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
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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).
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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
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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
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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
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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.
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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
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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).
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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.
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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.
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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.
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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.
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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.
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Al4jpC19NPig8
https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1585?fbclid=IwA
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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