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Effects of Playing Mobile Legends in Socialization Skills of

Punturin Senior High School Students

Submitted by:
Luke Ashley M Faustino

John Paul Pidlaoan

Wendel S. Cayabyab

Mario G. Tanghal

Submitted to:

Ms. Mary Rose S. Leynes

2019
Chapter 1

PROBLEM AND ITS BACKGROUND

1.1. Background of the Study

Online games are created to give people a sense of enjoyment and fulfillment. It was

invented to release the stress of a person from a day full of hectic activities. One of these

online game is Mobile Legends, many students uses this application to relieve pent up stress

and to entertain themselves but sometimes it serves as a distraction. This is one of the reasons

that pushed for this research topic to be conducted and picked among many choices

presented. Since it is connected to the students, it can also be said that this research were

inspired because of the linked relation to the involved person and the researchers. This

relation made this topic easy to study. The increased popularity of Mobile Legends has

definitely catches the attention of many individuals and charmed them to play and experience

just what makes this game popular. Many students were tempted to try and test the game.

Now that they’ve experience the stimulation and enjoyment the game gives, they couldn’t

help but be addicted to the game. This is also what this research would like to explain and

resolve to help out students that experience this addiction. This research would be able to

give advice on how to put a limit in every game.

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Mobile Legends is arguably one of the most popular mobile games currently being

played. While its premise is interesting enough, it really keeps players glued to their smart

phones. The most recent Mobile Legends (ML) update brought in several new additions to

the game players not only have a new interface to get used to, but they’re introduced to new

heroes as well (Vox, 2019). It is a game played on a feature phone, smartphone/tablet, and

portable media player.

Today, mobile legends can be downloaded from app stores as well as from mobile

operator's portals, but in some cases are also preloaded in the handheld devices by the OEM

or by the mobile operator when purchased, via infrared connection, Bluetooth, memory card

or side loaded onto the handset with a cable. With 63 million downloads and 16 million

monthly active users, Mobile Legends has become one of the most popular pastimes in the

country (Pamaran, 2019). Many commuters if they are stuck in heavy traffic, chances are

high finding others who sat beside them are hooked on the game.

When someone heard about the effect of mobile legends, they tend to think about the

negative effects first. Like the fact it causes addiction, in socialization skills.

Today, the world is surrounded by 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. Moreover, mobile legends have negative effects. It consumes more

and more of time each day. But Hit (2016) claimed that playing mobile legends has a positive

effect to the one who would like to try, especially in mobile legends players.

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So the researchers came up to this study to show that Mobile Legends has positive and

negative effect to the socialization skills of Punturin Senior High School students.

1.2. Statement of the Problem

In this study, the researchers aim to know the good and bad effects of Mobile Legends to

the socialization skills of Punturin Senior High School students. Specifically, this study seeks

to answer the following sub- questions:

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

a) Gender

b) Strand

c) Rank in Mobile Legends

2) What is the possible effect of playing mobile legends to the socialization skills of SHS

students in terms of:

a.) Interpersonal Skills

- by the means of communication through verbal conversation.

b.) Empathy and Rapport Skills

- by the means of ability to understand, share the feelings of one another and build a

harmonious relationship.

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1.3. Scope, Delimitation, and Limitation of the Study

This study aims to know the effects of Mobile Legends to the socialization skills of

Senior High School students. This study is limited only to the players of Mobile Legends in

SHS department. The respondents will be all Senior High School Students from Punturin

Senior High School.

1.4. 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:

 Mobile Legends Players- the result of this study will help the ML players to see their

limitation in playing even though it cause good effect, it also imposes negative effect

on them.

 Students- the result of this study can give them ideas and information about the

effects of Mobile Legends to their interaction, particular to socialization skills.

 Parents- this research will be an essential tool for them to be fully aware of their

child's excessive use of gadgets such as playing mobile legends and to be informed on

how to limit their child.

 Teachers- this research will aid their questions and curiosity on why some of their

students are not able to focus in the class. And the ways they can help to inform the

students about playing mobile legends.

 School- this research will contribute to the institution for resolving situations of the

students.

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 Future Researchers- the result of the study will be serving as a guide of other

researchers who would embark conduct of study of similar nature.

1.5. Definition of terms

1) Mobile games- are games designed for mobile devices, such as smartphones, feature

phones, pocket PCs, personal digital assistants (PDA),tablet PCs and portable media

players (Techopedia, 2019).

2) Mobile legend- is created by China developer is Moonton Technology Co. Ltd and

shanghai mulong network and technology Co.,ltd. July 11, 2016. Mobile legend bang

bang is a game designed which only for phone.(Moonton, Mobile Legend, 2016).

CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter contains related literature that the past researchers conducted inside and outside the

country wherein it supported the topic entitled “Effects of Playing Mobile Legends in

Socialization Skills of Punturin Senior High School Students.”

2.1. Review of Related Literature and Studies

Local Literature

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In 2018, MLBB's entrance into the Philippine basketball scene was marked by exciting

collaborations with leading Filipino basketball players, basketball-themed skins, limited-edition

jersey, and a slew of offline activities. As a globally-focused game, MLBB has always placed a

strong focus on local popular culture and aims to connect with players at a deeper level.

Basketball being a popular sport within the Philippines, and among MLBB players, entering the

basketball scene was a natural decision for the game (Xia, 2018). Moreover, basketball and

MLBB e-sports share a lot of similarities, both of which emphasize the spirit of competition and

teamwork. Players of all skill levels can experience the thrill of competition and teamwork

(PinoyTechSaga, 2018).

“Mobile Legends: Bang Bang” is a mobile MOBA. Unlike games such as DOTA 2 or League of

Legends (LOL), it only needed a compatible mobile phone to run the game. The game was

developed by Moonton, a gaming developer located at Kuala Lumpur, Malaysia, with a company

life nine months. To boot, this is only Moonton’s only video game developed and released,

available for both android and iOS. (Lopez, 2017)

Stein (2018) stated that many of youth today loves to have some fun playing online games in

solo play or with our friends. With a strategy Multi-player Online Battle Arena kind of a game

you’ll sure be hooked up with it for hours. This category of game was first introduced in a PC

and a lot of gamers find it great to measure one’s skill of a real player when it comes to the

gamer’s reaction time, critical thinking and strategies to win the game. Nevertheless, it’ll

measure ones’ sportsmanship which is a true quality of a real gamer. (Arjay Aragon, 2017)

Positive effects of playing video games

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1. Multitasking abilities

A lot of video games require multitasking abilities. Playing regularly will help an individual to

enhance his reflexes and responses. Like for example, racing games will require them to drive

and win the race while doing extra missions. In this case, they need to multi-task for them to be

able to finish the mission given (Pierce, 2017).

2. Cooperation and teamwork

This is obvious especially in games like multiplayer online battle arena famously known as

MOBA. The key to win the game is cooperation and teamwork. Without these two essentials, it

is almost impossible to win. According to Cyert (2018), if one is fond of playing this kind of

games, then there are higher chances that they will learn to cooperate with his teammates even

when outside the game. This will apply specifically to their activities at school or performance in

their chosen sport.

3. Boost confidence

Playing video games can boost confidence (Tanner, 2019). One will be more likely to become

competitive. Accomplishing something or achieving victory in the game one is playing might

turn them to be more confident than they used to be before. It will also help them to strive and

work hard to gain more achievements. Seeing each individual being competitive is something

one would like to see.

4. Eye and hand coordination

March (2015) stated that good hand and eye coordination are highly needed in playing video

games. A good example is shooting game. For an individual to win that kind of game, they need

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to be very keen when it comes to chasing opponents and shooting them while they are defending

themselves. This is possible if you have a good hand and eye coordination. Regular playing can

increase your child’s proficiency which is very useful for performing his daily activities.

5. Social skills

This is totally helpful especially to those individuals who are having a hard time socializing with

others. Playing online games will slowly help them to learn how to interact with different kinds

of people – even strangers (Stephen, 2019). Yes, approaching people in real life might be harder

than doing it virtually when playing online games but the point is, they will eventually learn how

to handle talking to other people around them. There are guide to educational games around that

can be used that they can play to help increase their social skills even more.

6. Promote physical activities

Contrary to the common belief that video games will make a person clumsy, there are some

video games that will require them to perform physical activities. If they is not interested in

playing outside they may excel in online virtual sports. These includes: basketball, tennis,

volleyball, boxing, skateboarding and so on. Using consoles, they will experience outdoor

activities even when they are alone and inside their room (Marx, 2016). Later on, if they are

already enjoying this kind of sports, then convince them to try it with their friends too.

7. Reduce stress

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Studying can be really stressful for every child. Sometimes, stressing them out instead of letting

them enjoy will push them more to hate their studies. Giving them the freedom to play their

games will reduce their stress (Miyazaki, 2019). This will increase their positive vibes and will

attract good mood. When this happens, it will be easy for you to convince your child to study and

finish his homework

Playing video games is not bad. What makes it bad is the addiction in playing too much video

games. There’s a difference. Just like any other, a player should play moderately and have fun

(Sanchez, 2017)

Foreign Literature

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).

According to Stephen (2017), one have to admit that many of individual loves to have some fun

playing online games in solo play or with their friends. With a strategy Multi-player Online

Battle Arena kind of a game they’ll sure be hooked up with it for hours. This category of game

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was first introduced in a PC and a lot of gamers find it great to measure one’s skill of a real

player when it comes to the gamer reaction time, critical thinking and strategies to win the game.

Nevertheless, it’ll measure ones’ sportsmanship which is a true quality of a real gamer. (Arjay

Aragon, 2017)

Online games

Nowadays, children and young people were engaged in playing online games. This game is a

video game that can be played via Internet or Online. They choose this hugely popular game

because it inspires the users to complete different challenges in which they can interact or link up

different players around the world. It also teaches the players to have teamwork and cooperation

when playing as well as planning, decision making and formulating strategies like what they do

in real life situations. (Online gaming, 2011)

Influences

The society and universities should be aware of psychological factors, technological factors and

media factors that are marginal significant to influence to become addictive in online gaming.

Psychological factors refer to thoughts, feelings and other cognitive characteristics that affect the

attitude, behavior and functions of the human mind. These factors can influence how a person

thinks and later affect his decisions and relations in his daily life. In this case, the characters,

settings and the total package of any kind of online can change a gamers’ thoughts or feelings.

Technological Factors refers to technologies that affect the daily routine of the gamers it is

because without gadgets or technologies there is no online gaming. If the person is engaged in

technologies then there is a possibility that the person is also engaged in online gaming

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addiction. Social media gives information, fun and enjoyment this reason lead the social media to

be one of the factor. In this 21st Century, students are aware that media is most used by

everybody. Through advertisements, the gamer particularly the students will be curious about the

games that were shown on the screen so with that, the students were encourage and influenced.

One of the factors is also peer pressure. This is when everything that a person peers do, they also

do. (Miqdad, 2017)

Effects

Online games addiction will have an effect on Junior High School students of Southern Christian

College in terms of their academic and cognitive, physical, emotional, and social aspects.

Academic Performance and Cognitive Aspects

There is a negative impact to the gamers who played any kinds of online games especially to the

students. There is a potential that they will fail on their studies because of the said phenomenon.

The student’s minds were attached on a game that is why their time on studies was limited.

According to Schmidt &V. Anderwater, 2018, p.63, as what is noted in a 2018 study on media

attention and cognitive abilities, “content appears to be crucial”. If the content being consumed is

positive, then positive results can be expected. If the content is negative, then negative results

can be expected. Therefore, it also depends on how the player handles the impacts of online

games on his/her studies. (Miqdad, 2017)

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Physical Aspects

According to Craton, J. (2019), the physical consequences of online gaming addiction includes

the Carpel tunnel syndrome in which the main nerve between the forearm and hand is squeezed

or pressed. Migraine headaches that normally begins in a small spot and slowly spreads and

gives much pain that can cause an individual to vomit. Sleep disturbance which includes

insomnia, narcolepsy and etc. Back ache, because the gamer stays on one position for a long

period of time. (Roberto, 2018) Lack of movement that can cause stiffness and soreness, worse,

it can cause chronic back problems. Eating irregularities, the addicted gamers cannot exert time

to eat or they will eat improperly. The physical consequences of a gamer depend on the physical

condition or status of the gamer. Yet the rigidness of the physical consequences is frequently

parallel to the level of addiction but this is not the constant instance. (Craton, 2019)

Emotional Aspects

According to Bandura (2019), social cognitive theory of personality portrays the human

individuals as a proactive and self-reflecting agent rather than a reactive organism that is shaped

solely by external events and circumstances. At first, if the gamer is already an online game

addict, then he/she feels good because it brings happiness and entertainment for them. For them,

Life without online game is boring so they do not mind what others say. But as the gamer

continue to surf of about more than 4 hours a day then the gamer will realize that it brings bad

impacts oin them. With this, they feel sad and lonely because of the reasons that the gamer were

isolated from their family and friends. One can deny the fact that in what we do, there is always

an emotional impact on it. (Rudd, 2011)

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Social Aspects

One of the most authentic part of gaming addiction is the social consequences. Addicted gamers

became ignorant in their personal affinities and sometimes fade instantly because the addicted

gamers spend most of the time in playing online games. 50% of the addicted gamers who were

married were reported that their marriage were in trouble due to their addiction (Mariam, 2015).

In Sanderson’s study in 2017, seeking information about online games addiction, will lead on

multiple stories about mischievousness and wickedness. Gaming takes priority for them above

else, so, people made social decisions. But not all addicted gamers ignored their relationships,

some of them get ignored by the people around them because they talk a lot about the game and

excluding other things that matters more like in captivating in real world conversations or be

close to your family. (Fleming, A.2004)

2.2. Theoretical Framework

According to Molcho (2017), gaming has provided evidence that instructional games can

promote retention and the ability to transfer knowledge to new domains. Instructional games are

attractive to learners because they offer a simple and creative means of providing high-level

motivation, clear and consistent goals, and sustained interactivity. Gaming as an instructional

variable may be analyzed as methods of rehearsal by facilitating the organization and retention of

content (Dwyer & Dwyer, 2015).

The theory of intrinsic motivation is by far the dominant source of support for instructional

gaming. Research has provided evidence that instructional gaming has the intrinsic ability to

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develop the learners' confidence in determining their own destiny. This theory suggests that

intrinsic motivation in an instructional gaming context is comprised of an optimal relationship

between fantasy, challenge, curiosity, and control.

2.3. Conceptual Framework

-Interpersonal
Mobile Skill
Legends
Bang Bang -Empathy and
Rapport Skill
The

purpose of

this study is

to determine the effects of playing mobile legends to the academic performance of students who

in Punturin Senior High School who ranks high in Mobile Legends. The researchers included a

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conceptual framework for the students to fully understand the importance of conducting this

research.

The figure above shows how the research flows. The researchers used quasi-experimental

research design to estimate the causal impact of an intervention on target population without

random assignment. Mobile Legends Bang Bang stands as the independent variable since it is the

focus of the study. Interpersonal skills and empathy and rapport skills are the dependent

variables observed in the study. Interpersonal skill falls under how the respondents communicate

with other people by conversing, while empathy and rapport skill are measured by their affection

to their peers.

CHAPTER 3

RESEARCH METHODOLOGY

3.1. Research Design

The researchers used the quasi-experimental research design because the study involves selecting

groups, upon which a variable is tested, without any random pre-selection processes. Quasi-

experimental research involves the manipulation of an independent variable without the random

assignment of participants to conditions or orders of conditions. Thus, the research study was

often involved with measurement, classification, interpretation and evaluation.

3.2. Research Locale and Sample

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The researchers will conduct the study in Punturin Senior High School at Brgy. Punturin,

Valenzuela City. In this study, the respondents are selected from Legend-ranking (this is a rank

after Epic like in another rating a player must have passed 5 stages and achieve 5-star rating to be

a Mythic) players in every grade level of Punturin Senior High School students. The respondents

selected are high-profile players and limited for Epic V and has 5 stars in their rank level.

3.3. Instruments of the Study

The researchers will use survey questionnaires and focus group study to get information from the

respondents. After they gathered the information from the respondents they will evaluate and

interpret the given data.

3.4. Data Gathering Procedure

In this study, creational of sets of questionnaire was the first and primary aspect of the data to be

gathered in the respondents. It was where all the data must have been observed for a clearer point

of view in accordance of the different aspects of students in using Mobile Legends.

After gathering the answers of respondents through questionnaires the researchers will use the

focus group interview with some prepared questionnaire to discuss the Positive and Negative

Effects of Mobile Legends to the socialization skills of Punturin SHS Students. In order to gather

these data, the researchers will make a systematic procedure to maximize their different points of

views of dealing with playing Mobile Legends.

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Next, the most essential part of conducting the study was known by perceiving effects on every

individual. In order to gather information, the researchers will go to their respondents and ask

them about the effects of Mobile Legends to their socialization skills based on their experience.

Lastly, researchers will move forwards to the crucial part because it needed to validate the results

properly without certain alteration or objectivity. It was where the analysis of all respondents

summed up together and combined in a proper manner of the positive effects of using Mobile

Legends on their socialization skills.

3.5. Statistical Treatment

The researchers will use z-test as their statistical tool in their study to find if there is a significant

difference between the mean of two groups. Since this study is purposive sampling, their purpose

is to seek respondents who are high-ranking gamer in Mobile Legends.

They will find the mean, standard deviation and z-test in their study.

1. The researchers will use the formula of weighted mean for the frequency of respondents’

𝟏
answer. ̅ = ∑𝑵
𝒙 𝒊=𝟏 𝑿𝟏
𝒏

Where: = each of the values in the data

∑= summation

n= population = mean (average) of data


data
n- 1= pieces of data (sample)

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2. The researchers will used standard deviation as their second tool. This measures the

spread of the data about the mean value.

𝟐
( ̅ 𝑿𝒊 = 𝝁 )
𝝈=∑
𝑵

Whereas:

𝝈 = population standard deviation

𝑵 = the size of the population

𝑿𝒊 = each value from the population

𝝁 = population mean

3. Last tool researchers will used is z-test. The purpose of the statistical tool is used

to compare two population means.

̅ − 𝝁𝟎
𝒙
𝒛=
𝝈 ∕ √𝒏

𝑥̅ = mean of sample 𝜎 = standard deviation of population

𝜇0 = mean of population n = number of observations

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