Professional Documents
Culture Documents
Mobile Games
Mobile Games
Chapter 1
THE PROBLEM AND ITS SETTING
Introduction
and aggression which are the symptoms that a person is under the
gaming and “addictive gaming” is that two gamers may play for
motivation and the meaning that gaming has within their lives
much the negatively impacts other areas of life, not by how much
gamers are male. Among male gamers, more severe online gaming
hold true for female gamers (Ko et al. 2005). Excessive use of
mobile games are not yet created, students are not yet engrossed
students go through this same situation over and over again. And
Conceptual Framework
This research aims to prevent student from too much usage and
risk of playing mobile games too much, to not depend their lives
health).
INPUT
PROFILE OF RESPONDENTS
PERCEIVED EFFECTS OF
PLAYING MOBILE PHONES
DATA GATHERING
TECHNIQUE
QUESTIONNAIRE
OUTPUT
Increased knowledge and
dissemination of information about
the perceived effects of playing
mobile online games.
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questions:
in terms of:
1.1. age;
1.2. sex; and
1.3. number of hours spent in playing mobile
games?
Relationships; and
Faculty. The outcome and finding of the study may help them
significant things.
games.
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responsible.
Definition Of Terms
global.com, 1988-2018)
(Britannica.com, 2018)
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Chapter 2
Related Literature
from drug addiction. Both are searching for a way to make they
life becomes more appealing than real life. Too much gaming may
overdose, but experts say video game addiction can ruin lives.
Children who play four to five hours per day have no time for
life,” said Joe Hilgard, lead author of the study and a doctoral
players can end up lying about playing video games. The study
found that “problematic” video game use can have similar effects
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Kang,2011).
problem (Brian. D. NG, M.S & Peter. W. H, 2005). It can make the
people who has addicted will feel that the games can provide
also make more cause why the games addicted will be more
and Zhou (2007), who also researched on the same topic, reported
Zhang (2007) indicated that most of these students had bad grades
long time before going to sleep, their brains still keep running
the night and as such this leads them suffering from insomnia
the ways to assess and identify the reasons causing the onset
too many hours (above 10 hours a day) are at high risk of being
such a game can distract the player from the sensation of pain,
game to stop an 8 year old boy picking at his face. The child
his upper lip. Previous treatments had failed so the boy was
given a hand held video game to keep his hands occupied. After
two weeks the affected area had healed. Controlled studies using
cancer and treatment for sickle cell disease. All these studies
excess in the first place. There should also be long term studies
Chapter 3
RESEARCH METHODOLOGY
analysis.
Research Design
Methodology)
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Research Locale
General de Jesus. The school was founded on June 20, 1946 and
1997.
sample. Random samples are used to avoid bias and other unwanted
presented in Table 1.
Table 1
Actual Number of
Total Number of
Sections Students per
Respondents
Section
Faith 45 11
Honesty 45 11
Loyalty 45 11
Joy 44 11
Charity 45 11
Hope 45 11
Peace 43 11
Love 38 11
TOTAL 350 77
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answer the questionnaire and test that the researchers gave them
population.
questionnaire.
1. The Questionnaire
topic. After making the first draft, this was presented to their
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the respondents’ sex, age, and number of hours spent using the
computer.
and suggestions.
and recommendations.
Statistical Treatment
Microsoft Excel.
(0.05 or 0.01).
specific category.
Formula:
% = _F_ x 100
N
Where:
% = Percentage
F = Frequency
Weighted mean was used to determine the mean age and the
respondents.
Formula:
𝐓𝐖𝐅
WM = 𝐍
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Where:
WM = Weighted mean
TWF = Total Weighted Frequency
N = Total Number of Respondents
questionnaire.
Verbal
Scale Mean Range Verbal Interpretation
Description
The students do the said
5 4.21 – 5.00 Always
action most of their time
The students often do the
4 3.41 - 4.20 Often
said action
The students are do the
3 2.61 – 3.40 Sometimes
action sometimes
The students seldom or
2 1.81 – 2.60 Seldom almost never do the said
action
The students never do the
1 1.00 – 1.80 Never
action
Chapter 4
College and to come up with the purpose measures to help the teachers
and the students to understand and know the effects of mobile online
games and to stop them from using too much computers. The data is
interpretation.
1.1 Sex
to sex.
Table 2
Distribution of Respondents According to Sex
Sex Frequency Percentage
Male 36 46.75
Female 41 53.25
Total 77 100.00
1.2 Age
is shown on Table 3.
Table 3
Table 4
that they play mobile games for two and a half hours. Four
students said that they play for an hour and a half which is
5.19%, 5 students said that they play for 2 hours. The second
percentage.
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Academics.
Table 5
despite the fact that students spend some time playing mobile games,
Social Life.
Table 6
Responses to the Perceived Effects of Mobile Games to Social Life
The current table still does not have any significant difference
from the last 2 tables, the general weighted mean of the items that
One’s Behavior
Table 7
Responses to the Perceived Effects of Mobile Games in One’s Behavior
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“disagree”. This means that the respondents’ social lives aren’t that
They are still able to have time to bond with other people as
stated in item 1, “I have lesser time bonding with other people,” the
as “disagree”.
Table 8
Responses to the Perceived Effects of Mobile Games in
One’s Filial Relationship
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The respondents seem to have more time with their family than
“disagree”.
Students are still able to bond and talk with their family
think that mobile game players could be interactive with their family
members too.
One’s Health
Table 9
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mean of 3.16, verbally stated as “agree”. This means that most of the
safe to conclude that mobile games don’t affect the students that
much, negatively.
Chapter 5
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of data.
Summary
questions:
terms of:
1.1. Age;
games?
2.1. Academics;
Major findings
games.
1.1 Sex
respondents.
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1.2 Age
years old.
2.1 Academics
2.3. Behavior
Conclusions
families and friends than what you’d expect. They are also
able to post high scores despite the fact that they are
Recommendations
For Students
For Parents
academic performance.