Research Title:
EFFECTS OF THE MOBILE LEGENDS TO THE BEHAVIOR AND HEALTH OF
SENIOR HIGH SCHOOL STUDENTS
CHAPTER I
THE PROBLEM AND ITS BACKGROUND
INTRODUCTION:
A Mobile Game is a game played on a feature phone, smartphones/tablet, smartwatch, PDA,
portable media player or graphing calculator.A tetris variation on the hagenuk mt-2000 gadget
from 1994 was the first known game on a mobile phone. While mobile legends it can played in
PC or smartphones
Mobile Games are mainly dowloaded through app stores and mobile operator websites
nowadays, although they are also preloaded in handled devices by the OEM or mobile operator
when purchased, via infrared connection, bluetooth, memory card or side loaded into the hanset
with a cable in some situations.
While it premise is interesting enough , what keeps players glued to their mobile devices?
Players not only have to get used to a new interface, but they're also introduced to new heroes as
part of the mosst recent ML update.
As a recent study from Gwen Katrice A. Emano , ascited in Bugo NHS explain that Shanghai
Moontoon technologies created and published Mobile Legends ; Bang Bang , a multi-player
online fighthing arena smartphone game. The sport has grown in popularity in Southeast Asia ,
and it could be a medal event in the Southeast Asian Games in 2019.
This is a popular game that is played by many people all over the world. You can also form a
team and complete in tournaments to win all of the prizes.
In the philippines , Mobile Legends is the most used mobile games. There is no denying that it is
one of the most increasingly popular games in Asia and the rest of the globe. In 2020, MLBB
had over, billion game downloads, with over 100 million registered users and 25 million monthly
active users. With all of this time spent, users are able to converse, share knowledge, and
develop a self image in online world. There is a complied of reasons why people played Mobile
Legends, one of reason is the fact that people played for unwiding, achievement, competition,
social, action and creativity this is according to new's report.
Playing Mobile Legends, according to some research is beneficial. It enables the mind of the
players to be more active. It helps the player to come up with decisions in tight situations,
especially those fights that keep the players to be alert and strategic. Playing these types of
games make the player experienced different feelings because it is as if the player is really the
one taking the challenges.
When you hear about the consequences of mobile games (ML),the first thing that comes to your
mind is the negative ones like the fact that they are causing addiction, both interms of behavior
and health we are surrounded by folks who would rather spend time alone with their phones than
strike up a conversation with a stronger or spend meaningful time with their friends and relatives.
And smartphone game are consuming an increasing amount of our time each day. But consider
this;playing mobile game has a favorable impact on players, particularly in the case of mobile
legends, As a result, the research as devised this study to demonstrate that mobile games
(MOBILE LEGEND)have an impact on the behavior and healthy of students in SHS.
In Magsico National High School playing online games are rampant, such as playing ML which
is commonly played by most students in MNHS. Since he released of mobile legends,many of
the students were into this game; Because of this we observed that this affects their attention on
playing ML rather than doing their responsibilities. This has something to do with their behavior
and health.
STATEMENT OF THE PROBLEM
The goal of this study was to learn more about the effect of playing mobile legends to the
behavior and health in grafe 12 students at Magsico National High School, specifically to
address the following questions.
1.What is the profile of the students in terms of;
a.Name
b.Gender
c.Strand
2.What are the disadvantages and advantages of playing ML to the SHS students in terms of
a.Behavior
b.Health
3. In terms of the average time spent playing this game, how many sessions does a player spend
playing mobile legends?
SCOPE AND LIMITATIONS
This study aims to know the effects of mobile games (ML)to the behavior and health of
SHS students. This study is limited only to the players of mobile games (Mobile Legends)in SHS
department. The respondents will be all SHS students from Magsico National High School in
SHS students.
SIGNIFICANCE OF THE STUDY
In this section, the researchers expressed the value or importance of the research study and
this where the significant contribution of the result was enumerated. This researh study will
beneficial to tje following MOBILE LEGENDS PLAYERS
The result of this study will help the ML players to know that there is a effects of playing
mobile games (ML) in their health and behavior.
STUDENTS
The result of this study can give them an ideas and information about the effects of
mobile games (ML)to the behavior and health aside from negative effects.
FUTURE RESEARCHERS
The result of the study will be serving as a guide of other researchers who would embark
conduct of similar nature.
DEFINITION OF TERMS
Mobile Games - Are games designed for mobile devices , such as smartphones, feature phones ,
pocket PC's, personal digital assistants PDA, tablets PCs and portable media players.
CHAPTER II
REVIEW RELATED LITERATURE AND STUDIES
This chapter discusses the various litereture
and studies that are relevant to the currrent study. This encompasses both foreign and domestic
literature, as well as local and international studies. This study represent several investigation
conducted by other researchers,as well as additional reading resources, and may be similar to or
closely linked to other studies.
LITERATURE-Written works,particularly those regarded has having superior or long-lastic
artistic worth.
STUDIES-Studies inquires,or investigation that have already been undertaken and are linked to
or similar to the current proposed study.
According to Gwen Katrice A. Emano. Mobile Legend has both positive and negative impact,
from the article "Is Mobile Legend Good?". Positive effects include improved brain function and
child education. Distraction when performing another crucial activity, impacting social
interaction, sleep problems, and productivity loss are all negative outcomes. The negative
consequences can be prevented if parent provide good guidance and create a routine for their
children's games. Parent can schedule time for their family to play their mobile game can be
avoided or reduced with this exercise or activity
According to Piwa. Ph. "Should Student't be allowed to play video games?". In the article,
playing video games can have a long term favorable impact on pupils ability to learn particular
abilities. Students can benefit from video games in the following ways video games can boost
students cognitive activities. Playing strategic video games improves problem solving and
communicating abilities because those games rely on community building to progress. Video
games can also help kids cope with stress teach them about history and culture, and finally,video
games can encourage students to pursue profesion in SYEM sectors such as design, animation or
game creation.
According to Michel T. Viluan's article "Bane or boon:computer games and academic
performance" (2016),computer games are viewed negatively by people, particularly parent,
because they are perceived as wastes of time. Furthermore, critics and studies have linked
computer gaming to video game addiction, violence, anti-social behavior, and attention
problems, among other things. These studies are backed up by analyses of the usually vident
content and the additive nature of the games.
Academic achievement may be inversely associated to overall time spent playing video
games this founded in the study of gentile, lynch and walsh in 2004. According to the studies, the
more time a child spends playing video games, the worse his academic performance. Also
according to a research conducted by argos University's Minnesota shcool of professional
Psychology, video Game addicts quarrel frequently with their teachers, fights frequently with
their friends and receive lower marks.
LOCAL STUDIES
In the Philippines society, playing games is an important of growing up. Some of them are
difficult. Some are physically challenging, while others are physiologically stimulating.
However, we play recreations as a gathering or a group, and recreations teach us sportsmanship.
Mobile applications are more beneficial and to use in this generation than the traditional things
utilized by previous generations. Many developers produce Moble applications concerning these
items, just like the calculator, clock and camera, to make it easier or to have everything in one
mobile gadget. Information is also easy to access with mobile applications because users simply
click the mobile application and the information is presented rather than using books,
newspapers, and magazines.
Local literature and studies from what Gomez(2019), a student in PAX High School, as well
as a reseacher in thise paper, has seen Mobile Legends have proven to be a popular post time for
students and even teachers a like. The issues arises when the game becomes more than a simply
enjoyable past-time. Mobile legend is mobile video game with elements of collaboration,
competition, success, defeat, motivational exist. This may be why it is currently popular, but here
in lies the problem if a mobile game is prioritized over studies or even basic needs, as some
extreme cases may tend to do, what should be the proper guidelines in playing what should be a
simple game? If I had to judged solely on what I've seen, I'd say that in the present, Mobile
Legends should only be a past-time not a place to put your money in, and de finitely not
replacement for real-life victories and success.
Traditional Filipino games are more difficult to learn than mobile applications. Traditional
Filipino games are played manually in the street. On mobile devices mobile applications are
played or used. The application reacts or function based on the users action when they touch the
screen of their handled game consoles.
Android is an operating system for smart phones, tablets and laptops from the Google-
sponsored open hamdset Alliance. Android is the most popular smartphone platform worldwide,
with a large range of models to pick from. Android is a linur operating system, and Android apps
are written in java. Users can get apps via the Google play store, Amazons app store, and other
online sources.
In the Philippines, Android is the most prevalent mobile operating system. Android users
make up a significant share of the Philippines population. Multi-tasking easy notification, easy
access to hundreds of applications via Google Play Stores, phones actions are numerous, can
install a modified ROM, widget, and Google Maniac are all advantages of Android.
Mobile games are games designed for mobile devices such as cell phones, highlight phones
pocket PC's indivedual computerized partners, tablet PC's and portable media players. Portable
apps or ver applications, according to Viswanathan(2016),are applications designed for small-
screen devices such as cellphones, cellphones, PDA's and so on. Portable via app stores or the
internet.
Foreign literatures and studies of Janice Leung (2006) stated that social mobile games will
thrive in specialize markets, such as the Myspace generation (or simply put, teens) who are
already familiar with the concept of visual social networking. However, this once again
highlights the fact that consumers are dynamic in their engagement with Mobile technologies,
and that their own lives. The same can be said about the popularity of games, with an increasing
number of individuals being acquainted with and integrated with the principles of digital
socializing. This permits the game to be more successful than it otherwise would have been due
to the populations constant adaption.
Furthermore, Krassie Petrova PhD (2006) stated that a mobile commerce (mCommerce)
application that is delivered as a paid service is mobile gaming. The revenue stream may also be
shared 9 with other corporate entities engaged, such as mobile network infrastructure suppliers,
suppliers, mobile content producers and publishers, portal aggregators, and retailers", this puts
the reality of digital entertainment into perspective. First and foremost, it is a business Mobile
Legends is a use to grab your money in exchange for in-game cosmetic and polential
enhancement to your overall experience. This is why it's so profitable to make video games
addictive and accessible, since once you're hooked, its difficult to get out.
According to Simon Tan (2009), the game was created as a cooperative effort. Indeed, the
competitive feature of the game were stressed, with the youngsters being encouraged to complete
each round as quickly as possible in order to maintain a high score. As a result, the children were
extremely competitive while playing the game, focusing solesly on their individual scores and
failing to recognize that they were part of a group.
This was a game created by the researcher, yet they still failed to create a primarily
collaboration game, means that even if the developers intention was to create a collaboration -
intensive game, the competitive nature of humanity will eventually two groups, it frequently
become a game between ten people, with everyone condemning one another for mistakes and
praising one self for accomplishment.
CHAPTER III
RESEARCH METHODOLOGY
RESEARCH DESIGN
The approach that was employed in the study is described in this chapter. This chapter goes
through the research design, data sources, instrumentation and data collecting, and data analysis
technique in detail.
Because the study contains aspects that may affect students behavior and health, the
descriptive research approach was chosen. Descriptive research design is a scientific strategy for
more monitoring and describing a subject's behavior without altering it in any way. This research
design aided the researcher in collecting and analyzing the responses of responses of respondents
to the researchers checklist as well as obtaining their thoughts, opinions, and perceptions on the
subject.
Data collection and tabulation i included aspects that descrupted the meaning or relevance of
what was being described. As a result measurement, classification, interpretation, and evaluation
were frequently combined with descriptionn. .
Research instruments
The researchers made use of a single set of a self-structured survey questionnaire in which the
items were close-ended. The questionnaire was comprise of the following part:.
Part 1 deals with the profile of the respondents such as age,
Part 2 asked the questions on the respondents gaming profile in terms of their number of hours
spent of playing online mobile games at home and school, online games commonly played at
home and school, and reason for playing online mobile games. Respondents were asked to rate
their attitude towards online mobile games using a 5 point likest scale ranging from strongly
disagree (1) to strongly agree (S). The research instrument underwent ralidation, item analysis,
and reliability tasts.
Part 3 of the questionnaire was measured its realibility or internal consistency using the
Cronbach alpha coefficient and Composite reliabilit. Oh the other hand, its validity was checked
applying the methods converging validity. Moreover, the study ensured appropriate
considerations were followed before during and after data collection.
ENVIRONMENT
This study shows that when a person plays games, he can become more apathetic and minimize
interaction and communication with the social environment around him.
This research shows that when a person plays games, he can become more apathetic and
minimize interaction and communication with the social environment around him. Mobile
Legend has damaged an individual's socio-cultural awareness and communicative sensitivity in
society. All users also become more active and narcissistic in creating multiple identities that
exist in the virtual world. So this research shows that online games in creating virtual reality
have both positive and negative impacts on the players. Because of its avatar, communication
function, and buying and selling of online characters all in one app, Mobile Legend has piqued
Indonesian attention. The evolution of online games from PC to Smartphone makes it easier for
gamers to play games anywhere and anytime. They can easily spend up to six hours per day
hunting for internet network access. Researchers use determinism theory to answer this
phenomenon.
Mobile Legends: Bang Bang initially had 10 selectable characters, referred to as "Heroes", upon
its release in 2016. It later grew to 70 by November 2018, and as of December 2021, 112 heroes
are in the live server.
Data Gatherings
This research shows that when a person plays games, he can become more apathetic and
minimize interaction and communication with the social environment around him. Technology
like Mobile Legend has eroded the socio- cultural side and communication sensitivity of an
individual in society.