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AMA COMPUTER

COLLEGE BATANGAS
BOLBOK, BATANGAS CITY

Effects of Mobile Legends to the behavior and health


Of STEM Students of AMACC Batangas
SY 2019-2020’’

In Partial Fulfilment in the Requirements in


RESEARCH 2

Presented By:
Macuha, Yael Zennon
Jusi, Matthew Dave
Villareal, Erica
Acuzar, Kyle
Gainza, Leonard
Sy, Mhico

Presented To:

Sir Ranier Dacut


CHAPTER 1

Introduction

Mobile Legends: Bang Bang (MLBB) is a popular game that is well known for players
who have the interest of playing Multiplayer Battle Arena (MOBA). MLBB is a MOBA game that
are developed and publish by Moonton. The game is specifically design to be played by mobile
phones, although you can still play it on PC by using Android or IOS emulator. This game is
similar to other MOBA games such as DOTA 2 and League of Legends. It is one of the most
popular mobile games currently being played. This game has two opposing teams to defend the
fort so as not taken over by the opponent. The role is there are two group fights to reach and
destroy the enemy’s turrets while defending their own turrets, to defend their turrets they have to
control the lane that they pass through.

When everyone hear about the effects of Mobile Legends (mobile games) the first things
that comes up to our mind is that it has only a bad effects. Like the fact that they are causing
addiction, in health and in behavior of the players. Some of us probably doesn’t know that
playing Mobile Legends has also a positive or good effects. The game is actually an application
made with the aim to reduce the level of stress or anxiety level due to activities or daily activities
that are done by humankind. It also improve the brain functions of the players, a good and a
classy goal. But unfortunately the opposite happened nowadays, the game even add to the
problem at the end of its influence. Playing Mobile Legends also cause a negative effects
specifically ti the behavior and health of a person , it resulted distraction while performing
another important activity ,also cause of productivity distractions , many mobile games like
MLBB have a social aspects, or rely on other players taking turns or participating in the game. In
game like this it’s common to have alerts and updates throughout the day about the various
things happening in different games. It’s also very tempting to take several minutes and quickly
check on a game, or make a quick more. These micro-transactions can quickly add up over the
course of a day or week, resulting in many wasted hours of productivity. The game is also cause
sleep problems. Mobile phones and mobile games have both been independently linked to
disruption in the sleep patterns of children in studies. Jan Van den Bulck , a senior lecturer in
psychology at the Catholic University of Leuven in Belgium , found through surveys that one in
five teenagers reported being awakened regularly by their mobile devices. Playing MLBB on
mobile phones will no doubt continue to prevent children or students from getting the rest they
needed. Disruption in sleep patterns, like the ones caused by mobile games have been linked to
behavior issues and sleepiness during the day.

The purpose or the objective of this study is to broaden our knowledge about the effects
of playing Mobile Legends (mobile games) and also to find out the other negative and positive
effects it has on students ‘ behavior and health , how can it be prevented and how can it be
lessen.
Conceptual Framework

INPUT PROCESS OUTPUT

Proposed Activity
Students Profile -Video Campaign

a)Gender -Statistical
b)Age Treatment
c)Grade Level -Survey
-Questonnare

The first box shows the demographic profile of the respondents.

The second box was the process which indicated the research methodologies
applied. The third box was the output of the study which covered the proposed program to
lessen and to prevent the effects of Mobile Legends to the behaviour and health of grade 11
and grade 12 STEM students of AMACC Batangas.

Theoretical Framework

Due to the amount of players and young people in MOBA games, toxic behaviour
stands out as the main worry among scientists. Even developers (such as LoL developer Riot)
are focused on fighting against toxic behavior, with dedicated teams of staff. In Kou and Nardi,
the effort of Riot Games to deal with it is first discussed via an ethnographic study on anti-social
behaviour and the Tribunal system is presented, followed in the second paper with an
investigation on the hybrid governance system that evolves within the ambiguity of LoL’s rules.
The Tribunal was a system introduced in May 2011 by Riot Games to manage player behavior
and to address the problem of toxicity.
An article by Kwak et al. Goes a step beyond and explores toxic behaviour across different
cultures (EU, NA, Korea) while trying to connect it with several compelling theories from
sociology and psy- chology. On top, it explores how group setting – in-group favouritism and
out-group hostility – impacts on reporting other players that engage in undesired behaviours.

Last, Shores et al. Examine deviance and develop a metric, toxicity index, to identify toxic
players, while looking at the effects that interacting with them has on retention. Relationships
between toxicity and role, playing experience or number of friends in a team are also covered in
an attempt to understand what variables are indicative of deviance.

Focusing on the player experience (or PX) over different videogame genres, Johnson et al.
Found that MOBA games stand out as of- fering the most distinct PX, complementing their
research with six in- terviews to MOBA players. Although a limited sample, it provides im-
portant initial understanding of the nature of the PX in MOBA games.

In Khan et al. A large scale survey was conducted in North American servers for LoL, in order to
classify player motivations, and

six buckets were identified, extending previous scales and linking mo- tivation type to in-game
behaviours.

Between player experience and motivation to play, an online vi- deogame issue appears:
matchmaking. Especially critical in MOBA games, as it impacts in balance, fairness and
retention, Véron et al. Conducted a deep analysis on millions of game sessions to understand
the weaknesses of LoL’s matchmaking system and proposed new courses of action to improve
it. Likewise, Mylak and Deja showed how LoL’s current matchmaking system is built on a base
of conditions that do not hold true in the presence of empirical data and proposed a new ranking
system that would potentially improve user experience.

Almost as important as understanding toxic behaviour, player churn is a relevant problem for
MOBA games. When players leave a game early (mostly because they feel frustrated) it
impacts the rest of the team’s player experience. In Edge, a model for how a player frus- tration
builds in response to relative control over the game’s outcome was built, based on new
motivation theory ideas, aiming to predict churning.

How does the two worlds of computer games and reality bridge together to impact human lives?
How does having two parallel worlds effect the development of an individual’s characteristics?
The urge to discover such profound relationships changing our society today is the motivation
behind the paper by Nuangjumnonga and Mitomo, as it aims to examine the correlation that
exists between character roles in games and leadership in everyday life. Using a survey, the
relationship between the respondent’s leadership style (authoritarian, democratic or laissez-
faire) and game role (carry, support or ganker) is explored. It can be concluded that, although
outdated versus current metagame – roles have evolved – show how MOBA games can also be
a useful tool to bring together the world of videogames and reality, as well as to measure their
impact on human lives.

According to Schlauch and Zweig, there have not been many in-depth analyses of social
network in massive multiplayer online games (MMOG) and even less in multiplayer online battle
arena games (MOBA) that stem from classic one-vs-one games. Social Network Analysis (SNA)
is the application of network theory and metrics to data that contains actors and connections
between them. The article is a state-of-the-art for SNA in gaming, with a special focus in the
case of MOBA games. In the same line, Losup et al. Use a general form- alism to extract social
relationships from the interactions that occur between networked-game players. Few games
exhibit a greater need for socially-aware services than the relatively new genre of multiplayer
online battle arenas (MOBAs).

Statement of the Problem

In this study, we the researchers aim to know the effects of Mobile Legends to the
Behaviour and Health of Grade 11 and 12 STEM Students of AMACC Batangas in the year
2019 – 2020. This study seeks to answer the following sub. questions:

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


1.1 Gender
1.2 Grade Level

2. How long (Time) the respondents use to play Mobile Legend?

3. Is there significant relationship between playing mobile legends to the behavior and
health of the respondents?

4. What ar

5. Proposed Activity

Hypothesis of the study

The study tested the following hypotheses:


Ho1: There is no significant relationship between playing mobile legends to the behavior and
health of the respondents.

Significance of the Study


In this section, the researchers expressed the value or importance of the research study
and this is where the significant contribution of the result was enumerated. This research study
will beneficial to the following:

To Parents, this study would be of help since the finding will broaden their
understanding concerning with the effects of Mobile Legends to the behaviour and health of
their child, and so they can be aware.

To Students, the result of this study can give them an ideas and information about the
effects of Mobile Legends to the behaviour and health aside from negative effects.

To Mobile Legends Players, this study will help the ML players to know there is an
effects of playing Mobile Legends to their behaviour and health.

To the Future researchers, the findings of this study would serve as a source of
literature if they are interested to work on a similar type of inquiry.

Scope and Limitations


This study aims to know the effects of mobile legends to the behaviour and health of
senior high school students. This study is for all ml players and non-players, respondents will be
all Grade 11 and Grade 12 STEM students of AMACC Batangas Sy. 2019-2020.
Add more how why who when what

Definition of Terms

Mobile Legends - is developed and published by Shanghai Moonton Technology, a


Chinese game developer. Usually play with smartphones or mobile phones and computers.

Health - as defined by the World Health Organization (WHO), Behavior (American


English) or behaviour (Commonwealth English) is the range of actions and mannerisms made
by individuals, organisms, systems, or artificial entities in conjunction with themselves or their
environment, which includes the other systems or organisms around as well as the (inanimate)
physical environment.
Player - is a person who plays a game (Merriem-Webster, 1828).

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