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Week 8

Group 2:

Aaron Munar

Jonathan Pagarigan

Raven Dela Rama

Nickrome Hapa

Justine Gaspar

Jarvis Agres

John Andrei Alcantara

Nathaniel Miguel

Czeth Garcia

Afrille Asunscion

Alliah Bautista

Madelyn Bucao

Karyllane Bumatay

Therese Alyana

12- ARTS AND DESIGN - BUKANEG


RESEARCH TITLE: PSYCHOLOGICAL IMPACT OF MOBILE LEGENDS TO
STUDENTS

Foreign Literature
- The increasing number of students who are hooked on playing online mobile games
(OMG) is alarming. As such, this study was realized to address the problem. This study
assessed the gaming profile towards OMG and its relation to the academic performance
of the engineering students of Eastern Visayas State University Tanauan Campus
(EVSUTC). Specifically, the study investigated the correlation between student’s number
of hours spent on playing OMG (at school and home), commonly played OMG (at school
and home), reasons for playing OMG and attitudes on playing OMG with academic
performance utilizing Eta and Pearson r correlation analyses. A random sample of 134
student respondents were selected through purposive sampling of those who are playing
OMG using their mobile phones. Descriptive correlational research design was utilized
and a validated survey instrument was employed to gather the needed information. The
findings revealed that majority of the students played mobile legends and spent mostly 2
hours playing OMG for a reason of boredom. The overall attitudes of the students on
playing OMG were interpreted as Less Favorable (M=2.58, SD=1.13). Out of the
independent variables being set in the study, the number of hours spent on playing OMG
at home (r=-0.188, p=0.039) and commonly played OMG at school (r=0.203, p=0.045)
were found significantly correlated with student’s academic performance. Hence, the
students’ time spent on playing OMG at home and the type of games that students played
at school have significant bearing to their academic performance. As such, delimiting
student’s usage of internet can be made to address the problem.
Foreign Study
- This study was conducted to assess and find out the impact of on-line gaming on the
academic performance and social behavior of the students in the Polytechnic University
of the Philippines-Laboratory High School. Furthermore, this study sought answers on
the significant relationship between playing on-line games and academic performance
and to social behavior of the students.
- The study revealed that boys are more of a player compared to girls who often play
games that require three or more players like League of Legends, Clash of Clans,
Crossfire and many more to mention. It is also stated that those who play online games
are around 14-15 years old who are believed to be in the Grade 8 level. These students
who often play games have an average weekly allowance of 101 pesos to 500 pesos.
Playing online games do not affect their grades badly for they know how to limit
themselves. They know that they need to control themselves in order to function well in
their class that is why they only play games during vacation and weekends with a lot of
time compared when they have classes.
- Even though they play online games; they know how to socialize well and they can
perform very well when it comes to academic performance. However, it is inevitable not
to play even for half an hour especially when they are accustomed to it. Therefore, it is
just a matter of discipline.
Local Literature
- As a new type of addictive behaviors and distinct from traditional internet game addiction
on desktop computers, mobile game addiction has attracted researchers' attention due to
its possible negative effects on mental health issues. However, very few studies have
particularly examined the relationship between mobile game addiction and mental health
outcomes, due to a lack of specified instrument for measuring this new type of behavioral
addiction. In this study, we examined the relationship between mobile game addition and
social anxiety, depression, and loneliness among adolescents. We found that mobile game
addiction was positively associated with social anxiety, depression, and loneliness. A
further analysis on gender difference in the paths from mobile game addiction to these
mental health outcomes was examined, and results revealed that male adolescents tend to
report more social anxiety when they use mobile game addictively. We also discussed
limitations and implications for mental health practice.
Local Studies
- Several studies in psychology have found out that increased time spent on the Internet
can lead to negative impact on a person's ability to communicate appropriately face-to-
face with friends, peers, family members including parents [3].
- Studies revealed that the human brain is easy to destruct and one of the reasons is using
technology. The education system tends to go with the flow with this constant change in
the society in order to get things relevant with the generations today.
- The researchers felt the need to determine the impact of online gaming to students'
academic performance and their social behavior. The purpose of this study is to find out
the implications of on-line gaming to the academic performance and social behavior of
the students.
- This study used the descriptive – correlation method utilizing a questionnaire to get the
needed data for the study. Purposive sampling was used in this study. The participants in
this study were high school students of Polytechnic University of the Philippines -
Laboratory High School. They were selected through purposive sampling which the
persons chosen for the investigation are themselves not expected to be the representatives
of the population, but rather they possess the necessary information about the issue being
investigated upon.

Assessment:

Research Title: Psychological Impact of Mobile Legends to High School Students

a. Book with one author


 Dennis O. Dumrique; Polytechnic University of the Philippines, College of
Education, Department of Business Teacher Education
 Jennifer Castillo; Polytechnic University of the Philippines, College of Education,
Department of Business Teacher Education
b. Magazine/Journal Article
c. Website/Online Document
 . Su YS, Chiang WL, Lee CTJ, Chang HC. The effect of flow experience on player
loyalty in mobile game application. Comput Hum Behav. (2016) 63:240–8. doi:
10.1016/j.chb.2016.05.049
  Mccauley C. Video game play and anxiety during late adolescence: the moderating
effects of gender and social context. J Affect Disord. (2018) 226:216–9. doi:
10.1016/j.jad.2017.10.009

 pilkova J, Chomynova P, Csemy L. Predictors of excessive use of social media and

excessive online gaming in Czech teenagers. J Behav Addict. (2017) 6:611–9. doi:

10.1556/2006.6.2017.064

  Fayazi M, Hasani J. Structural relations between brain-behavioral systems, social

anxiety, depression and internet addiction: with regard to revised Reinforcement

Sensitivity Theory (r-RST). Computers Human Behav. (2017) 72:441–8. doi:

10.1016/j.chb.2017.02.068

d. E-Book

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