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THE EFFECT OF MOBILE GAME OF THE YOUTH DURING COVID 29

QUARANTINE

Biliran Province University


Naval, Biliran
Enrique B. Picardal Jr
ekyjr26@gmail.com

Abstract

It indicates that even enjoying online Mobile games does now not affect their conduct in society and it has a
high quality have an effect on and According to the educational overall performance of the respondents, the
result is shown that out of 25 responses, most of these interviewed enjoying online mobile games gets a
score from 20 which ability 80% "Good" which gets 5 or 20%. Sampling techniques I developed through
purposive sampling, in which young people, who only played online mobile games the only respondents who
went to meet a multitude of young online gamers A complete of 25 respondents got here from the online
interview of Social media Twitter, and Facebook, all of whom received a survey questionnaire the principal
instrument of statistics collection. However, self-assessment of respondents taking part in On-Line Games in
their Social Behavior won time-honored weight which potential 80%, and arrays whose verbal interpretation
of all indicator educators are already proven by means of taking part in from 7- 14 young assessed that they
all agree on the production of the listed indicators. The statistical reply of the information used to be made by
way of using percentage, Based on the effects of the study, the following fantastic findings have been drawn:
As per the result, in phrases of taking part in online games, the overall weight means 20% executed in the
verbal interpretation of "Sometimes". While the level of assessment of respondents enjoying online video
games in terms of the number of hours spent enjoying was evaluated as 3-8 hours with a weight that means
80%.

Keywords: online, respondents, games, mobile, Social Behavior

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Introduction

Education is an important element of investing in human capital and economic growth. Secondary education as the
link between primary education, tertiary education, and the labor market, is significant in creating social opportunities
and economic benefits. young people looking for entertainment starting with lockdown across the province due to
Pandemic corvid 19 resulting in stay indoors study online and here you will find young people and adults looking for
hobbies reading activities in online like online gaming as consequences to be focused anytime on mobile games
anytime anywhere in the space arena addicted to online gaming. Dr. Greenfield. explain the young adult, who feel like
social outcasts, excelling in the world of gaming can provide a sense of mastery and confidence missing from their
actual lives. "When you become one of the top players in a game like World of Warcraft, tens of thousands of players
are essentially under you, so you become like a virtual god" becomes a player who stays playing while still awake and
staying violent in his playing and reaching his Violent the same behavior.

In the 20th century and throughout the 21st century, new types of mass media were created and consumed such as
novels, movies, comic books, radio, recorded music, television, video, computer games., and the Internet mobile game
Every medium is often immediately praised for its potential benefits and criticized for its potential damages. Numerous
studies have been conducted to test whether technological advances, particularly of mobile users, are beneficial or
detrimental to an individual's school performance. Many teachers, parents, and other concerned organizations and
people continue to cry for a tighter computer gaming clamp. The protest focused primarily on how the trend causes
disruption to students in their learning. Many entrepreneurs set up cafes near schools to meet young people, the
industry market seems to be tailored. Many students designate cafes as hangout places where hours are spent playing
- even late at night, or worse, during the class time spent with students. In 2007, complaints were received from schools
across the country regarding students who are increasingly addicted to online mobile games. This is despite the fact
that the government Department of Education (DepEd) and higher education (CHED) appreciate how online mobile
games help sharpen the younger generation with experts in new technologies and digital trends especially on this new
normal teaching and Learning strategy. DepEd and Ched also recognize that internet mobile shops meet the research
needs of students, especially those without internet access at home. In addition, it is viewed that mobile game is a shift
away from the common vices of today's young students, such as online gaming, mobile games, and computer cafe
shop gaming. The effects of mobile games on student academic lockdown performance due to pandemic can be both
pros and cons.

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Lockdown "refers to people staying in the house even though they sincerely limit the movement of the population in
and out of special areas that differ from things that should not be done (health visits, purchases for key items, and
offering quintessential activities.) (Lhio et al. As a result, measures lead to work disruption and tutorials and
psychological distress for many individuals.

During the lockdown, there was an immediate increase as the increase in online mobile game contact activities among
those 7-45 years old and a peripheral increase in girls obsessed with this own trend. (Bora 2020). Reporting is said
throughout the day, with a maximum portion of time from 7 pm to 5 am to go to the mattress at 6 am and wake up at 6
pm and once forget to eat due to the onset of reality playing again at 7m and beyond in the mobile video game
participation cycle (Bora 2020). The reason for the accelerated acquisition of gaming is due to the fact that many people
are at home today and there are some leisure things to do those people can participate in. Today, online gaming plays
a role in helping fitness efforts to put the public in place by forcing first-rate spatial distance all through pandemics and
supporting the use of an advertising and marketing collaboration campaign. World Health Organization in the online
gaming industry urges people to stay at home and prevent the spread of the virus (Maden 2020).

With the rise of mobile games are expected to increase their profits of telecommunication smart/globe This will mean
higher revenue for the smart, and globe, However, additional are generated at the expense of future human capital
through education. Estimates show that in the Philippines, online mobile gaming accounts for almost 80% of the total
Internet usage in Philippines. Also, mobile gaming makes up a quarter of the entire business. Many studies abroad,
especially in Asia and the United States, support the use of mobile games as a teaching tool. However, many studies
have also argued that computer games cause disadvantages. academic student performance Many studies have
recorded negative correlations between computer game use and school performance for children, adolescents, and
college students. Another argument is, computer games are Impact of Computer Gaming on the Performance of High
School Students in Los Baños, Laguna, the Philippines which is addictive. When an individual starts playing, he tends
to spend most of his playing time. The quality of education and school performance of students is measured by various
factors. In a study by Angeles (2004, 28-29), many determinants of primary and secondary school performance were
identified Revenue, foregone income, school quality, and health were the factors affecting demand for education. These
factors have a positive correlation with student performance, meaning higher / better value factors lead to higher
demand for education. On the other hand, the factors that affect the provision of education are school proximity, ability
to access learning, infrastructure, and teacher-student ratio. All of the above factors, except the teacher-student ratio,
positively affect school performance.

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In emerging ones Individuals usually follow a structured routine or a set of fixed behaviors changes the habit of not
doing the necessary work and changes the habit of those who are obsessed with playing mobile games and become
hot-tempered and sometimes resisting their parents and neglecting their studies because they are obsessed with
playing mobile games. . These activities can give pleasure to live and bring more meaningful meaning to a person’s
life (Heintzelman and King 2019). Given the apparent increase in online gaming and the disruption at work and
education it may cause for some individuals, it is important to maintain a healthy work, life balance during the COVID-
19 crisis. The proposed model of lifestyle balance by Matuska and Christiansen (2008) suggests five aspects (i.e.,
health and physical safety; reward and self-affirming relationships; feeling interested, engaged, challenged, and ability;
creates meaning and positive personal identity; and organizes time and energy to meet personal goals). These and
other aspects are briefly viewed in turn, related and play and work and educational balance.

Related Study

Young people can be in particular susceptible to the harms related to excessive screen time or gaming such as
unhealthy sedentary lifestyles, publicity to detrimental content (violent or sexual), misinformation about COVID-19,
cyberbullying, improvement of gaming disorder, or engagement in on-line gambling. Parents and guardians, It can be
easy for younger human beings to fall into unhealthy patterns of conduct such as spending excessive time on screens
or mobile games to cope with this traumatic COVID-19 scenario or to pass time when in isolation, quarantine, or
lockdown. As of 25 April 2020, around 1.5 billion youth have been out of school and as a result, many of them can also
be spending more time on displays to whole online activities as part of homeschooling, socializing with peers, or
enjoying mobile games given that out of doors things to do may also be restricted due to lockdowns. During isolation,
quarantine, or lockdown, it may additionally be difficult to observe these hints for youngsters 1–4 years and manipulate
immoderate display time or gaming in older age organizations as well. Signs of excessive screen time or gaming It is
necessary to recognize the signs of immoderate screen time or gaming and take on the spot action. Cyberbullying can
happen on exceptional digital platforms (phones, apps, social media, on-line interactive games, etc.). Be vigilant about
warning signs and symptoms of cyberbullying in your youngsters such as using their machine extra or much less than
before, or becoming withdrawn, anxious or depressed. have interaction with digital science and gaming organizations
to ensure security measures and parental control features are included in online activities and games, and when
possible aid the improvement of gaming programs that interact young people in bodily activity. replace
recommendations on a psychosocial assist to encompass an assessment of harms associated with immoderate display
time and online activities, inclusive of gaming and playing disorders. Adolescents may additionally be inclined to injuries
associated with an excessive display screen or taking part in time which includes an unhealthy sedentary lifestyle,

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publicity to harmful content material (violent or sexual), misinformation about COVID-19, cyberbullying, creating gaming
disorders, or engaging in online gambling. Parents and guardians, it might also be effortless for young human beings
to fall into unhealthy conduct patterns such as spending too a good deal of time on displays or video games to cope
with the disturbing situation of COVID-19 or spending time when alone, quarantine or lockdown. As of April 25, 2020,
nearly 1.5 billion teens are out of faculty and as a result, many of them may spend more time on displays to entire on-
line things to do as a phase of homeschooling, socializing with peers, or taking part in video games furnished with
outside activities can also be constrained due to lockdowns. During isolation, quarantine, or lockdown, it can be difficult
to observe these tips for adolescents 1-4 years, and manage extra display time or play with older age agencies as well.
Signs of excessive screen time or play It is essential to pick out symptoms of extra time on a display screen or play
and take on the spot action. Cyberbullying can occur on more than a few digital platforms (phones, apps, social media,
on-line interactive games, etc.). Be vigilant about the warning symptoms of cyberbullying in your kids such as the use
of their gadgets extra or much less than before, or being backward, anxious, or depressed. interact with digital applied
sciences and gaming corporations to make certain that safety measures and parental control elements are protected
in on-line things to do and games, and if feasible to aid the development of attractive gaming programs in children in
bodily activity. psychosocial support replaces hints to include an evaluation of accidents associated with immoderate
screen time and online activities, including gaming and playing disorders. According to Randolph Nogel (29: 2020) Is
playing for the duration of the demonic coronavirus an effective response to isolation or a motive of concern? A survey
from Parents Together observes that of the 3,000 parents surveyed, 85 percent were involved in the amount of time
their children spend online. And forty-nine percent of respondents said their child's screening time exceeds six hours
a day, compared to only eight percent earlier than a pandemic. New research conducted shows that spending too
much time in line on the path of a teenager's years of improvement can have serious long-term effects. Lecturer James
Donald led a longitudinal study of about 3,000 young to understand the broader impact of compulsive use of the web
on early life development. "We monitor young people's use of the web and their emotional regulatory abilities over the
four years of their adolescence, and our findings are that young people use the net and specifically use it in "Unhealthy
ways, thought to be down marks on their ability to control their emotions in a good way," he said. Dr. Donald's research
additionally found that not measuring screen time can also have a terrible impact on the potential of young people to
set long-term goals. " We recognize that fixing your emotions is a quintessential life skill that young people want to
develop at some point in the important years of adolescence, which they designate for both education, for use for work,
acquiring a commodity, all honestly important aspects of the wider working life. "

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Procedure

This study used a descriptive approach associated with using an online mobile game to obtain the necessary statistics
for the study. Participants in this study were on-line interviews with selected respondents. they were selected by
sampling in which the selected online respondents for the survey were not predicted to be representative of the
population, but as an alternative, there were integral statistics about the disturbance. In addition, only 10 respondents
were selected for this study to obtain sufficient data on the entire required facts required.

Learning Objectives

The purpose of this study was to find out how online games using mobile games and norms affect students' intellectual
abilities related to their academic performance and social behavior. The purpose of this study was to find out how these
online games affect the intellectual abilities of youth, students, and other online players in relation to their performance
in the ongoing lockdown and stay in indoor activities and behaviors playing online games.

Results and discussion

Achieving mastering objectives is made possible via the use of descriptive use research. Sampling techniques I
developed through purposive sampling, in which young people, who only played online mobile games the only
respondents who went to meet a multitude of young online gamers A complete of 25 respondents got here from the
online interview of Social media Twitter, and Facebook, all of whom received a survey questionnaire the principal
instrument of statistics collection. The statistical reply of the information used to be made by way of using percentage,
Based on the effects of the study, the following fantastic findings have been drawn: As per the result, in phrases of
taking part in online games, the overall weight means 20% executed in the verbal interpretation of "Sometimes". And
with the suggestions of "I play on-line video games only on weekends" and "I play online video games over and over

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once more after losing" accumulated 60% which was interpreted as " frequently "is got the easiest definition. While the
level of assessment of respondents enjoying online video games in terms of the number of hours spent enjoying was
evaluated as 3-8 hours with a weight that means 80%. On the other hand, in the types of games played, `mobile of
Legends' bought the easiest which means which 80% is interpreted as" Sometimes ". Overall, 20% is the calculated
grand mean of the sorts of games played and are regarded “rare” in verbal interpretation. However, self-assessment
of respondents taking part in On-Line Games in their Social Behavior won time-honored weight which potential 80%,
and arrays whose verbal interpretation of all indicator educators are already proven by means of taking part in from 7-
14 young assessed that they all agree on the production of the listed indicators. It indicates that even enjoying online
video games does now not affect their conduct in society and it has a high quality have an effect on and According to
the educational overall performance of the respondents, the result is shown that out of 25 responses, most of these
interviewed enjoying online mobile games gets a score from 20 which ability 80% "Good" which gets 5 or 20%. This
observed by way of a rating from 20 with a description of “satisfactory” bought 9 from respondents or 36%. Next score
from 21 which ability “Excellent” received second to at least 84%, which is two of the respondents or 20%, and finally,
the ultimate wide variety 1 or 4%. This reflects the score of the respondents who have desirable scores even although
they are taking part in online games.

5
Percentage= 25×100=20%

Conclusion

this conclusion is something that is well worth gaining knowledge, as it has become a common phenomenon and it will
become more common in the future. Here are some suggestions; In the investigation system, especially in the
personnel selection step, it will be highest to identify people who are interested in a Mobile and pc activity from those
in the activity addicted activity line. Although every business shares a common personality as a favor in mobile games,
not everyone will be completely doomed to become addicted to online games. Therefore, rational contrast measures
are necessary for assessing who will be prone to addiction. The search for data/information will no longer be
overwhelming and important until a young person with an addiction is accurately selected. In addition, as soon as the
group's desire is achieved and the investigation begins. During the investigation procedure, one will remember that
some people usually deny the fact that they are addicted to an online game. In this regard, I will suggest phrases such
as "addicts or addicts" that should be avoided when asking a query or describing certain elements related to the
interviewees. In the meantime, block a skeptic integral to refine the content of the answers, to produce massive useful

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and reliable data. Further, an investigation into a group of forty-two children developing from unique cultural
backgrounds would be useful, given the fact that it is clearly possible that a one of a kind response is should be
expected from the specific equal question, which will make the search work more informative and fruitful.

Here’ some Words of Ten interviewers in Tweeter and Facebook

Joseph meniaflor 18 years old

I play with friends I have in real life both from home and meet them online, and also go to their house and play in the
same room from 6 pm to 7 am and we sleep 8 am to 6 pm and we play of the online mobile group again at the same
time, and at the same time of our routine activities, we do not attend our online classes once in a while.

Arnell Quimbo, 16 years old

Being locked down in the house for a long time is very frustrating, but I talk to my friends online, we play mobile games
together, and pass time like this. It's been a week since we started school online and to be honest, it is so much easier
and more fun than real school. You can spend as much time doing homework as you need, and I think I've learned
more from mobile online games than I did in class. It is also less stressful. The only drawback is that you can’t see
friends in real life.

Jasmin Bermudez age 23 years old

I work from home so that it does no longer motive problems. I have been enjoying it for a long time even though I have
no hope I have been playing online mobile games, so I met my husband when playing online, it is virtually addictive to
play cell games until now. My husband used to play with me, however stopped. He returned to and I play WoW (World
of Warcraft).

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Lyca Sangcap 34 years old

I am really at using mobile and computer online game friends who have stood the test of internet gaming. My husband
and I often fight because of my obsession with playing online games.

Henry Baco age 20,

When I play online, I don’t suppose myself as sitting in an identical world as the others. I have breastfed the sport and
the sole issue that things to me are that game.

Gregor Jadulco 27 years old

One doesn’t constantly understand how long one has performed (as witness the occasional Friday night when I suds-
deny realizing it’s 3 a.m., and have long gone to bed hours ago). Game time is different, it is handy to fail to observe
the bodily time.

Emil Nirras, 33-year old

I do lose time when I am online gaming. ML Mobile Legend I would think that an hour went by and it was like 4 [or] 5.
I started setting an alarm clock for every hour so it would help me keep track of time.

Jerome macapenig 23 years old

I neglected hygiene, food, sleep, work, and school because of this. It causes anxiety any time I don't play

Joedel meracap 23 years old

It’s obvious that Mobile legends are addictive. My aggressive nature is continuously hooked with the aid of checking
out my ability with different people.

Rom Morrilo 20-year-old

There have been a couple of things that contributed to my immoderate enjoying of a cellular legend in the past.
Foremost among them as belonging to a raiding guild. A 2nd contributing issue was once putting desires for myself.

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Conclusion

Just as erasing lockdowns elsewhere, the minority who use gaming as an unhealthy coping mechanism (where there
is too tons reliance on gaming as a way of escaping reality) can go through troubles in intellectual health. For some,
the consequences of the pandemic can lead to the persistence of immoderate play and result in poor consequences.
Mental health gurus such as psychiatrists, psychologists, occupational therapists, and social employees need to
continually display the psychosocial desires of people and supply the necessary psychosocial aid anywhere and each
time they do. the everyday population, especially the poorer groups, needs the most intellectual health care during this
pandemic. Early identification of susceptible populations must begin as early as feasible to assist overcome the mental
health issues precipitated with the aid of the COVID-19 pandemic.

The current analysis of modern-day perspectives on Internet gambling addiction has shown that research has grown
dramatically over the closing decade, primarily with a large body of evidence covering the necessary findings from
neuroimaging research. Further, it implies that contextual elements play an important function in our understanding of
Internet dependence play as a holistic phenomenon. It is advised that a reputable overview of Internet gaming
confidence should reflect the consideration of embedding confusing behavior within the context of the individual, the
game, and gaming skills, as well as the wider socio-cultural environment as the definition of play behavior, derived
from its context The holistic approach adopted here today not only highlights empirical research proving the links of
neurobiological of Internet gambling addiction and the establishment of a preliminary diagnosis but further emphasizes
the preference for an in-depth study. understanding the meaning, context, and abilities associated with the game.
Ultimately, a perceptual understanding will benefit those looking for professional help for the victimized online gaming
as relief techniques emerge as more targeted and therefore more effective..

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