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Playing Mobile Games: (Mobile Legends) It’s Effect

to the Behavior and Health Aspects of

Senior High School ICT Students

In MIS
CHAPTER 1

Introduction

This chapter presents the Background of the study, Statement of the problem, Statement
of hypothesis, Significance of the study and Scope and Delimitation.

Background of the Study

Mobile games are an increasingly notable and growing area of game business and culture.
An expanding range and increasing number of games are being produced and published for
handheld consoles, mobile phones, and tablet devices. The expansion of mobile gaming is
noteworthy also in terms of quality, as mobile games have become a site for innovative, new
play and game design practices. Many of the novel innovations that mobile games have
introduced benefit from the specific characteristics of the mobile media ecosystem, including the
online digital distribution channels, new interface modalities, and sensor capabilities available in
modern mobile devices.

A mobile game is a game played on a feature phone, smartphone /tablet, smart watch,
portable media player or graphing calculator. Today mobile games are usually downloaded from
app stores as well as from mobile operator’s portals, but in some cases are also preloaded in
handheld devices by the Original equipment manufacturer (OEM) or by the mobile operators
when purchased, via infrared connection, Bluetooth, memory card or side loaded onto the
handset with a cable.

Mobile Legends is arguably one of the most popular Mobile games currently being
played. While its premise is interesting enough, what really keeps glued to their smart phone?
Many children, teenagers and even adults even addicted to the game become more fun even a
field of many for those who can seize the opportunity in the application of a game. (Vox, 2019)

Playing Mobile Games (Mobile Legends) has an effect to the behavior and health aspect
of the students like Laziness, Anti-social, and Stress, Sleep problem, Eye problem, Mental
Disorder, Improper Eating Habit and others. Many people who prefer to spend time alone with
their mobile phones instead of starting conversation with a random stranger or having a quality
time to their friends and families. And mobile games consume more and more of our time each
day.

Game world is a world of exciting for children to teenagers, even no wonder and denied,
adults also play this game application. Starting from Clash of Clans, Clash royal, Fifa Mobile to
the latest and trending topic in the game world is Mobile legend.

According to the website of (New zoo. Com) Million gamers in the Philippines see that
24% and 22% are men and women aged between 21-35, respectively. Overall, women make up
48% of mobile gamers. Paying mobile gamers are slightly more likely to have a positive brand
attitude toward Globe – 54% vs. 52%, respectively. A relatively low share of gamers, 36%, plays
on all three platforms – mobile, PC/laptop, and console. These are people who experience some
possible effects of playing Mobile Games (Mobile Legends). Some says that it can be harmful to
a person. But think of it playing mobile games have positive effects to the players of it especially
in mobile legends players.

So the researchers came up with study to show that there is also an effect in playing
Mobile games (Mobile Legends) to the behavior and health aspect of Senior High School ICT
Students.
Statement of the Problem

The main objective of this research is to know the effects of playing Mobile Games (Mobile
Legends) to the behavior and health aspect of the Senior High School ICT Students in Moreno
Integrated School.

This specifically answered the following questions:

1. What is Mobile Games and Mobile Legends?


2. What are the effects of Playing Mobile Games (Mobile Legends) to the behavior and
health aspect of the students?
3. How many percentages of the Senior High School ICT students are affected by
playing Mobile Games (Mobile Legends) to the behavior and health aspect?
4. What will be the possible solution to lessen or prevent this kind issue?
5. Who are the responsible person that will make an action on this problem?
Statement of Hypothesis

Playing mobile games have significant relationship to the behavior and health aspect.
Possibly it’s good or bad. Students need to raise their awareness to the use of Mobile Games in
playing Mobile Legends and to prevent some possible effects that may affect one’s behavior and
health.
Significance of the Study

Expectedly the result of this study will be useful and beneficial to the following.

Students. That may read and find out the good and bad side of this kind of problem in their
education and their future. Moreover, this research will provide them enough information so they
can avoid some effects of playing Mobile games (Mobile Legends) to the behavior and health
aspect.

Mobile Legends Player. The result of this study will help the Mobile legends players to know
that there is an effect of playing mobile games in their behavior and health aspect.

To the Teachers. That they may read and be aware of the changes of the students and even the
effects of playing Mobile games (Mobile Legends) to the behavior and health aspects of the
students. So that they can educate their students about the limitation of playing Mobile Games
(Mobile Legends).

To the Parent or Guardians. This study will help the parents to have enough knowledge about
the effects of playing mobile games (Mobile Legends) among their children.

To the Readers. This study will help readers to have the understanding about the effects of
Playing Mobile Games (Mobile Legends) that affects the behavior and health aspect.

To the Future Researcher. This may serve as a basis for future research that will be conducted.
Scope and Delimitation

In general, the main objective of this research was to determine the effects of playing
Mobile games (Mobile legends) in terms of behavior and health aspect to the Senior High School
ICT Students in Moreno Integrated School. The researchers use a Survey Research Method to
the entire population of the people to describe or explained the features of very large population.
The data gathering procedure started from making survey questionnaires as an instrument.

The numbers of the population of Senior High School ICT students were eighty six (86),
and the respondents of the study were fifty (50) students and as a sample. This research used a
Demographic Sampling that provides data and particular characteristic of a population.

The study is delimited only for Senior High School ICT students of Moreno Integrated
School. Junior High School students and Senior High School other strand are not included to this
study.
CHAPTER 2

Review of Related Literature and Studies

This chapter presents the related literature and studies after the thorough and in-depth
search done by the researchers. This will also present the theoretical and conceptual framework
to fully understand the research to be done and lastly the definition of terms for better
comprehension of the study.

Related Literature

Mobile games are a kind of video game played on mobile phones, smart phones, PDA,

tablet computer, and other games that can be played in android. Nowadays, with the emergence

of android phones many game applications are developed for it and some existing applications

are migrated into it. One example is the game Carmen Sandiego series which was created during

the late 1980’s by Broderbound. The goal of the game is to capture the former ACME agent

Carmen Sandiego which later on became a leader of the V.I.L.E, a group of villains which their

job is to make crimes. The maker of the game – Broderbound made the game to teach geography

and history and later branch out to other fields such as mathematics, English, and science.

(Falcon, 2017).

The Mobile Legends is one of the most played games online. There are many people that

are in love with the game because of the graphics and the amazing challenges that you have to

complete in order to the best player.


Mobile Legends is very popular in demand among various circles. Starting from

adolescence to adulthood, this game is popular especially in Asia. In fact, until June 23, 2017

total 12,675,696 accounts are known to have downloaded this game on the Google Play Store.

Mobile gaming is known to affect several aspects of individual’s psychological, social

health, and physical health. Digital game addiction is characterized by features such as low self-

efficacy (Jeong && Kim, 2011), anxiety, low self-esteem and impulsivity traits (Billicux et al.,

2015; Gentile et al., 2011). Moreover, maladaptive cognitions, shyness and physical problems

(Peng & Liu, 2010) were also Seen as predictive characteristics of gaming addiction. Gaming

addiction was accompanied by symptoms which might have developed as a consequence of other

disorders such as depression, anxiety and social phobia (Gentile et al., 2011). Correspondingly,

addictive players exhibited signs or symptoms such as social neglect loss 'of interest in other

leisure activities, social and psychological isolation, escape problems (Billieux et al., 2015;

Young, 2009), aggressive behavior (Anderson, 2004;)

(Anderson et al. 2010), Psychological stress, reduced school performance, decreased

sleep quality, suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-

efficacy and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In certain cases,

digital game playing was allowing to act as a coping strategy for deficiencies or problems in the

player's life such as a lack of friends, relationship troubles, or dissatisfaction with physical looks

(Grifmiths & Beranuy, 2009). Furthermore, prolanged exposure to digital game was associated

with physical health problems such as musculoskeletal symptoms (Lui, Szeto & Jones, 2011).
One of developer online game show the gamers are dominated by teenagers

and early adults aged 15-25 years.

The effects of problematic game playing on player’s health are still largely unexplored.

Considering the increased prevalence of online gaming, this study aimed to identify the

problematic gaming behavior among Finnish adolescents and young adults, and evaluate its

connection to a variety of psychological (psychopathological symptoms, satisfaction with life),

social (preferences for online social interaction) and physical health (general health, BM1, body

discomforts, physical activity) symptoms. (Griffiths et al. 2015).

The Pew study smashes a few gender stereotypes about avid gamers, finding that slightly

more women sixty percent (60%) than men forty percent (40%) reported playing computer and

online games. About the same number of men and women play video games. Women prefer

computer games over violent video games played on consoles partly because they don’t usually

require the player to choose a character. Online games like Diamond Mine or Tetris are popular

among women because gender isn’t an issue. Men play for fun forty-five (45%); women play

when they’re bored thirty-three percent (33%).Video games are also a way guys bond with their

buddies; fifty-one percent (51%)of men believing that gaming improved their friendship with

friends. Only 34 percent of women believe video games help their friendships. Nearly two-thirds

of the students said games were a good way to spend time when friends weren’t around, but they

also said that video games didn’t take time away from family or friends. Average video gamers

in college aren’t the stereotypical alienated loners locked away in darkened, pizza box-filled
dorm rooms. Most of the study’s participants had positive associations with video games, saying

they felt pleasant (36 percent) when they played or that they were challenging (45 percent).

In particular, students said playing video games were a way to spend more time with their

friends, one of the key trends spotted by the researchers. Rather than separating leisure activities

like video games from the rest of their lives, college students stole time between classes to play

or as a brief distraction from writing papers. Multi-tasking is also big on campus with students

gaming while instant messaging or even downloading music. Video games are also prime-time

for up-all-night college students. About 41 percent of college gamers play after 9 p.m. with only

8 percent reporting that they play before noon.

Information technology professionals and amateur geeks have been gathering online

since Usenet first launched in 1979. For people who spend their work day in front of a computer

in facing new technology challenges, it's natural that it professionals to online forums news

group, and discussion boards. It social networks are the latest extension of these virtual

communities. New online social networks work (Dave Roos 2012).

Prior to understanding how ICT and social media are analyzed in relation to social

change, it is first useful to briefly to elucidate what ICT and social media entail and how they

relate. ICT is used as a general term of diverse set of technologies which enable users to create

access, disseminate, store, manage, and communicate information in a digital format. ICT

include computer hardware and software applications, encompassing: mobile phones, computers,

network hardware, internet, telecommunication systems and so on, as well as various related

services and applications.


According to Shier (2005), parents need to ensure that their children have adequate social

interactions face-to-face. Schools and parents need to teach children human interaction and to

encourage them to make human connections. This can be achieved by playing games in real life

and taking place in contests as well as other engaging activities. Screen time should be limited as

much as possible so that children and teenagers can spend more time with their family and real-

life friends. Students need to pay some attention on academic progress, instead of Playing

Mobile Games.

The negative effects can be avoided if the parents doing this kind of activities like just

guide them well and make a schedule for their games. Set up a time for their mobile games and

family outdoors and others. Through that activity, the interaction of the child to their mobile

games can be avoided or lessen. (Benny,2018).


Related Studies

In this chapter, the researcher discussed the different information from articles, books,
internet and theses which were used as references for the completion of this thesis.

According to (Hamer, 2017), student of Malaysian Institutes of higher education that


despite being a common enough term and phenomenon in today’s technologically intense
societies, it is not necessarily self-evident what exactly constitutes and defines a “mobile game.”
The literature on mobile games is often technically focused, and generally moves directly to
discuss the implementation of games for mobile phones and other mobile devices without
clarifying the key concept itself.

Mobile Legends Game is made by China Bamboo Curtain aka China or China. Mobile
Legends game created by Chinese developer Moonton or Shanghai Moonton Technology Co.,
Ltd. Moonton is headquartered in Shanghai, China.(Moonton, Mobile Legend, 2016). Mobile
Legend one type of MOBA (Massive Online Battle Arena) is a type of online game that
combines two types of games namely RTS (Real Time Strategy) and RPG (Role Playing Game)
where players run one character from two teams opposite to the goal to destroy the opponent's
headquarters. Each character which is played has a role with strength and weakness each other
so prosecuted for cooperate with team to win the game (Funk, 2013).

Studies revealed that the human brain is easy to destruct and one of the reasons is using
technology. Students' learning takes place unexpectedly, but the inappropriate usage of playing
online games also leads in some problems such as being distracted in school. Further, it is where
the attention of the child was divided that even their health and social life is unknowingly
affected.

Junjie’s study was built upon by Joseph and Kinzie in 2005 when they divided types of
game play into six corresponding categories that mirrored some of Junjie’s chosen areas, and
looked at play preferences among test subjects. The categories of play their study focused were:
active play, explorative play, problem-solving play, strategic play, social play, and creative play.
Active play was characterized as involving intensely performative input that involved response
time and combination input. Explorative play, on the other hand, is where physical travel is
simulated so that the player is allowed to discover new areas and challenges. Problem- solving
play and strategic play have the same basis of interaction under Junjie’s paradigm, but problem-
solving focuses more on short-term puzzles and challenges, whereas strategic play focuses more
on long-term resource management. Social play focuses on the interactions and collaborations
between characters, and, lastly, creative play focuses on the ability to create and interact with
elements during the game.

The gaming frequency and the amount of time spent on playing mobile games/ video
games have been studied for years frequently in association with gaming addiction (Daniel Luke
King 2012; Ko et al. 2009), psychological constructs (e.g., self-concept clarity, self-control, and
flow) (Khang et al. 2013; Lee et al. 2012), negative consequences (e.g., missing school work)
(Hellström et al. 2012), and even academic performance or learning outcome (Furió et al. 2013;
Ip et al. 2008). Ip et al. (2008) analyzed the relationships between gaming frequency and
academic performance among 713 students. The study found that frequent gamers, who spend
more than 2 hours per day playing video games, performed less well than infrequent gamers.
Hellström et al. (2012) examined the relationship between gaming time, motives to play, and
negative consequences because of playing Massively multiplayer online role-playing games
(MMORPGs). They recruited 7,757 Swedish adolescents and had them completed a
questionnaire and found that time spent on gaming was related to negative consequences, e.g.,
“less sleep due to gaming.” Ventura et al. (2012) constructed an online survey with 252
undergraduate students and a positive indication was found between video gameplay and
academic performance. That is, students who spent 11-50 hours playing video games had
significantly higher GPAs than students who spent 0-10 hours playing video games. Types of
gamers are associated with the frequency and amount of time a player has spent on playing video
games. However, the segmentation between types of gamers has not been significantly,
rigorously studied. Two types of gamers, casual and hardcore gamers, have been growing rapidly
in recent years. Kuittinen et al. (2007) discussed the characteristics and differences between
casual and hardcore gamers. For example, hardcore gamers play extremely competitive games
and require a much higher degree of involvement than casual gamers. Gaming genre and
platform A game genre, a type of games, is classified based on how gamers interact with a game.
For example, an action game, e.g., first-person shooters, usually involves physical challenges,
which requires gamers to react to the game scenario swiftly to achieve goals or to overcome
obstacles. The first book dedicated to computer and game design is the Art of Computer Game
Design by Chris Crawford (Crawford 1984). He recognizes gaming genres change quickly so a
complete taxonomy of gaming genre is difficult to develop. Ventura et al. (2012) investigated the
relationship between video gameplay, game genre preference, personality, and GPA with 319
university students. Both positive and negative relations were found between video game genre
preference and academic performance. For example, two significant negative correlations to
GPA are social media and shooter types of game. In addition, Ip et al. (2008) found that the
number of genres played is associated with academic performance in examinations. That is,
gamers who play four or more game genres generally perform less well in examinations. The
electronic devices or systems used to play video games are called video game platforms. The
well-known gaming platforms include personal computers, consoles, e.g., Nintendo’s Wii,
Sony’s PlayStation, and Microsoft’s Xbox, and even mobile devices, e.g., Android-based and
iOS devices. Appel (2012) conducted a study to examine the association between adolescents’
computer and Internet activities and Ku et al. Gaming Behavior and Academic Performance
Twentieth Americas Conference on Information Systems, Savannah, 2014 3 computer literacy,
knowledge and skills to complete tasks with a computer technology. Two hundred participants
were recruited at secondary schools in Austria and hierarchical regression analyses were
conducted. The study found that an increase in video game playing on a personal computer was
associated with higher scores on computer knowledge. Self-control and flow Self-control,
sometimes called self-regulation, is the ability to control emotions, anxiety, and behavior to gain
possible rewards or avoid punishment (Timpano et al. 2013). LaRose et al. (2003) describe
deficient self-regulation as diminishing consciousness of self-control because of lacking
awareness and attention to behaviors. Khang et al. (2013) found that self-control affected users’
flow and addiction in mobile phones, Internet, and even video games. A detailed distinction of
those psychological factors is beyond the scope of this study; however, it is worth including the
factors into our survey questions. Psychological factors, e.g., flow and self-control have been
frequently studied in gaming addiction and gaming behaviors.

Flow, proposed by Csikszentmihalyi (1991) which has been studied over 30 years, is the
mental state of immersion or concentration in an activity. Playing games can give rise to a state
of flow which led to the loss of self-consciousness and sense of time (Csíkszentmihályi 1975;
Liu et al. 2013). The association between flow and video-game playing has been studied in
nascent studies with different findings. For example, it was found that the flow was not related to
the amount of time spent on playing video games (Lee et al. 2007) and to online game addiction
(Wan et al. 2006). However, Lee et al. (2012) conducted a survey with a sample of 330 students
drawn from a university in the northwestern in the U.S. and found that instances of the flow
experience were associated to the amount of time spent on gaming. Model Development and
Research Questions Model Development Referring to previous related works, the authors
developed the research questions of this study along with a conceptual research model. Since a
variety of factors could affect students’ academic or learning outcome, it is not wise to pinpoint a
single factor that can influence on students’ academic performance.

A study from Pew Internet Research finds that 70 percent of college students play mobile
games (video games) at least “once in a while.” Almost half of college students who play video,
computer or online games admit that it keeps them from studying “some” or a “lot,” according to
the Pew study. About 9 percent said that gaming was a way to avoid studying.

Mobile games contribute greatly to the high growth rate of mobile media use. On a global
level, in 2016 the industry generated 35.6 billion U.S. dollars in revenue. The total figure was
expected to grow to more than 40.6 billion by the end of 2017. Furthermore, it was calculated in
2016 that revenues of Google Play Store and Apple App Store from mobile games accounted for
90 and 80 percent of total revenues of these app stores respectively. As with all things gaming,
data shows that Asia remains the largest region based on mobile games revenue as of 2016.
Approximately three times smaller, North America was the second largest mobile gaming region,
having generated 6.9 billion U.S. dollars that year. At end of 2016, there was an average of 2.8
billion monthly active users of mobile games worldwide, up from 2.7 billion in the last quarter of
2015. It was found in early 2016 that U.S. gamers played an average of 3.6 mobile games per
month, and 1.3 games on a daily basis. Certain studies have taken a deeper look into consumer
behavior when it comes to mobile gaming. Arcade and action games take the lead in popularity
as these particular mobile genres were downloaded more than 60 million times in mid-2016.
However, it is the strategy games that seem to be accounting for the lion's share of monthly
revenues on the United States, as they were believed to have generated 194 million U.S. dollars
in July 2016. By comparison, arcade games brought in 87 million dollars in revenue that month.
All in all, in 2015 over 51 percent of U.S. mobile phone users were gaming on their devices. It is
expected that starting in 2018 the penetration of mobile gaming in the United States will surpass
60 percent, and in 2020 it is projected to reach 63.7 percent. (Gough, 2019).

According to Davis, (2017). A therapist can teach how to place limits on child’s playing
time if the parents have a hard time saying no. One study found that making parents part of a
child’s treatment makes it work better. To keep the amount of time spent gaming under control;
try these tips for adults and kids alike: Set time limits for play and stick to them. Keep phones
and other gadgets out of the bedroom so you won’t play into the night. Do other activities every
day, including exercise. This will lower the health risk of sitting and playing for long stretches of
time.

In recent years there has been groundswell of interest in how computers and internet can
best be harnessed to improve social communication at different levels, which has propelled
research and innovation in the area of ICT and social media (SMD), leading to the emergence of
what has come to be known as participatory technologies such as Wen 2.0.

Overall, although ICT and social media are conceptually different, they are intertwined
and inextricably connected. And they converge when mobilized as resources for or employed as
means in social change, a process that entails altering social patterns of a society, which can
involve economic development, political progress, cultural change, social revolution, etc.
Conceptual Framework

Playing Mobile Games: (Mobile Legends) Its Effect to the


Behavior and Health aspect of Senior High School ICT
Students in MIS

Effects

Behavior Aspect Health Aspect

Possible Solution
These study discuses about Playing Mobile Games: (Mobile Legends) Its Effect to the
Behavior and Health aspect of Senior High School ICT Students in MIS

This part shows the processes in data gathering procedure from making survey questionnaires to
gathered the opinion of every respondent and to know the effects of playing Mobile Games
(Mobile Legends) to the behavior and health aspect of the Senior High School students. One of
that are, Loss of productivity, Out of Control Spending, Affecting Social Interaction, Sleep
problem, Anxiety, Eye Problem, Improper Eating Habit and others.

But this kind of problem have a solution to lessen and prevent the effects like Choose games
with physical activity, Reducing the amount of time spend on gaming, provide time for face to
face social interaction like having some family lecture time. Do other activities every day.
Including exercise. This possible solution is need to know the student what are the effects and
solutions on playing mobile games (mobile legends).
Explanation:

This part shows some theory that helps to prove the study.

Health Behavior Theory in Physical Activity Game Apps: A Content Analysis of (Hannah
E Payne and Elizabeth MacDonald)

There are few content analyses of serious games for health, but a comparison between
these findings and previous content analyses of non-game health apps indicates that physical
activity mobile phone games demonstrate higher levels of behavior theory. The most common
theoretical constructs found in this sample are known to be efficacious elements in physical
activity interventions. It is unclear, however, whether app designers consciously design physical
activity mobile phone games with specific constructs in mind; it may be that games lend
themselves well to inclusion of theory and any constructs found in significant levels are
coincidental. Health games developed for mobile phones could be potentially used in health
interventions, but collaboration between app designers and behavioral specialists is crucial.

Economic and Game Theory “What is Game Theory” by David K. Levine

What economists call game theory psychologists call the theory of social situations,
which is an accurate description of what game theory is about. Although game theory is relevant
to parlor games such as poker or bridge, most research in game theory focuses on how groups of
people interact. There are two main branches of game theory: cooperative and non-cooperative
game theory. Non cooperative game theory deals largely with how intelligent individuals interact
with one another in an effort to achieve their own goals. That is the branch of game theory I will
discuss here. In addition to game theory, economic theory has three other main
branches: decision theory, general equilibrium theory and mechanism design theory. All are
closely connected to game theory.
A Theoretical Model of the Effects and Consequences of Playing Video Games by
Katherine E. Buckley and Craig A. Anderson

Though there has been considerable discussion of video game effects in several research

literatures, theoretical integrations have been somewhat rare. Our own empirical work has

focused primarily on the effects of violent video games on those who play them (e.g., Anderson

et al., 2004; Anderson & Dill, 2000). That work has been framed in terms of the General

Aggression Model, an integrative social-cognitive model designed to handle all influences on

all types of human aggression (e.g., Anderson &Bushman, 2002; Anderson & Camagey, 2004;

Anderson & Huesmann, 2003). But that model itself can be further generalized to account for

Nonviolent effects of video games, many of which may well be quite beneficial to the individual

as well as to larger society. Our primary goal in this chapter is to elucidate such a general model

of video game effects.


Theoretical Framework

Playing Mobile Games: (Mobile


Legends) Its Effect to the Behavior
and Health aspect of Senior High
School Students at S.Y 2019-2020

A Theoretical Model of the


Health Behavior Theory in Effects and Consequences of
Physical Activity Game Apps: A Playing Video Games by
Katherine E. Buckley and
Content Analysis of (Hannah E
Craig A. Anderson
Payne and Elizabeth
MacDonald)

Economic and Game Theory


what is Game Theory?
By David K. Levine
Definition of Terms

Behavior

It is the way in which one acts or conducts oneself, especially toward others.

Bluetooth

It is wireless technology standard for exchanging data between fixed and mobile devices
over short distance using wave-length.

Clash of Clans

Is a premium mobile strategy video game developed and published by Finnish game
developer Super cell.

Google play

Formerly android market is a digital distribution service operated and develops by


Google.

Grand Theft Auto

Is an action adventure video game series created by David jones and Mike Dailly

Health

The state of being free from illness or injury.

ICT

Information and communication Technology.

Infrared Connection

It is the use of infrared transmission technology in devices and equipment’s for sending
data to other devices and/or controlling them wirelessly by human operator.
MOBA

(Massive Online Battle Arena) it is a type of online games that players run one character
from two terms opposite to the goal to destroy the opponents headquarters.

Mobile Games

A game that runs on any handheld portable device.

Mobile Legends

It is arguably one of the most popular mobile games currently being played.

OEM

Original Equipment Manufacturer

Rules of Survival

Is an action packed Battle Royal Game. Up to 300 unarmed players parachute into a vast
battleground, where they must fight to be the last alive.

Video Game

A game played by electronically manipulating images produced by a computer program


on a television screen or other display screen.
CHAPTER 3

Research and Design

Methods of Researcher

The researchers use a Survey Research Design to analyze the opinion and ideas of the
respondents that helps about the chosen topic. The researcher also used a Demographic Sampling
that refers to the particular characteristic of the population.

Data Gathering Procedure

As the thesis started. The researchers choose a topic that is line of interest, close to
everyone’s heart, based on experienced and timely issue that may countered by anyone. They
end up with the study about “Playing mobile games: (Mobile Legends) Its Effects to the
Behavior and Health Aspect of Senior High School ICT Students in Moreno Integrated School.
The data gathering procedure started from making some survey questionnaires as the instrument
to gathered some information from the respondents followed by consulting the professor to
recognize the structure of the given questions in the problem that are needed to solve. The
researcher used different types of resources like book, newspaper, internet sources, that support
the related literature and study for strong evidence.

Instrument

The research instrument in this study was a survey questionnaire.

Respondents

The respondents of this study are the Senior High School Students ICT Students of
Moreno Integrated School.
Statistical Treatment of Data

The researchers used a formula to calculate the percentage of the data. This formula is

applied in the study in order to describe the profile as well as answers of the respondents.

Formula:
𝑓
P (%)= × 100%
𝑁

Where:

P= Means the percentage

f= The frequency of samples

or members that fall in the category

N=Total numbers of samples or

Respondents

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