Professional Documents
Culture Documents
Final Paper
Final Paper
Submitted by:
STEM-7
February 2020
2
TABLE OF CONTENTS
Page
Cover Page
Abstract i
ii
Acknowledgments
Introduction
Introduction............................................................................................................
Statement of the Problem……………………………………………………….
Hypothesis of the Study………………………………………………………..
Conceptual/Theoretical Framework …………………………………………..
Relationship of Variables ……………………………………………………..
Definition of Terms …………………………………………………………….
Methodology
Respondents of the Study...................................................................................
Methods and Techniques........................................................................................
Instrument of the Study.......................................................................................
Statistical Treatment...........................................................................................
References …...............................................................................................................
Appendix ….................................................................................................................
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Introduction
Mobile games have reached the peak of popularity to the young adults. Mobile
Legends Bang Bang is one of the most played mobile game nowadays and it is quite
popular in Southeast Asia. It is one of the most widely popular online-mobile game. It
has grown much faster and captured million users in just few years. As of year 2019, the
Mobile Legends Bang Bang reportedly has 500 million of downloads and approximately
even in adults.
According to the study of Ferrari, et.al. (2018), online games gives benefit on
young adults in their cognitive and emotional skills. In their research, the outcome
showed that playing these kind of games can be an effective tool to enhance memory,
dexterity and concentration. Moreover, it also improved the mood of adults or young
adult since the goal of this was to promote relaxation and prevent anxiety.
On the flip side, there is a negative impact to every gamer’s daily life in which
their health is at risk. As cited to the study of Kayhan, et.al. (2018), if playing it was not
controlled or turned into addiction, it will lead to health problems like nutrition disorder.
As they pay more attention in playing, they tend to forgot to eat their meals. This problem
often occurs on young adults since they were experiencing adolescence where in this
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period unhealthy eating habits or behavior is seen. One factor that triggers it was online
Playing Mobile Legends Bang Bang has become a favorite past time for students.
Some of them play it to spend time, to eliminate frustration, and as way to escape their
problems. As stated by Jana (2019), as they spend much time in playing virtual games
rather than having some physical exercises, excessive gaming can have an adverse effect
to their health. For instance, they skip meals to play online games they are addicted to.
Mobile games addict dietary habits had become different since they began to play
online games. They ate smaller meals, had poor appetites, and ate at more irregular
speeds than those non-mobile game addicts. They were also much more likely to snack
throughout the day and skip important meals like dinner. The specific foods they ate also
differed from those without mobile game addiction and the quality of their diet was
Poor eating habits can cause metabolism to slow down where it causes gaining
weight or make it harder to lose weight. Blood sugar also decreases due to skipping
meals. Low blood sugar causes people to feel fatigued, confused and irritable. When
someone skip a meal or go in a long time without eating, the body goes into a survival
Hence, online games specifically Mobile Legends Bang Bang has created a lot of
controversy due to the harmful effects it has on human health. Due to the excessive use of
mobile phone games, it has an impact on student’s personal habits such as skipping
The main objective of the researchers is to determine the duration of time spend
by the students in playing Mobile Legends Bang Bang and how it affects their eating
habits.
This study aims to define and state the impact of excessive use of Mobile Legends
1. How frequently does every student spent in playing Mobile Legends Bang
Bang?
2. How does the duration of time on playing Mobile Legends Bang Bang affects
STEM students in LCUP has no relationship on their poor eating habits which is skipping
meals.
STEM students in LCUP is associated and has a positive or negative effect on their poor
Conceptual Framework
As stated by Kayhan, et.al. (2018), if the time spent in playing mobile games
increases, the negative eating habits also increases. This is due to the pleasure they feel
when playing Mobile Legends Bang Bang. The duration of time increases as they wanted
to prolong that feeling. They focus more in playing these kind of game and turns out that
they skipped meals and prefer eating unhealthy snacks which results to nutrition lost. In
this study, the researchers will determine if the independent variable which is the number
of hours spent in playing Mobile Legends Bang Bang has correlational relationship to
dependent variable which is the poor eating habits specifically skipping meals.
Definition of Terms
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Eating attitude - define as how a person eat their food, which and what food they intake
habitually influenced by different factors. In this study, the factor that influence the
Mobile game - an app that can be play by everyone using their gadgets. These are games
Mobile Legends: Bang Bang - an online-mobile game that is run by any kinds of
gadgets in which many teenagers are addicted. It became one of the most popular
Nutrition disorder - is a disease occur when the person didn't achieve the exact amount
of nutrients. It is usually caused by incorrect balance of the nutrients. This may happen
when they eat unhealthy foods or skipped important meals (Weininger, 2020).
Methodology
This presents and clearly defines the research population and subjects of the
study, methods and techniques used, research instruments, and statistical treatment.
of Malolos, Bulacan. The researchers have a list of all 17 sections in STEM strand and
write each section on a card. The researchers randomly choose cards through a pure-
chance selection and only seven sections were chosen to be the target respondents. 100
STEM students from the following sections from STEM: 5, 6, 7, 8, 11, 12, 17 will be
responsible to answer the given instrument to gather the data and information. Table 1
5 17 17%
6 13 13%
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7 17 17%
8 14 14 %
11 12 12%
12 13 13%
17 14 14%
The researchers will use survey method as the research technique. McCombes
(2019), stated that survey method allows to gather quantifiable data that will be analyze
and interpret statistically. It is more effective and convenient to collect data. Researchers
will gather information by asking questions to the respondents pertaining to the topic
which is the duration of time in playing Mobile Legends Bang Bang in relation to the
And the method that the researchers will use in this study is Unrestricted Random
Sampling. It is the best type of probability sampling through which the researchers can
Bulacan was 100, which was used as the total number of respondents needed in the study.
The researchers will use a questionnaire as the research instrument to gather all
the data. Questionnaire was chosen by the researchers because it is reliable and it is a
quick method to collect the information from multiple respondents in an efficient and
timely manner. The research instrument is composed of two parts. Part I was structured in
the Single Select Multiple Choice Question. It is a close-ended question type in which the
target respondents need to select one respond from a given list of options. On the other
hand, Part II was structured in the modified Likert fashion, which it has 5-point scale.
disagree. With this scale, respondents are instructed to respond on the statements
Statistical Treatment
The collected data from the respondents will be tallied and processed under
analyzing and interpreting the data gathered. It will use the central tendency and
variability. Kenton (2019), stated that in descriptive statistics, it will provide basic
information. Data will be presented through the use of table, graphs and chart in order to
In this study, the researchers will be using the frequency distribution table.
organize the data obtained. It will represent the frequency of the outcome in the entire or
In this section, the collected data will be analyzed, interpret and discussed. The
researchers will determine how does the addiction on playing Mobile Legends Bang
Bang affects the eating habits of every student through analyzing the gathered data.
The outcome of the data analysis will be interpreted in order to answer the
Tables
Table 3. Time spend in playing Mobile Legends Bang Bang in one day
Question 1:
How much time did you spend on playing Mobile Legends Bang f %
In in one day?
Bang table 3,
2 hours less 72 72%
6 hours 17 17%
8 hours 6 6%
Over 10 hours 5 5%
TOTAL 100 100%
Legends Bang Bang while 17% play for 6 hours, and 6% play for 8 hours. Furthermore,
Kayhan, et.al. (2018) stated that experts infer that gamers should not play for
more than 2 hours. It says that when duration time spend on playing increases or exceeds
to the suggested time given by the professionals, negative factor will occur such as health
problems.
Table 4. Number of days playing Mobile Legends Bang Bang in one week
Question 2:
How many days you play Mobile Legends Bang Bang in one f %
week?
1 day 19 19%
2-3 days 49 49%
4-5 days 21 21%
6-7 days 11 11%
TOTAL 100 100%
On the other hand, in table 4, most of the respondents play this mobile game for
about 2 to 3 days in a week with 49% responds while 21% of them play it for 4 to 5 days.
19% said that they only play for 1 day and the remaining 11% of the students play 6 to 7
Question 3:
f %
Number of years playing Mobile Legends Bang Bang?
Below 1 year 10 10% As
1 year 46 46%
2 years 25 25%
3 years 14 14%
4 years 5 5%
TOTAL 100 100%
cited by Chua (2019), it is already 4 years since the Mobile Legends Bang Bang was
released specifically on July 11, 2016. According to table 5 showed above, 46% of the
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this mobile game for 1 year. 25% of them play it for 2 years, and 14% play for about 3
years which is closely to the total responds of below 1 year of playing with 10%
responds. And only 5% of them said that they already installed and play this since the
Part II.
Moving forward, when it comes to table 6, it was indicated that the mean score
for statement 1 is 3.17 and 2.98 for statement 2. Hence, the total mean score was 3.075
and it was intercalated in the range of 2.60 – 3.39 which is Neutral. It shows that the
Mobile games were designed for leisure activities. Happiness, relaxation and
satisfaction are the things that the player may gain from this. Due to that reason, instead
playing it as past time activities it turns that they want to felt that enjoyment from it thus
Lastly, in table 7, it shows that the respondents answered (N) Neutral in most of
the questions.
With regards to the impact of student’s eating habit, the mean score for statement
number 3 was 3.29, 3.02 for statement 4, 2.87 for statement 5, 2.62 for statement 6, 2.72
for statement 7, and 2.75 for statement 9 where it was rated in the range of 2.60 – 3.39. It
shows that sometimes they felt there is a change in negative way in their physical health
when they spend too much time on playing mobile games. They still continue on playing
and to finish game even if they know that it affects their eating behavior but not all the
times. Furthermore, it also shows that sometimes they prefer to eat snacks while playing.
However, the mean score of statement 8 was 2.27 which it was intercalated in the range
of 1.80 – 2.59 as represented by the number of respondents with these answer. It shows
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that they disagreed that eating meals is a waste of time. When playing, they still prefer to
eat meals.
Therefore, the total mean score was 2.79 and it was intercalated also in the range
of 2.61 – 3.40 which is Neutral. It shows that they experiencing a negative impact to their
eating behavior when they play too much yet not all the times.
Relationship of Variables
p
Variables t value Interpretation
value
IV: Duration of Time in Playing Mobile
Legends Bang Bang Significant
2.062 0.042
DV: Poor Eating Habits Reject H
(Skipping Meals)
Thus, in table 8, it presents the correlation between the poor eating behavior and
the amount of time spend in playing Mobile Legends Bang Bang. It shows that the t value
was 2.062 and p value was 0.042 which means it is significant. Based from that, the null
hypothesis was rejected. Moreover, the alternative hypothesis was favored which means
Conclusion
After the researchers organized, interpret and presented the collected data from
respondents through the use of statistical tools they have come up to the conclusion. And
based from the outcome of the findings, the following questions disclosed:
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1. How frequently does every student spent in playing Mobile Legends Bang
Bang?
Based from the result of the data analysis, most of the students with a 72% of
responds said that they spend for about 2 hours or less in playing this mobile game for a
day. However, almost half of the respondents with 49% said that they usually play for 2
to 3 days in a week. It is also indicated that 46% of the students have already played it for
1 year.
2. How does the duration of time on playing Mobile Legends Bang Bang affects
Researchers have found out that there is correlational relationship between the
allocated time spend by the gamers and their eating behavior. Due to that, they come up
that when the duration time on playing increases, the risk of having poor eating attitude
also increases. They tend to skipped their meals as they want to prolong the enjoyment or
Through the use of Pearson’s r, they identified that there is positive correlation
between the two variables. It was indicated in the findings that the correlation coefficient
is 0.04 which means it is statistically significant. The null hypothesis is rejected and
favored the alternative hypothesis. Therefore, the duration of time in playing Mobile
Legends Bang Bang of Grade 12 STEM students in LCUP is associated and has negative
effect on their poor eating habits such as skipping meals is true or accepted.
According to the study of Ferrari, et.al. (2018), mobile games benefit the players
in different aspects such emotional, mental, social and physical health. However, the
result of the study is similar to the research conducted by Jana (2019), Kvarnstrom (2015)
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and also the study of Kayhan, et.al. (2018). It was said in their study that addiction on
mobile games has a relationship to the eating habits. They stated that if the gamers did
not limit themselves and pay more attention to it they tend to forget to eat their proper
meals.
Recommendations
As the result of the study, the following are proposed recommendations that may
help the future researchers who will conduct a research related to the present study.
1. Future researchers should consider a long time frame for conducting this kind of study
2. The researchers advise the future researchers to limit the number of respondents and be
certain in choosing it. They are recommend to choose only those who are experiencing
the present issue which is addiction on Mobile Legends Bang Bang. This will allow to
3. To the Future researchers they should not limit the respondents to only STEM students
4. To the students they should priority first important things (e.g. doing school works and
house hold chores), and know their limitation and consequences that they might get from
5. The students should step away playing online games time to time. Sitting for long
periods of time to play a game is unhealthy. Online gaming should be done for fun, not
References
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definition-example.html
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Ferrari, A., Mantovani, F., & Pallavicini, F. (2018, November 7). Video Games for Well-
https://doi.org/10.3389/fpsyg.2018.02127
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https://www.scribbr.com/methodology/descriptive-research/
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APPENDIX A
Validated Questionnaire
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APPENDIX B