive effects

of these games on the brain.

FOREIGN STUDIES

According to (Marçal et al., 2018) Existing studies

acknowledge the early stage of current research on MOBA

games. “Despite its vast, enthusiast community and influence


19

on contemporary game designers, the MOBA remains under-

explored by academics”. But few games exhibit a greater need

for socially-aware services than this relatively new genre

which brings new ways of collaboration and competition on

the table, gender and cultural challenges and even new

social networks which need to deal with the inherent toxic

behaviour that arises in these contexts.

In essence, MOBA games are a subgenre of real-time strategy

games in which two teams, typically consisting of five

players each, compete against each other with each player

controlling a single character. Contrary to real-time

strategy games, there is no unit or building construction in

a MOBA game, so “much of the strategy revolves around

individual character development and cooperative team play

in combat”.

According to (Michelle, 2021) Video-gaming has become a

popular extracurricular option for students in higher

education. More than 70 percent of undergraduate students

reported they played video-games at some level with heavy-

video-gaming students reporting they invest over 14 hours a

week on games. When extracurricular activities take 14 or

more hours of commitment, students' academic performance is


20

at risk of falling. However, not much is known about the

heavy-video-gaming students, their gaming and study

practices, and whether new technology-enhanced academic

learning supports may meet their needs. A conceptual

framework using study habits and attitudes, academic

performance, and activity theory provided a lens to view the

research. This exploratory study applied a qualitative

virtual ethnography methodology and interviews to

investigate the gaming and study practices of 93 heavy-

video-gaming students. Results indicate five study

organizational approaches the video-gaming participants use

in their study practices. In addition, five types of heavy-

video-gaming students have been explored. More specifically,

the findings unveil the contrast between undergraduate

video-gaming students’ study and gaming practices. For

example, the results indicate that playing games offer the

video gaming students a mental break they feel they need to

take from their university studies, and students play games

as a reward for their study efforts.

According to (Andrew, 2010), more Americans now play video

games than go to the movies. The meteoric rise in popularity

of video games highlights the need for research approaches

that can deepen our scientific understanding of video game


21

engagement. This article advances a theory-based

motivational model for examining and evaluating the ways by

which video game engagement shapes psychological processes

and influences well-being.

According to (Yubo & Xinning, 2020)hese days, eSports gaming

is becoming more and more well-known worldwide and receiving

a lot of attention from several research fields, including

CSCW. The intensely competitive world of eSports gaming is

frequently linked to unfavorable feelings like tension and

worry. Nonetheless, there hasn't been much discussion about

emotion control in eSports gaming. In this work, one of the

biggest eSports games available today, League of Legends,

was the subject of an empirical investigation into how

players experience and control emotions. In order to control

their own emotions as well as the emotions of their

teammates and opponents, players employ four emotive factors

and emotion regulation techniques. We also discuss their use

of emotion regulation in emotional leadership and emotional

self-care. Expanding on these results, we talk about how the

competitive eSports gaming environment

According to (Hafidha et al.,2022), although group identity

and its implications have been studied extensively in a


22

variety of contexts using Social Identity Theory (SIT),

digital gaming has received less attention from SIT's

applicability. The paper investigates the social identity

construction process of the video game Mobile Legends Bang

Bang, using observational data linked to gaming identities

in the context of digital gaming. In this study, the data

analysis was guided by a qualitative approach. Additionally,

five participants who are players of Mobile Legends Bang

Bang were interviewed for this study, and online

questionnaires were used to collect data. According to the

analysis, Mobile Legends Bang-Bang has helped create new

kinds of cultural activity while also constructing social

identity that is connected to elements of virtual

communities and social networks that already exist.

LOCAL STUDIES

According to (Ricky et al., 2023) Mobile Legends was found

to be the most popular game among the respondents. The

majority of students spent 1-2 hours playing online games

per day and incurred costs associated with gaming. However,

most respondents believed that their gaming activities did

not significantly hinder their ability to perform tasks in

school or at home. The effects of online games on academic


23

performance were perceived positively by the respondents.

They believed that online gaming had a positive impact on

test scores, overall grades, submission of school

activities, time in studying, concentration in studies,

participation in learning activities, interaction with

people, interest in class discussions, willingness to go to

school, and interest in school activities.

According to (Ardvin, 2023), the rise of mobile games during

the COVID-19 pandemic era was evident, especially in Asia.

One of the most popular online mobile games that has been

evident across the world due to its live worldwide

competition is “Mobile Legends: Bang Bang” (MLBB). This

study aimed to determine factors influencing the behavioral

intention to play MLBB by utilizing the integrated model of

UTAUT2 and System Usability Scale (SUS). A total of 507 MLBB

players voluntarily answered an online questionnaire that

consisted of 69 items. Through convenience sampling, the

online survey was collected from November 2021–January 2022

from different social media platforms. Several factors such

as hedonic motivation, effort expectancy, performance

expectancy, perceived usefulness, security, perceived

usability, facilitating conditions, social influence, habit,

behavioral intention, and SUS were considered in this study.


24

Using Structural Equation Modeling (SEM), results showed

that habit was the most significant factor in behavioral

intention, followed by perceived usability, facilitating

conditions, social influence, and hedonic motivation. In

addition, it was evident from the results that when the

mobile application is free and resources are available, then

continuous patronage of the mobile application will be

considered. In-game resources may be capitalized on by

developers after gaining these habits and hedonic

motivations among users. This is the first study that

evaluated MLBB by utilizing the integrated models of UTAUT2

and SUS during the COVID-19 pandemic. The results of this

study could be beneficial for developers to entice users for

team play and entertainment-based mobile applications.

Finally, the model considered may be extended and applied to

other mobile applications worldwide.

According to (Manuel & Rodell, 2023)

compared to other scientific fields, the influence of

digital games on chemistry education has garnered relatively

less attention. Because of this research gap, there is a

lack of knowledge regarding how to create mobile chemistry

games (MCG) that are different from non-science mobile

learning games (MLG). Using a mixed-methods research design,


25

this study intends to investigate students' attitudes toward

MCG and get their feedback on the game's elements. 698

students from urban universities participated, offering a

variety of viewpoints. They were divided into cohorts based

on their academic majors: technology, chemistry, and

education. The findings showed that MLG and MCG had

significantly different gaming experiences, especially in

terms of relatedness and competence. The educational

background of students had a major impact on their

confidence and level of leisure. It's concerning that

students seemed to have a bad opinion of MCG.

According to (Shealtielle et al., 2022), one of the most in-

demand and divisive of these new games that allow players to

collect tradeable crypto currencies is the Axie Infinity.

Non-employed, along with the students, are finding it

difficult to find stable employment since this pandemic

brought many setbacks to employed and more particularly to

unemployed students. This study explores the lived

experiences, challenges, and coping mechanisms of Axie

Infinity Players amidst the pandemic. The study employed the

Interpretative Phenomenological Analysis with 20

participants. The following conclusions were drawn based on

the study's findings:(1) For the most part, playing Axie


26

Infinity is not as easy as it looks.(2) Most of the Axie

Infinity players are students and it takes a lot of their

time playing Axie Infinity that most of their time

CHAPTER III: RESEARCH METHODOLOGY

A clearly defined and strictly used methodology is essential

to the success of any research project because it provides

the groundwork for empirical inquiry and the discovery of

significant insights. This section presents the

methodological framework that we used in our investigation,

offering an open and organized description of the

techniques, instruments, and analytical methods that were

applied. This approach acts as a road map for the reader,

taking them through the nuances of participant selection,

data collecting, and analysis methods used to guarantee the

validity and consistency of our conclusions. Through a

thorough description of the research design, sample

techniques, data collection tools, and analytical processes,

we hope to provide a thorough comprehension of the

methodical processes that support our study. This openness

not only raises our study's credibility, additionally makes

it easier for other researchers to replicate our approaches,


27

which advances knowledge cumulatively in our respective

fields.

RESEARCH DESIGN

A combined study methodology that incorporates qualitative

and quantitative methodologies will be utilized in order to

thoroughly investigate the complex relationship between the

social dynamics of Mobile Legends and the psychological

effects that the game has on its players. This hybrid

approach acknowledges the complexity of the problem at hand

and the necessity to explore the subtle qualitative

components of user experiences in the gaming environment in

addition to quantifying observable behavioral patterns.

In order to gather the individualized experiences, driving

forces, and interpersonal relationships of players submerged

in the Mobile Legends universe, the qualitative portion of

this research will make use of focus groups, interviews, or

anthropological observations. The goal of this qualitative

investigation is to identify the psychosocial mechanisms

that underlie emotional reactions, social interactions, and

identity building in the gaming community.


28

In order to collect information on quantifiable factors such

as player psychological well-being indicators, in-game

interactions, and gaming length, questionnaires or

structured observations will be used in tandem with the

quantitative component. This quantitative arm seeks to

measure the prevalence and potential influence of Mobile

Legends on users' psychological states and social dynamics

by elucidating associations and trends through statistical

studies, correlations, and maybe experimental designs.

The amalgamation of qualitative narratives and quantitative

data facilitates a thorough comprehension, augmenting our

investigation beyond mere statistical correlations to reveal

the latent stories, incentives, and intricacies that support

the social and psychological aspects of Mobile Legends. This

mixed study approach seeks to offer a comprehensive

viewpoint, producing deeper findings that greatly advance

the continuing discussion about the effects of gaming on

people's mental health and social behaviors.

POPULATION AND SAMPLING TECHNIQUE

Respondents of the study


29

The participants of this study consist of the selected STEM


students playing Mobile Legends within the area of ACLC-Naga

Table 1 below shows the distribution of the population used


in this study

Table 1. Population of the study

The participants of this study are the stem students of

ACLC-NAGA to be represented by 25 (50%) selected grade 11

STEM students, and also 25 (50%) selected,grade 12 STEM

students which are randomly selected.

RESEARCH LOCALE

This research focuses on exploring the social dynamics and

psychological effects of Mobile Legends gameplay among

students at ACLC Naga. The locale for this study is the


30

vibrant campus of ACLC Naga, where students actively engage

in the popular mobile gaming phenomenon, Mobile Legends. By

examining the gaming habits and interactions within this

specific community, the research aims to provide insights

into how the gameplay influences social relationships and

psychological well-being among ACLC Naga students. The

unique context of the ACLC Naga campus offers a valuable

opportunity to understand the intricate interplay between

Mobile Legends and the lives of the student population,

shedding light on the broader implications of mobile gaming

in educational settings.

DATA GATHERING PROCEDURE

Prior to the start of the observation and interview stages,

participants in the research were kindly asked to sign a

consent letter indicating their agreement to participate in

the study. In order to enable participants to make an

informed decision about participating in the research, it

was imperative that they be fully informed about the nature

of the study, its objectives, and any potential

ramifications.

Additionally, educators meticulously validated the questions

used in the study. During this crucial stage, these experts


31

conducted a thorough assessment to verify the validity,

precision, and suitability of the inquiries in relation to

the research. The comprehensive validation procedure sought

to confirm that the questionnaires accurately assessed the

targeted characteristics and were appropriate for the

individuals taking part.

RESEARCH INSTRUMENT

Survey questionnaires and observations are the main tools

used in this research project to obtain data. Within the

context of the study, these methodological decisions are

crucial since they are vital resources for deciphering the

many ways in which Mobile Legends affect human psychological

behavior. The carefully crafted survey questionnaires allow

for the methodical collection of both quantitative and

qualitative data, offering an organized way to explore

participants' opinions, attitudes, and experiences regarding

their involvement with the mobile gaming industry.

The observational component of the study adds a qualitative

element to the survey questions by enabling an in-depth

analysis of human behaviors and interactions within the

context of Mobile Legends usage. Observations provide a

detailed insight of the dynamics at work by illuminating


32

social interactions, behavioral patterns, and psychological

reactions seen throughout gaming sessions.

You might also like