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Lived Experiences of Mobile Legends Players

This document provides background information on Mobile Legends, a popular multiplayer online battle arena game. It discusses key aspects of the game such as different ranks, popularity in various countries like the Philippines, and advantages/disadvantages of playing. The study aims to understand the lived experiences of Mobile Legends players at Sum-ag National High School. It focuses on players' behaviors, emotions, challenges and satisfaction gained from playing the game as well as impacts on academic performance. The theoretical framework shows factors that influence players' experiences.

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john earl cosio
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0% found this document useful (0 votes)
3K views12 pages

Lived Experiences of Mobile Legends Players

This document provides background information on Mobile Legends, a popular multiplayer online battle arena game. It discusses key aspects of the game such as different ranks, popularity in various countries like the Philippines, and advantages/disadvantages of playing. The study aims to understand the lived experiences of Mobile Legends players at Sum-ag National High School. It focuses on players' behaviors, emotions, challenges and satisfaction gained from playing the game as well as impacts on academic performance. The theoretical framework shows factors that influence players' experiences.

Uploaded by

john earl cosio
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
  • Chapter 1: Introduction
  • Theoretical Framework
  • Significance of the Study
  • Scope and Limitation
  • Definition of Terms
  • Chapter 2: Review of Related Literature
  • Chapter 3: Research Methodology
  • References

Lived Experiences of Mobile Legends Players

A Qualitative Research Presented to


The faculty and staff of Sum-ag National High School – Senior High

In Partial Fulfillment of the Subject


Practical Research 1

Presented
Eupalao, May Ann M.
Garcia, Yonel J.
Loquinario, Kenjay S.
Obatay, Charlie Joshua O.
Quiambao, Joana Grace B.
Relota, Marvin John L.

Grade 11 – General Academic Strand (GAS)


School Year 2022-2023
CHAPTER 1
INTRODUCTION

Background of the Study


Mobile Legends (ML) is a multiplayer online battle arena (MOBA) for iOS
and Android devices, developed and published by Shanghai Moonton Technology, a
game development company based in Kuala Lumpur, Malaysia. The game was
launched in 2016 (Chua 2019). Mobile Legends: Bang Bang, commonly known
as ML or MLBB is a game designed for mobile phones. The game is free-to-play and
is only selectable character, called a hero, with unique abilities and traits (Rossel
2021). There are 8 tiers of ML ranks – Warrior, Elite, Master, Grandmaster, Epic,
Legend, Mythic, and Mythical Glory. Mythical Glory rank is the most prestigious
rank and only a few players could reach the rank (Rossel 2023).
Although the number of Mobile Legends players in the USA cannot compete
with that in the Asian region, the game's launch and overall run in the USA are still
commendable; they were able to keep and increase their player base throughout the
years. The game is poised for even more success as it enters the esports arena in the
USA with the NACT and NACC tournaments. USA players better be on the lookout,
as their shot to be a pro is getting even closer (Bam 2022).
The emergence of MLBB e-sports in Southeast Asia reflects the growing
interest in competitive mobile gaming on a global scale and its influence on the
regional and international gaming ecosystems. The sustainable development of
mobile gaming delivers accessibility, establishing it as the most lucrative area of the
gaming market, generating approximately 57% of the worldwide video game revenue
in 2020. With mobile gaming becoming a mainstream phenomenon, the societal and
cultural impact of MLBB e-sports has become similar to traditional e-sports due to its
competitive nature and has continuously increasing viewership. (Veiga 2022)
In the Philippines, Mobile Legends is also the most grossing free online game
to download, and it is recognized that Mobile Legends is popular among Filipinos
and that we are one of the top countries to play the game (Banzuela 2022).
The Philippines has established a prominent presence in the world of Mobile
Legends, featuring a player base that exceeds 23 million. The country is renowned for
its highly skilled and committed players and teams, which thrive in an environment
that nurtures a gaming culture and strategic thinking. The Philippines hosts its own
national league that focuses on Mobile Legends, providing further opportunities for
the country's top players to compete on a national stage (Atonibai 2023). SMX
Manila, a convention center at the Mall of Asia Complex in Pasay City, is where the
most Mobile Legends venues are being held: the Bang Bang professional league, or
MPL, which is inviting teams to play like Aether Main, BrenEsports, EVOS PH,
EXECRATION, Cignal Ultra, ArchAngel, etc. (Banzuela 2022).
When people say games have nothing to contribute to a player's life, they
honestly believe they’re wrong. To rise through the ranks—just like in life—he or she
needs to deal with people, no matter how much he or she hates it. If they know how
to lead, follow, and go with the flow, they’ll succeed. Mobile Legends taught them
that it can’t always be just themselves. To succeed in this world (and in team fights),
they need to work and band together. One man’s failure is everyone’s failure, and one
man’s success is everyone’s success. They just need to fight and bring each other up
to victory. The advantages of playing ML are the following: Convenience, Variety,
Affordability, Social Connection and Brain Training. While, the disadvantages are the
following: Addiction, Cost, Distraction, Cyberbullying and Decreased Physical
Activity.
The purpose of the study is to expose the fundamental truth about the
experiences of the learners who are enthusiasts of Mobile Legends and how they can
be affected by their academic performances.

 
Statement of the Problem
This study explores the lived experiences of mobile legends player. This specifically
answer:
1. What are the lived experiences of mobile legends players?
Theoretical Framework

Figure 1: Diagram showing the variables of the study

The theoretical framework showed the lived experiences of Mobile Legends players
at Sum-ag National High School (Senior High), Grade 11 TVL-Agriculture students, and their
mediating factors. It offers a graphic representation of the study’s main points and serves as a
manual for understanding the research process.

The theoretical framework shows that playing Mobile Legends has both mediated and
direct effects on lived experiences. These experiences are influenced by behavior, and the
mediating factors can help them maintain the Mobile Legends addiction. The framework
makes assumptions that will reveal important information about how Grade 11 TVL-
Agriculture students deal with playing Mobile Legend.
Significance of the Study

This would be significant to the following:

Students. It will help the students to know their limitations when it comes in playing
mobile legends.

Parents. This research will be an essential; tool for them to be fully aware of their
child’s excessive use of gadgets such as playing mobile legends and to be informed on how to
limit their child.

Teachers. This research will aid their questions and curiosity on why some of their
students are not be able to focus in the class, and the ways they can help to inform the
students about playing mobile legends.

Future Researchers. The study was reserved as the future reference of the
researchers with the same study or system.
Scope and Limitation

This study focuses on the lived experiences of Grade 11 TVL-Agriculture students of


Sum-ag National High School, Senior High, who are avid players of Mobile Legends. It aims
to explore the personal experiences, behaviors, emotions, challenges, and satisfaction that
individuals encounter while playing Mobile Legends. This can encompass their motivations
for playing, their gameplay experiences, social interactions within the game, learning
outcomes, challenges encountered, strategies employed, and the impact of the game on their
overall well-being and academic performance. However, it is important to acknowledge the
limitations of this study.

The sample size may also be limited due to logistical constraints. This study only
focuses on Mobile Legends players and may capture their lived experiences. The study does
not provide any interventions or treatments for players but focuses only on understanding the
players' experiences.
Definition of Terms

Arena – an enclosed area used for public entertainment. Arena is a 1v1 (1 versus 1)
tower rush game and the goal is to destroy the enemy’s little commander.

Elite – this is where you’ll start losing stars if you lose.

Epic – a player can start playing in matches in Draft Mode where he or she will take
turns banning and choosing heroes.

Grandmaster – in this rank, things will start to get difficult as a player will be now
matched with experienced players who is familiar with the game.

Legend – is the second highest rank that a player can achieve in ml.

Master – some players are stuck in this rank mainly because players more focused on
themselves and doesn’t care about their teammates.

Mythic – this is the highest rank that a player can only achieve in the game.

Mythical Glory - is the most prestigious rank and only a few players could reach the
rank

Prestigious – refers to the reputation or esteem associated with one’s position in


society. A person can be given status based on their own accomplishments, which is known as
accomplished status, or they can be given status based on their inherited position, which is
known as assigned status, in the hierarchy.

Thrive – to do well in a particular kind of situation. Even if you are giving all of your
carry hero’s experience points and gold, thriving still allows you to level up and get riches.
Every assist will result in more gold for you.

Victory – an act of defeating an enemy or opponent in a battle, game, or other


competition. If you get a victory in ranked, then their stars or points increase and also the
MMR or Match Making Rate of the hero you are using.

Warrior – is the rank that you will have once you reached level 8.
Chapter 2

REVIEW OF RELATED LITERATURE

This chapter discussed the review of related literature and studies that would
strengthen the researcher’s study and further support theories and studies made by previous
researchers.

Local Study

As stated by Gwen Katrice A. Emano in the article "Is Mobile Legends Good?""
Mobile Legends has positive and negative effects. Positive effects include improving brain
functions and educating children. Negative effects include distraction while performing
another important activity, affecting social interaction, sleep problems, and loss of
productivity. The negative effects can be avoided by the child; parents should guide them well
and make a schedule for their games. Parents can set up a time for their mobile games and
family outdoors. Through that activity, the child's interaction with their mobile games can be
avoided or lessened.

The amount of time spent on playing mobile games, specifically at home and the
commonly played online mobile games at school, can affect their academic performance" (De
Los Santos et al., 2020), titled "Mobile Games and Academic Performance of University
Students". According to them, by giving serious intervention, students may improve or
strengthen their academic performance and also address the problem. Furthermore, by
informing the guardians of the students about the effects of playing mobile games, they will
have proper guidance.

The study sought by Garcia (2020) found out that the student who became addicted to
Mobile Legends: Bang Bang may end up having poor academic performance. When students
devote much time to this, they tend to forget to do their school activities. This will lead to a
low grade and sometimes a failing grade. Moreover, a student can tend to suffer from
worsening learning abilities and concentration problems.

Foreign Study

In the study titled "The Impact of Mobile Legends Games on Student Learning
Motivation" (Rochmayanti et al., 2021), as stated by them, Mobile Legends has run into
contrasting levels of addiction according to the intensity of playing time. According to this
study, the category of time intensity from time to time has a total playing time of less than one
hour, with the impact of having a decrease in learning motivation. A child who is addicted to
Mobile Legends will lose his motivation for learning, and if his motivation for learning is
disturbed, it will also affect his learning performance. Someone who is addicted to online
games requires special handling. Their study confirms that spending too much time playing
Mobile Legends has a negative impact on students' learning motivation and academic
performance.

In a journal article by Mubarak et al. (2022) titled "The Intensity of Playing Mobile
Legends Games with College Student Academic Procrastination," they vowed that the higher
the intensity of playing Mobile Legends, the higher the level of student academic
procrastination that may lead to unsatisfactory grades. As well, if students have a low
intensity of playing Mobile Legends, the lower the academic procrastination, leading to
excellent grades.

A study conducted by Rodica and Talania in 2019 was titled "Effects of Mobile
Legends on the Academic Performance of Senior High School Students at Mount Carmel
School of Maria Aurora, Inc." Out of the 151 respondents, most of them cannot focus on their
studies. However, 145 students replied that even if they are affected, it does not necessarily
mean that they are poorly performing in their studies.
Chapter 3

RESEARCH METHODOLOGY

This chapter discussed the research design in the study, the subject and
respondents, the data-gathering procedure, including the research instrument, its validity and
reliability tests, the method used in processing the data, data analysis, and ethical
consideration.

Research Design

This study is qualitative research where results came from social interactions. This
research aims to find out the lived experiences of Mobile Legends players.
With this objective in mind, the researchers will use a descriptive research design that will be
utilized in analyzing the data that will be gathered through the help of survey questionnaires.
References

Atonibai (28 March 2023) “Top 10 Countries in the World that Dominate Mobile Legends”
https://www.atonibai.com/top-10-countries-in-the-world-that-dominate-mobile-legends/
#:~:text=Legends%20Player%20Base-,1.,creating%20content%20around%20the%20game

Bam, V. (December 21, 2022 at 10:17 AM) “Is Mobile Legends Popular in USA”
https://www.gamersdecide.com/articles/mobile-legends-best-combos

Banzuela, J. (2022-2023). “The effects of mobile legends and academic performance”


https://www.coursehero.com/file/90753143/RESEARCH-Pogidocx/
https://afkgaming.com/mobileesports/guide/a-guide-to-mobile-legends-ranks#:~:text=There
%20are%20a%20total%20of,%2C%20Mythic%2C%20and%20Mythic%20Glory.

Chua, K (24 Nov 2019). "‘Mobile Legends: Bang Bang’: What You Need to Know”
https://www.rappler.com/technology/features/244728-mobile-legends-what-to-know-sea-
games-2019/

Ermano (2019) https://www.sunstar.com.ph/article/1803509/cagayan-de-oro/opinion/is-


mobile-legends-good

Garcia (2020) https://technology.inquirer.net/84298/p2fb-teacher-catches-students-playing-


mobile-legends-during-class-confiscates-phones

Rossel, JD (30 Dec 2021). “What is MPL? A Brief History of Mobile Legends: Bang Bang
Professional League” https://mobile-legends.fandom.com/wiki/Mobile_Legends:_Bang_Bang

Rossel JD (28 Feb 2023) “A Guide to Mobile Legends Ranks”


https://afkgaming.com/mobileesports/guide/a-guide-to-mobile-legends-ranks

Veiga, Manuel-Fernandez (20 Dec 2022). “Determination of Factors Influencing the


Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic:
Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business”
https://www.mdpi.com/2071-1050/15/4/3170

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