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Computer Arts and Technological College, Inc.

Balintawak Street, Albay District, Legazpi City.

Level of Awareness to the Effects of Excessive Playing of Mobile Games of Grade 12 GAS Students of
Computer Arts Technological Collage, Incorporation.

Researchers

Karen Kate Llenas

Angela Mae Orolfo


THE INTRODUCTION

Level of Awareness to the Effects of Excessive Playing of Mobile Games of Grade 12 GAS
Students of Computer Arts Technological Collage, Incorporation.

A mobile game is a game that is played on a mobile phone, smartphone/tablet,


smart watch, PDA, portable media player or graphical calculator. The earliest known
mobile phone game was a 1994 Tetris variant on the Hagenuk MT-2000 computer.

Nowadays, mobile games are typically downloaded from app stores as well as
from websites of mobile operators, but in some cases, when bought, the OEM or mobile
operator is also preloaded into the handheld devices through an infrared link, Bluetooth,
memory card or side loaded with a cable on the phone.

Mobile games are online video games played on a mobile computer, and are
particularly popular when downloaded for free (e.g., "freemium game"-games played for
free and where consumers can pay for additional features), and can be single-player or
multiplayer games (Su, Chiang, Lee, & Chang, 2016). In addition, since social
networking sites (SNSs) are effectively incorporated and used across many gaming
platforms, the social elements of most mobile games are essential features of modern
digital gaming. Some studies have focused on gaming through smartphones, especially
in Asia (Lee, 2017; Su et al., 2016). In contrast, Europe represents a quarter of the
global games market, according to the Global Games Market Report (Newzoo,2017),
with 78% of European mobile gamers playing freemium games (Deloitte, 2015). Video
games are one of the fastest growing sectors of the mobile application industry in
Europe, according to a Deloitte (2014) survey.

Playing games is a normal component of growth. Kids learn to socialize,


compete, satisfy their desired ego, entertain, have fun, and even escape from
depression in one way. In most cases, smartphone games are no more risky than other
games that children play outdoors. But sometimes with the touch of new technology,
mobile gaming becomes more than just playing. It's becoming an addiction. They
become an addiction, and when they become an addiction, it will be difficult for parents
and for them to bring an end to what has begun.

As of 2017, the Philippines ranked #29 worldwide in terms of game sales, with a
total of 29.9 million gamers nationwide, according to the quarterly evaluation of the
Global Games Industry Survey. In the Philippine Market Gamer Insights survey
conducted the same year, 18 percent of males and 16 percent of females in the 10-20
year age group are active smartphone gamers.

In the age group of 10-20, most of them are students ranging from late
elementary to early college stage. With this, students may be addicted to gaming for
self-satisfaction and to pass time.

In Computer Arts and Technological colleges, it is evident that Senior High


School (SHS) students, particularly Grade 12 students, tend to engross themselves in
playing video games, consuming their time, sometimes making them unprepared for
school.

The aim of this paper is to investigate a comparatively untouched area of


research into games: whether or not there is a link between the frequency with which
computer and mobile games are played.

The researchers want to know the student's demographic profiles in terms of


age, gender and type of game. In conjunction with their playing hours, the researchers
also want to know the level of exposure of the respondents.
Assumptions of the Study

This study is dependent to the assumption that the students will answer the
questionnaire accurately and subjectively in expressing their experiences in playing
mobile games.

Statement of the Problem

The ultimate aim of this study is to allow the researcher to know the level of
knowledge to assess the student's awareness of the effects of excessive mobile games.
This research is intended to show the results of excessive play of Mobile Games of the
grade 12 GAS Students of Computer Arts Technological College, Incorporation.

At this stage of the research, gaming addiction is generally defined as the


excessive use of gaming (computer game addiction, console gaming addiction, mobile
gaming addiction). This research aims to answer the following questions:

1. What makes a mobile games addicting?

2. How much time do the students spend on playing mobile games?

3. Do the students think twice when they realized that they spent too much time on
playing video games?

4. Do the students are aware on what will happen to them because of excessive playing
of mobile games?

5. Length of time the respondents play online games (in terms of months)

6. Length of time the respondents play online games in a week (in terms of hour)
Scope and Delimitation of the Study

The study will focus on the awareness to the excessive playing of mobile games
among the Senior High School (SHS) Students of the School Year 2020-2021of
Computer Arts and Technological College,Inc. Located at Balintawak, Legazpi City,
Computer Arts and Technological College, Inc. It is located near the Provincial Capitol
of Albay, and can be seen in front of the Albay Cherry Land Bakeshop.

The results of the study will greatly benefit the SHS students by knowing how
they can reduce their gaming addiction and recognize its effects on their life.

Significance of the Study

The students of Computer Arts and Technological College Incorporation are the
key beneficiaries of this research review, as students this will provide us with some
information about the impact of excessive mobile game playing. This will also serve as
an eye opener to those have been addicted in playing mobile games. The respective
parents would also be aware of the potential consequences of their children's excessive
play of mobile games. Teachers will also be the one who acquired these advantages
from this research, since teachers will be able to identify the students who are addicted
to mobile games so that they can help prevent excessive playing mobile games through
these concerning problems of the students. The school administration will since it will
help them know the nuetrans in their generation and it will also help them on how to limit
their time in playing mobile games by knowing the effects of it. Players as well will
benefit this study since it will help them know the effects of excessive playing of mobile
games. Prospective researchers. This will assist future researchers who are interested
in this study. It will serve as their basis and their back ground about their research.
Thus, the uncovering of the study on gaming addiction will help teens (mainly students)
to avoid the excessive habit of playing mobile games.

Definition of Terms

The following terms were defined for a better understanding of the work:
Mobile Games- are games that are designed for mobile devices, such as
smartphones, featured phones pocket PC’s personal digital assistant (PDA), tablet PC’s
and portable media players.

Students- A person who attends school, college or university. A person who studies
something. (Merriam Webster)

Excessive- more than is necessary, normal, or desirable; immoderate.

Technology- The practical application of knowledge especially in a particular area.

Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to the presentation
investigation.

Related Literature

LOCAL

According to the article "The gamification of education why playing is the future of
learning" by Michael Logarta (June 11, 2014), students can benefit more in gamification
of education rather than using traditional 0ay of educating students. 6amification means
using game mechanics to mae teaching more interesting, motivating, casual and fun
for students.

So instead of restricting them from playing games, 0hy not use certain games that their
knowledge, memorization and skills. Also, if lessons are given in a game like manner,
students would tend to remember it more than lectures that are stated in a news-like
manner.
Related Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), mobile gaming
can be addictive. The research has tended to concentrate on negative aspects, such as
excessive play and addiction. Instead of spending their hours on studying and doing
their homework, children spend their time on playing computer games.

Turkle (1995) found out that online games enabled self-exploration and discovery that
users extended and idealized their existing personalities or try out new ways of relating
to one another that can positively affect real life relationships.

Gentile, et al. (2004) said that the majority of these studies have shown that online
games can be addictive and that some online games have been associated with
aggressive behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
research is fraught with problems and criticism

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