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CHAPTER 1 2 3 Effect of Online Mobile Games

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CHAPTER 1 2 3 Effect of Online Mobile Games

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1234cyrius
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1

THE EFFECT OF ONLINE MOBILE GAMES ON THE

ACADEMIC PERFORMANCE OF SENIOR HIGH SCHOOL (SHS)

TECHNICAL VOCATIONAL LIVELIHOOD - INFORMATION

COMMUNICATION TECHNOLOGY (TVL-ICT) STUDENTS

AT JOSE V. YAP NATIONAL HIGH SCHOOL

_________________________

A Research Paper presented to the

Senior High School Department

Jose V. Yap National High School

San Miguel, Tarlac

_________________________

Marky Gian David

Cyrius Gonzales

Cristian Joe Digol

Shaun Elmer Gueco

Andre Dave Sanchez

2024
2

Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

In the present world, the majority of students always carry one or two phones.

Students benefit from the portability of a mobile device because they can use it for

social media, gaming, watching movies, online classes, and recreational purposes.

This is why it's concerning that more and more pupils are becoming addicted to

mobile and internet gaming (Cornillez, Jr., 2022). According to a survey conducted by

Rakuten Insight in April 2022, conducted a poll in which eighty percent of Filipino

respondents admitted to playing internet games. The majority of online gamers played

every day, according to the same survey (Statista Research Department, 2022).

Video games that are played online and need a consistent, fast internet

connection are known as online mobile games, or OMGs. The quality of online

mobile gaming is also influenced by the hardware in smartphones and other mobile

devices. In a multiplayer game, users are placed in virtual worlds against each other

based on their current skill levels. (Santos Naval et al., 2022).

Academic achievement is nearly always negatively correlated with online

mobile gaming. They have a big influence on how engaged kids are in the classroom.

Clash of Clans, Clash Royale, and Mobile Legends are a few of these online mobile

games. (2019, Canarias). Jr. Cornillez et al. assert that participating in internet mobile

gaming by students is the best experience possible. Every period, they get so

engrossed in it that they lose sight of the fact that this technology could affect kids'

academic performance if they handle it incorrectly in terms of how they feel about

using their phones to play online games. Noplag (2017) added that playing online

games for extended periods of time can negatively impact performance. Unlike Ericka
3

Canarias's (2019) research, mobile gaming also advances kids' cognitive abilities,

enabling them to adapt this activity to the learning process in the classroom and solve

difficulties. Depending on the kind of games they want to play, online games may

have a favorable effect on college students (Noplag, 2017). One of the popular leisure

activities that many people engage in is online gaming. Some claim that there are

several benefits to playing video games, including stress relief, competitiveness and

challenge, enjoyment, social contact, and even mental escape from the outside world.

(Dennis 2018). Empirical studies on gaming have demonstrated that educational

games can enhance memory retention and the capacity to apply acquired knowledge

to other fields. The reason instructional games are appealing is that they provide

prolonged involvement, clear and consistent goals, and a straightforward and

innovative way to provide high-level motivation. By helping with content

organization and retention, gaming can be viewed as a rehearsal technique in the

context of education (Dwyer & Dwyer, 2000; Orbach, 2001).

According to Freeman (2008), Kuss and Griffiths (2012), Blinka and Mikuška

(2014), Xu et al. (2017), playing online games can seriously harm a student's

academic performance, social interaction, physical and mental health, and ultimately

result in the tragedy of online game addiction. This is why educators criticize online

games. According to Lopez-Fernandez (2018), online game addiction is one of the

most dangerous behavioral addictions. It can lead to a number of mental and physical

health issues, including anxiety, sadness, and poor sleep, as well as even mortality

(Ferguson et al., 2011; Kuss and Griffiths, 2012; Wei et al., 2012).

Parents' limitations or bans on the amount of time spent on the Internet or in

other ways affect a lot of teenagers who enjoy playing online games. For instance, in
4

a study involving 2,021 teenagers, those who were excessively dependent on internet

gaming had parental restrictions 1.9 times more often than other teenagers (Wu et al.,

2016). Online games like Mobile Legends: Bang Bang, according to Jana (2020),

assist kids in developing their problem-solving abilities. To win a game, the player

needs to understand its strategy. It makes their minds more active and facilitates the

ability to make decisions in pressure-filled circumstances. Time constraints are

common, which helps people become faster and more adept at making decisions.

Research has indicated that engaging in online games like Mobile Legends: Bang

Bang can help boost students' creativity. Numerous Filipino pupils are impacted by

online games in various ways. Long-term internet gaming can have an impact on a

student's academic performance, claims Jana (2020). Research has indicated that an

increased duration of screen usage is linked to a decrease in academic achievement.

According to a survey, 23% of light users outperformed 47% of heavy online gamers

in terms of grades. Nonetheless, some research claims that it fosters students' critical

thinking and creativity. Players are ready to make quick decisions thanks to the action

in online games. In addition, they require close supervision to handle unforeseen

modifications in the game. Students' learning happens inadvertently, according to

Dumrique & Castillo (2019), however improper use of online gaming can also result

in issues like distraction at school. The research showed that it is simple to destroy the

human brain. Thus, engaging in this game has the potential to significantly affect

students' academic achievement. Tumbokon (2020) suggests that there could be a

negative correlation between overall video game playing time and academic

achievement. According to the study, children who play online games excessively

argue with their teachers, fight with their peers frequently, and have lower grades than
5

students who play the games less frequently. A few pupils acknowledged that they

once skipped their assignments in order to play the game.

The effects of playing online games on academic achievement in senior high

school students are being investigated. We conducted a study to see whether their

gaming habits are hurting their academic performance. Whether it is growing worse,

better, or has no influence on academic performance. Some studies claim that it has a

negative impact on academic performance because students are more focused on their

online games than on their studies, while others claim that it has a positive impact on

academic performance because students enjoy playing games to improve their

leadership skills, thinking capability, and mindset. Playing online games taught some

students to focus on what they were doing because they were playing video games.

Statement of the Problem

This study aimed to determine the effects of online games on academic

performance among TVL-ICT students at Jose V. Yap National High School.

Specifically, the study sought to answer the following questions:

1. What is the profile of the respondents in terms of:

1.1. Age

1.2. Sex

2. What is the academic performance of the students?

3. What are types of online mobile games being played by students?

3.1 The number of hour/s spent per day playing online mobile games.
6

3.2 Weekly allowance of students.

3.3 How much money do students spend on mobile games?

4. How do students perceive the effect of online mobile games on their academic

performance?

5. Is the perceived effect of online mobile games on students significant to their

academic performance?

Significance of the Study

The purpose of this research was to provide an overview of the prevalence of

online mobile gaming among students and its impact on academic accomplishment. It

emphasizes concerns about addiction and the negative relationship between online

mobile gaming and academic engagement. This study will benefit the following:

To the School Administrators. Firstly, it provides insights into the factors that

contribute to student academic success, which can inform decision-making regarding

curriculum development, teaching strategies, and resource allocation. Secondly, it

highlights the importance of teacher professional development and support in

promoting student learning outcomes. Lastly, it underscores the significance of

addressing social and emotional needs of students in order to enhance their academic

performance. These findings can help school administrators make informed decisions

that prioritize student learning and well-being.


7

To the Students. Students can benefit from being informed about the potential

repercussions of their online gaming habits on their overall well-being and academic

progress. They can use this information to balance their leisure and academic duties

by making informed judgments about how much time they spend on screens.

To the Teachers. According to this study, teachers can learn more about the

potential consequences of internet gaming on students' academic performance.

Understanding the nuances of this link helps guide the design of strategies to address

any challenges generated by excessive gaming, ensuring a well-rounded usage of

technology in educational settings.

To the Parents. The study is useful for parents who are concerned about their

children's internet gaming habits. By being more aware of the benefits and drawbacks

of online gaming, parents may set limits, supervise, and encourage a healthy balance

between leisure activities and academic responsibilities.

To the Future Researchers. The findings of this study will serve as a foundation

and a source of further information and suggestions for future research projects.
8

Scope and Delimitation

This study is limited to examining the impact of online gaming on academic

performance among Senior High School (SHS) Technical Vocational Livelihood -

Information Communication Technology (TVL-ICT) students at Jose V. Yap National

High School (JVYNHS). It explores the effects of playing online games and the

appropriate utilization of online games as a part-time habit. The research specifically

delves into the influence of online games on educational interruptions, along with the

potential outcomes of excessive engagement on online mobile games.


9

Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literature and studies analyzed by the

researcher to substantiate the results of this study. It offers a summary of the pertinent

studies and books that will be useful in deciding how this investigation will proceed.

Age and Amount of Time Spent Playing Online Mobile games

Highlighting the importance of considering age and the amount of time

gamers spend every day, some studies indicate significant trends in mobile gaming

behavior. According to a Saye et al. study from 2021, a sizable percentage of students

(61.9%) between the ages of 22 and 25 had moderate exposure to mobile gaming, and

8.3% showed indications of mild addiction. According to another study gamers

dedicate an average of 7 hours and 7 minutes a week to their gaming (Kevin, 2019).

Consequently, in this study, our focus will be to determine the ages of Senior High

School TVL-ICT learners who engage in online games and to investigate the amount

of time they dedicate to gaming.

Number of Online Gamers Worldwide and Demographic


10

Worldwide, there are approximately 3.09 billion active gamers, comprising

about 1.39 billion females and 1.7 billion males (Josh, 2023). This study will

determine how many male and female students are playing online games.

Allowance

People now frequently use technology because it has undergone several

improvements and is widely used. Many enjoy playing it, particularly the younger

generation, and they invest time and money in doing so. Because mobile games can

be downloaded for free, which encourages potential users to buy one, they are very

popular. However, because they are having too much fun playing the game, this could

lead to other players overspending (Alonzo et al., 2020). Researchers from other

country examined the lifetime spending patterns of gamers and discovered that, on

average, they spend $76 a month (Sean, 2022). Thus, this study will also determine

the school allowance of students engaged in playing online games.

Most Online Mobile Games Played

The most common recreational activity among young people today is playing

mobile games. Instead of studying, hanging out with friends and family, or engaging

in outdoor activities, teens spend the majority of their time playing online mobile

games. The kids are addicted to playing mobile games since it's an amazing

experience to be born and interact with people all around the world. They may learn

and socialize with the help of games. Playing games is enjoyable, and the fact that

they can be done on a mobile device means we can always have something to pass the

time during our boring moments (Salcena, 2019).


11

The majority of teenager prefer to play a variety of games rather than stick to

just one new type. Forty percent of teens play eight or more distinct game genres,

compared to eighty percent who play five or more. Compared to non-daily gamers,

daily players are more likely to play a greater range of game genres: just 33% of non-

daily players play eight or more varieties, compared to 55% of daily players (Geiger,

2020).

With an astounding 500+ million global downloads, Mobile Legends: Bang

Bang is at the forefront of this mobile gaming revolution and has cemented a special

place in the hearts of Filipino gamers. In this multiplayer online battle arena (MOBA)

game, two groups of five players fight against each other in real time while

controlling different Heroes with special skills. It's a classic gaming experience. The

enduring popularity of the game is demonstrated by the committed Filipino player

base and the noteworthy accomplishments of 38 Filipino professionals who compete

in international Mobile Legends competitions. The strategic masterwork Clash of

Clans has become another mainstay in the Philippine mobile gaming market. The

game's appeal is derived from its emphasis on fostering community engagement

through Clan Wars, which goes beyond its base-building and real-time combat

mechanics. Clash of Clans, which has over 100 million monthly active players on

average, has created a thriving community in which players work together to plan

strategies and engage in conflict with other clans. Call of Duty: Mobile, despite

entering the mobile battle royale arena later than its counterparts, has left an indelible

mark. The game is a mainstay in Filipino gamers' gaming routines, having won the

'Best Mobile Game' prize at The Game Awards in 2019. It offers a variety of

gameplay modes, from the traditional Team Deathmatch to the intense Battle Royale

mode. Genshin Impact has captured the imagination of Filipino players with its
12

stunning open world and complex role-playing game elements, amassing an

impressive peak player count of 66 million. The game's captivating narrative, which

centers on the Traveler's search for their missing sibling, is presented to players in

addition to its visually stunning landscapes, adding a rich and immersive storytelling

element to the overall gaming experience. Roblox is a global leader in user-generated

content and creativity, boasting an astounding 300 million daily active users. In

contrast to traditional games, Roblox allows users to make their own games in

addition to engaging in a wide range of experiences. Roblox, which has 5.5 million

active Experiences and a developer community of 3 million, has developed into a

platform where Filipino players actively participate in the gaming ecosystem in

addition to consuming content. As of the first nine months of 2023, developers have

made an incredible $701 million combined. Beyond these juggernaut, other

noteworthy mobile games like Pokémon Go, Garena Free Fire, PUBG: Mobile, and

Ragnarok M continue to influence Filipinos' tastes in gaming by providing a variety

of experiences, from intense battle royale battles to augmented reality Pokémon

capturing. These games collectively add to a rich tapestry of virtual experiences,

fostering communities and offering millions of Filipino gamers an immersive escape

as the mobile gaming landscape in the Philippines continues to evolve (Marjorie,

2023).

Researchers aims to identify the games that SHS TVL-ICT students at

JVYNHS play the most often with this study.

Effects of Online Games on Academic Performance

Online mobile gaming is identified as a significant factor influencing students'

academic performance, as highlighted by Cornillez Jr. et al. (2022). The researchers


13

stress that this technology may have a negative impact on students' academic

performance if attitudes toward playing online mobile games are not properly

controlled. According to Cornillez Jr., students may exhibit optimal engagement when

they are deeply immersed in online mobile games, which is defined by a state of

mental full immersion, energized focus, and enjoyment in the task. Nothing else

seems to matter as a result of this deep engagement. In a similar vein, students who

enjoy playing online games perform worse academically, according to a 2019 study

by Rodica and Talania at Mount Carmel School in Maria Aurora. The results of the

study show that these students have trouble focusing during class, have trouble

finishing assignments and homework, and eventually get low grades. Among the 151

participants, a noteworthy majority of 145 students admitted that their academic

performance is negatively impacted by playing online games. Both studies conclude

that there is a risk to students' academic performance when they actively participate in

online gaming.

Bassey (2022) argues that spending excessive time playing mobile games

significantly and negatively impacts students, hindering their engagement in essential

activities such as studying. When students invest a considerable amount of time in

gaming, they often neglect other responsibilities. Even academic assignments lose

priority when there's a major gaming event scheduled for the night, resulting in poor

grades and academic challenges. Another detrimental effect of prolonged gaming is

that individuals may become so absorbed in the virtual world that they lose touch with

reality, devoting all their time to online mobile games. Simulations and other games

pose potential dangers, especially for those easily influenced, increasing the

likelihood of addiction. Bassey (2022) also highlights aggressive behavior as a

consequence of playing such games. Many students, deeply influenced by the


14

characters in online games, may replicate virtual aggression in the real world,

adopting problem-solving methods akin to their in-game personas. This aggressive

behavior can become habitual and needs immediate intervention to prevent further

escalation. Isolation from society is identified as the last negative effect discussed by

Bassey James (2022). The online gaming environment may offer an escape from real-

world problems, with students finding a sense of freedom in games. However, this

intense involvement in gaming can lead to a loss of connection with reality, resulting

in the absence of genuine human friendships and an inability to effectively address

real-life issues, communicate, and participate in society.

Salapas (2019) foresees the detrimental effects of excessive mobile gaming on

students' academic performance. According to his research, 35% of students were late

for class because of online games, 29% performed poorly, 15% lost interest in

learning, 13% dropped out, and 8% got into arguments. Furthermore, Adair (2022)

draws the conclusion that college students are more likely to develop problematic

gaming habits due to a change in their social environment, less parental control,

increased independence, academic responsibilities, and higher stress levels. This

frequently creates a vicious cycle whereby playing video games turns into an escape

from schoolwork, furthering the decline of academic integrity. On the other hand,

Canarias (2019) makes the case that mobile games benefit students' cognitive abilities

and can help with problem-solving. He suggests that using mobile gaming in the

classroom to increase student motivation and enhance their mathematical and

vocabulary skills. Aquino (2019) supports the notion that instructional games can

improve knowledge application and retention by offering intense motivation and

sustained engagement.
15

Students today use online gaming for learning, leisure, and enjoyment,

according to Valdez et al. (2020). Although they acknowledge that gaming can help

reduce stress, foster teamwork, and improve attention during class activities, they also

warn against excessive gaming that can lead to addiction. The study highlights the

need of parental guidance and acknowledges the positive impact on cognitive function.

Furthermore, it is well known that playing mobile games can help us de-stress, double

our productivity at work, and provide a break from our busy lives. Online gaming is a

source of relaxation for undergraduate medical students, according to Che et al.

(2018).

Gamers' cognitive abilities are further enhanced by mobile gaming. Great

brainteasers such as puzzle games, scrabble games, missing word games, etc., can be

found all over the internet. These games are worthwhile enough to provide enjoyable,

calming mental stimulation. These wonderful mobile online games are great for kids'

mental health and can be utilized with them. For those who enjoy games and mind

tricks, this is a great opportunity to satiate their curiosity and occasionally challenge

their minds.

Playing online video games together is a great way to socialize and compete

with new people. In many online mobile games, such as action or fighting games,

people can interact and play with one another. Players can help each other out in

cooperative mobile online games in exchange for rewards, money, and bonuses that

promote goodwill. Playing video games also allows you to stay in touch with friends

and family who are far away from you. Video game players tend to have strong social

networks. The social features of Ssolidline mobile games can hold players' attention

for longer periods of time while fostering new and ongoing relationships. Prosocial
16

behavior is more prevalent among computer game players who have larger social

networks and more extensive prosocial conduct. More and more college students are

using it to maintain their real-world social networks. The reason for players' extended

gaming sessions could be their games' capacity to enhance their social skills in real

life. Gamers' social skills outside of the game may be enhanced and positive

interactions maintained by prolonging their gaming sessions. Good social

circumstances also extend the duration of the game. When it comes to using games as

a shared social activity, everyday life students struggle with interpersonal

communication because they shy away from social situations; nonetheless, some of

them experience anxiety when they play games (Villarreal, 2019).

Examining the advantages of online gaming for education, the conversation

focuses on the growing trend of game integration in the classroom. It recognizes the

unique capacity of games to engage difficult students in ways that traditional lessons

cannot, and it highlights the role that games play in enhancing mental and learning

skills through challenges and stimulation. It highlights the remarkable prevalence of

games designed with education in mind, categorizing them as recreational pursuits

with binary outcomes. Enhanced critical thinking, social engagement, the

development of instructional games by EdTech businesses, improved hand-eye

coordination, decreased stress, improved memory, and the encouragement of

computer and simulation fluency are all significant factors that contribute to the

positive outcome. Underscoring the many advantages of online games in education,

strategic thinking and problem-solving abilities are also highlighted, in addition to the

beneficial effects of gaming on teenagers and students with attention problems (AIGF,

2021).
17

As we glean insights from previous literature and studies, it is evident that online

games can exert both positive and negative impacts on students' academic

performance. Ultimately, this study seeks to ascertain the effect of online mobile

games on the academic performance of SHS TVL-ICT learners at Jose V. Yap

National High School.

Conceptual Framework

One factor affecting students' academic performance at school is online

mobile gaming. Students' academic performance may suffer if they play online

mobile games for extended periods of time. It may result in poorer performance, more

absences, or even cutting classes. On the other hand, a number of online mobile

games test an individual's analytical and critical thinking skills in addition to helping

students enhance their vocabulary and mathematical knowledge. It can help students

perform better academically if they are aware of the limitations associated with

playing online mobile games.

This research paper looks into the impact of online mobile gaming on SHS

TVL-ICT students' academic performance at Jose V. Yap National High School. It

aims to determine if whether there is ot there is no significant relationship between the

effects of online mobile games on the academic performance of SHS TVL-ICT

students.
18

Research Paradigm

Independent Variables Dependent

Variable

➢ Students perception

on the effect of

online mobile games

to academic

performance Academic
performance
➢ Online mobile

Games played

➢ Amount of time

spend in online

games

The above figure presents the research paradigm of the study. It is divided into two

parts: independent and dependent variables. Independent variables include the

student's perception of the effect of online mobile games on academic performance

online mobile games played, and the amount of time students spend in online games.

The dependent variable consists of the academic performance of the students.


19

Chapter 3

METHODOLOGY

This chapter describes the Research Design, Research Respondents Sampling

Method, Research Instrument, Data Gathering Procedures, and Statistical Treatment

Research Design
This study utilized descriptive quantitative because it would determine if there

is no significant relationship between the effects of online mobile games and the

academic performance of SHS TVL-ICT students. It sought to answer problems by

using numbers and interpreting the data using statistical formulas and treatment to

find out the result of the study.

Research Respondent

The target respondents of the study will be all of the SHS TVL-ICT students

of Jose V. Yap National High School.

Sampling Method

This study was composed of all 186 participants of SHS TVL-ICT students

from Jose V. Yap National High School using random sampling. The list of the

students was taken from the registrar's office at the school.


20

Research Instrument

A survey questionnaire was utilized to collect data. It was typed in English. A

survey questionnaire is a research tool that consists of a sequence of questions and

other prompts designed to elicit information from respondents. The survey

questionnaire was adapted from Aquino's (2019) study, "The Effects of Online Games

on Academic Performance of Students in the College of Teacher Education," and

from Cornillez Jr. et al.'s (2022) study, "Mobile Games and Academic Performance of

University Students."

The instrument in question was separated into four (4) pieces. Part one

consists of questions regarding demographic profile information; it describes crucial

information about respondents' age, gender, and weekly allowance. The second

section of the questionnaire asks if students are players or non-players, as well as the

general weighted average of students in the first and second semesters of the school

year 2021-2022. If the students are participants, they will move on to the third section

of the questionnaire. The third section of the questionnaire contains information about

the gaming session and activities of online mobile game players. It will determine the

respondents' favorite online mobile game and the amount of hours they spend playing

online mobile games. The fourth section of the questionnaire asks students on their

perceptions of the influence of online mobile gaming on their academic achievement.


21

Data Gathering Procedures

In this study, the researchers applied the data collection technique. It was done

to collect adequate and relevant data to determine the effects of playing online mobile

games on the academic performance of SHS TVL-ICT students at Jose V. Yap

National High School. Nonetheless, a quantitative research method was applied to

address the problem of this study.

Statistical Treatment

Data collection and analysis using appropriate statistical tools to address a

research topic. According to Sirisilla (2022), research project outcomes are

meaningless raw data until they are examined using statistical methods. As a result,

use frequency counts, percentages, and weighted means to tabulate and analyze the

data.

A frequency count is a calculation of how many people belong to a specific

group or how frequently a feature occurs. A percentage is a type of data presentation

that shows the percentage of observations for each data point or collection of data

points. It is an effective way to convey the relative frequency of survey replies and

other data. The consequences of playing online mobile games will be determined by

the weighted mean. Weighted mean is calculated by multiplying each data point in a

set by a value given by some feature of whatever contributed to the data item.

The researchers utilized the Person r and T-tests to investigate the association

between the effects of online mobile games on TVL-ICT students' academic

performance.
22

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Al4jpC19NPig8

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R09K-
24

zPWGZCTIKv2SloW3L5jtSsQOyK8EfAXPpKR9W_ptghk5jTk8uZRwQ#:~:text=Th

e%20results%20of%20the%20study,the%20online%20games%20they%20played

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dEkaCg#.YymZqhgRV6H

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