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PROS AND CONS OF ML AND PUBG TO THE BEHAVIOR OF GR. 9-11 STUDENTS
OF ST. BENEDICT’S ACADEMY
PROPONENTS:
STEPHANIE REBANAL
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CHAPTER 1
INTRODUCTION
“It’s not what you look at that matters, it’s what you see”, a quote by Henry David
Thoreau. There are a lot of different people in the world. Each individual having their own set of
thoughts and opinions. Different perspectives on how they view the world and everything in it.
Recently, ML and PUBG has become a trend especially within millennials. ML and PUBG is
already common here in our generation as it attached children, teenagers, and adults alike to play
and spend their time on playing it with their various behaviors.
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a) Reasons why do they play ML and PUBG
b) How ML and PUBG affects their behaviors
c) What are the players’ general reaction if they experience the following:
Game bugs or glitches
Disturbance while playing
Lag or low network connection
Trolls/abusive players
d) What can the parents, teachers, and the students themselves do to manage their
behavior and attitude while playing ML, PUBG, and other games.
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they are providing and the reactions, thoughts and opinions of their fellow
students about this image.
3) School Administration
The study can help the School administrators to create an idea on
how to deal with students who is more addicted playing PUBG and ML
and raise the reputation and image of their respective schools in
accordance to the views of people of these specific students.
4) Researcher
This study will help the researchers recognize the different behaviors of
students towards their pros and cons of playing ML and PUBG. It will help them
evaluate if these views and opinions are negative of positive and the reasons on
why these pros and cons came to be. It will also provide them an idea on what is
to be done based on the results of the study.
5) Future Researchers
Future researchers could refer to this study for guides and additional
information. This study will provide a reference and a guide to future
researchers that wish to continue this study or to conduct a new one that is
relevant to this topic. The society we live in will continue to change and
advance within time. This changes will greatly affect how people perceive
things around them. It changes the way they view things and how they
judge them. This study may serve as a motive of encouragement for future
researchers that wish to tackle the same issue.
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CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the review of related literature that the researchers have used to
shed light on the topic under study. It also contains the related studies and theories related to
the study. Likewise, the Synthesis of the State-of-the-art, Conceptual Frameworks and
Paradigms and definition of terms are included.
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B. Review of Related Studies
In the study, “The Impact of Video Games on the Players Behaviors: A Survey”, the
researchers’ concluded that video games do in fact have an impact on the players’ behavior,
as said below:
It has been shown that games may cause a variety of changes on the players such as
aggressive, negative or cooperative and attention from the positive side. The collected data
from the player is considered the main part in analyzing the personality of the player in order
to find the impact of the game on the player. (Alabed, Duwairi, & Quwaider, 2019)
Now we know that video games do indeed have an impact to the players, the next
question is that what are these impacts.
The increasingly large research literature on this topic consistently shows that video
game effects are not trivial; significant effects of video game play are found in short-term and
long-term contexts, and across a wide range of domains (e.g., Anderson, Gentile, & Dill,
2012).
A study has shown that the effects of video games to the players’ behavior are
complicated, as it involves numerous variables. In the study, “The Positive and Negative
Effects of Video Game Play”, the researchers’ conclusion are as follows:
The research findings reviewed in this chapter lead to the conclusion that video game
effects are complex and are better understood in terms of multiple dimensions than a good or
bad dichotomy. Significant effects of video game play have been demonstrated in a wide
range of domains. Some of these effects are desired by parents, such as the effect of prosocial
video games on empathy and helping (Greitemeyer & Osswald, 2010). Other video game
effects are worrisome to parents, such as the effects of violent video games on aggression
(e.g., Anderson & Dill, 2000), although it should be noted that this is a desired effect by the
armed services who train soldiers with violent video games. Even a single game can have
multiple effects on a person, some of which are harmful and some of which are beneficial
(e.g., a violent game which improves visuospatial functioning, but which also increases the
risk of physical aggression). (Anderson, Brown, et al., 2014)
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Synthesis
The related literature and studies presented above were selected on the basis of their
significance in fulfilling and justifying for this present study. The researchers gained a vast
knowledge about the current study’s background with the furtherance of prominent studies
conducted by past researchers and literatures created by renowned individuals. This will
contribute to the theoretical - grounding for conceptualization of the study in identifying the
different behaviors of students towards pros and cons of ML and PUBG.
From the review of related literature, the researchers further understood the definition of
video games and the ongoing debate whether video games are indeed good or bad. Furthermore,
the conclusions retrieved from the review of related studies gave the researchers better
understanding regarding the impacts of video games to its players.
Based on the past researches and studies, the researchers have come up with this study to
know the pros and cons of Mobile legends and PUBG to the behavior of Grade 9-11 students. In
addition to this, the researchers will be proposing some interventions or tips to have these games
more advantageous to the students.
Conceptual Framework
Our study aims to know both the positive and negative of ML and PUBG, specifically to
the behavior of Grade 9-11 students of St. Benedict’s Academy. Figure 1 shows the conceptual
paradigm of the study. Our study begins by collecting information from our respondents, which
are ten participants randomly selected from each class from Grades 9 to 11. This will be done
through the use of survey questionnaire. From there we will acquire various answers and
opinions to our survey. Once collected, the answers will then be analyzed by the researchers to
identify the main variables of the study, which are the positive and negative effects of ML and
PUBG to the students’ behavior. After determining the effects, the researchers can then find
ways to intervene to have these games more advantageous rather than disadvantageous.
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Survey Questionnaire
Analysis
Intervention
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Definition of Terms
Video Game - an electronic game in which players control images on a video screen.
ML – Mobile Legends: Bang Bang; is a multiplayer (5 vs 5) online battle arena (MOBA)
game designed for mobile phones.
PUBG – PlayerUnknown's Battlegrounds; is a Player VS. Player (PvP) online Battle
Royale Game.
MOBA – Online Battle Arena; a game where two teams of player-controlled characters,
each with special abilities, face off in a large symmetrical level with the goal of destroying the
opposing group’s home base, fighting off small AI enemies and toppling turrets in lanes on the
way.
Battle Royale - a video game genre that is a hybrid of survival exploration and
scavenging elements. In this genre, a large number of players usually 100) are fighting against
each other on a large isolated land where only one player or team gets to be victorious.
Lag - a slow response from a computer. It can be used to describe any computer that is
responding slower than expected. However, the term is most commonly used in online gaming
Glitch - a sudden, usually temporary malfunction or irregularity of equipment.
Bug - an error in a software program. It may cause a program to unexpectedly quit or
behave in an unintended manner.
Trolls – Someone who gains sadistic pleasure from annoying others online, to always
cause hassles for other players.
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METHODOLOGY
Research Design
A descriptive-interpretive qualitative approach was used in this study since it is useful for
studies in finding out how people think or feel, in-depth ways, at an individual level. The
researcher considered it as the most suitable method for gathering data and information about the
For the data collection, the researchers made use of the survey method.
Sources of Data
Facts that were directly provided by the respondents were considered as the data needed
for this study. The source was the data collected about the behavior of the grades 9, 10, and 11
Respondents of Research
The respondents of the study are from Gr. 9, Gr. 10, and Gr. 11 students of St. Benedict’s
Academy (SY 2019-2020) Guinobatan, Albay, and the data gathered from these students were
used.
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This study focused on the background of the respondents in gaming and their different
kinds of behavior in terms of aggression, laziness, perseverance, addiction, and the like. For this
reason, the willingness of the respondents to participate was taken into great consideration.
The researchers chose 10 respondents from each grade level (Grade 9, 10, and 11) which
are randomly selected in the vicinity of SBA. With these evidences, the chosen respondents
Research Instrument
The survey questionnaire is the most appropriate tool to use in conducting this
study. A survey questionnaire is a set of questions used in a survey. It is a type of data gathering
method that is utilized to collect, analyze and interpret the different views of a group of people
from a particular population. The respondents are given major and specific questions that helped
the researchers obtain a more organized and systematic information about the respondents.
A survey questionnaire was used to obtain raw reliable data direct from the respondents
which were then used and contributed towards the meaningful analysis, interpretation and
understanding of the information gathered. The set of pre-planned open-ended questions was
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Data Gathering Procedure
The researcher will ask permission to the teachers of the respective respondents. Each
class will have 10 respondents starting from grades 9 to 11. After approved by the teachers, the
researcher will then conduct the survey by giving out the questionnaire to the respondents of
Through the survey, the researcher will be able to analyze the Yes or No check-list and
open-ended questions, both included in the survey. These questions are served to understand the
response of the respondents. Through the survey questionnaire the researchers will prioritize the
answers of the respondents to be sure that no one else will find-out. The information collected
will be confidential.
After the survey, the researchers analyzed the data collected from the respondents. The
researchers already know the different behaviors of the respondents of grades 9-11 students in St.
Benedict’s Academy, Guinobatan Albay. The response of the respondents were considered as the
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CHAPTER 3
RESULTS AND DISCUSSION
Results
Of the said grade levels, 10 sampled participants have answered the questionnaires. The
first questionnaire served as the dry-run while the second included follow-up open-ended
questions. With these results, the researchers can gather, analyze, and interpret the data essential
to the study.
Based on the results of the survey, The researchers have gathered the students’ reasons of
According to them, they play these games mostly because of socialization, this includes
playing with friends, socializing with strangers and meeting new people. However, this also
The second leading reason of playing is due to the gameplay of these games. This may be
because of the players’ preferred genre, or the features of the games itself, such as the graphics,
the heroes/items, game modes, and the like. Furthermore, the third leading reason of playing is
the satisfaction the players get while playing. Most of the Gr. 9 students answered satisfaction.
Similar to satisfaction, another reason for students is intentional distraction, or a means escape
Only 3% of the students reasoned education while 13% play because of competence, or
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Gr. 9-11 Students' Reason for Playing ML and PUBG
3%
16%
13%
Satisfaction
Socialization
10% Gameplay
Distraction
Competence
Education
19% 39%
Discussion
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Conclusion
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NOTES
1
Best Games to Download in 2019. (2019, July 18). Retrieved October 29, 2019, from
https://www.ciit.edu.ph/best-mobile-games-2019/.
2
Video game [Def. 2]. (n.d.). In Cambridge Dictionary Online, Retrieved August 17, 2019, from
https://dictionary.cambridge.org/us/dictionary/english/video-game
3
Video game [Def. 1]. (n.d.). In Merriam-Webster Online, Retrieved August 17, 2019, from
https://www.merriam-webster.com/dictionary/video%20game
4
The Evolution of Gaming. (2019, January). Retrieved October 29, 2019, from
http://gametyrant.com/news/the-evolution-of-gaming.
5
Romano, A. (2019, August 26). The frustrating, enduring debate over video games, violence,
and guns. Vox. Retrieved October 29, 2019, from
https://www.vox.com/2019/8/26/20754659/video-games-and-violence-debate-moral-
panic-history
6
Quwaider, M., Alabed, A., & Duwairi, R. (2019). The Impact of Video Games on the Players
Behaviors: A Survey. Procedia Computer Science, 151, 579–582. Retrieved from
https://www.sciencedirect.com/science/article/pii/S1877050919305393
7
Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The Positive and
Negative Effects of Video Game Play. Media and the Well-Being of Children and
Adolescents, 109–128. Retrieved from
https://pdfs.semanticscholar.org/daeb/6178d0e950e9ff2128434ce415542c58698a.pdf
8
Calmorin, M. A., & Paler-Calmorin, L. (1995). Methods of Research and Thesis Writing. REX
Bookstore, Inc. p. 101
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