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This study talks about the number of Mobile gamers who experienced
desktop computers have been transferred to mobile devices like iPad and
smartphones, which is especially the case for game applications. Mobile video
games refer to games played by either single or multi-players via online mobile
devices. These games are particularly popular when they can be downloaded for
free (e.g., “freemium games,” which are free but customers pay for extra features).
The latest China Internet Network Information Center (CNNIC) report revealed that
the growth rate of mobile online games has reached 9.6% and adolescents are the
main user group. In comparison with most segments of society, adolescents are
developmental characteristics, the easy access to the Internet with a portable device,
and the positive expectation of mobile gaming. It has been demonstrated that video
game addicts suffered poorer mental health and cognitive functioning and increased
social isolation. Despite this, relatively few studies have examined the relationship
between mobile game addiction and mental health outcomes. This is because, so
far, no measurement especially designed for mobile game addiction has been
phenomenon in which users strongly rely on mobile games and cannot help playing
gaming disorder (IGD) have mainly focused on traditional online gaming addiction
based on a desktop computer. However, recent research has suggested that there
were only moderate correlations between the different forms of Internet addiction. In
addition, although mobile game addiction has some similarities with traditional
desktop computer online game addiction, there are still obvious differences.
accessibility, which may increase the risk for addictive behavioral patterns and, thus,
Additionally, most prior studies have treated social anxiety, depression, and
loneliness as risk factors for Internet-relevant addiction, whereas, few studies have
examined the alternative direction. A relevant study found that the relative risk for
depression in students with Internet addiction after months was 1.5 times higher than
variables (gender, study burden, age, rural, or urban school). This indicated that
reason for conducting the current study was because the relationship between
scarce, which is especially true for investigating the association between playing
video games and social anxiety among adolescents. Investigation on this issue can
help us know how many peoples are experiencing Anxiety, depression, and
gamers who experience depression within a year. This study aims specifically aims
addiction?
future researchers, and the environment. This could also help the researcher and
other researchers to get additional information to this research or benefit them from
their needs:
To the Users. The study's findings will help society understand how many
mobile gamers suffer from depression. This will also assist gamers in learning how to
cope with depression. This will serve as a foreshadowing of their coping mechanism.
With the help of this study, society, particularly those who spend their time playing
mobile games, will be able to determine how many mobile gamers experienced
To the Present Researchers. Researchers could benefit from the findings of this
study, particularly in this generation, where many people are addicted in playing
the information gleaned from this study. This research could also be used as a guide
To the Future Researchers. Future researchers will profit from this study as it will
serve as a basis for their study, provide further knowledge, and can be used as
Region V during the year 2021-2022. This study, however, will be limited narrowly in
Naga City because of the current situation related to the COVID-19 pandemic that
prevents the researcher from traveling in the long haul. Thus, the respondents will
only be the residents of the said sample area. This study will only cover the mobile
gamers who are using Android and IOS phones. It will be limited to early adult or
teenager participants. Respondents will be gathered and after that, a survey form will
be distributed to the same people. The questions presented in the survey will be
about certain ideas and concepts related to mobile games and their connection to
depression. In this light, the researcher intends to determine the number of early
CHAPTER II
In this chapter, the researcher seeks to find related studies to expand the
present study. The researcher will find related literature about mobile games
rate of mobile online games has reached 9.6% and adolescents are the main user
developmental characteristics, the easy access to the Internet with a portable device,
and the positive expectation of mobile gaming. It has been demonstrated that video
game addicts suffered poorer mental health and cognitive functioning and increased
social isolation.
game addiction and social anxiety, depression, and loneliness among adolescents.
We found that mobile game addiction was positively associated with social anxiety,
depression, and loneliness. Further analysis on the 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 games addictively. We also discussed limitations and implications for
percent of all gamers exhibit signs that could be characterized as addiction. Though
this disorder can have significant consequences to those suffering from it, its signs
Synthesis
The researcher will gather information and data for the study. Since it is still a
pandemic, the researcher will use an online survey questionnaire. Participants will
answer the survey questionnaire for the study to be solved. After solving the study,
this will benefit many people. This will help many users to have ideas and
Presentation of results
Figure 1. The Conceptual Framework. The Number of Sports Drinks Sold At SM Naga City
Within A Month.
CHAPTER III
METHODOLOGY
This portion of the study will show the Research Design, Population, and
Instrument/s to be used.
Research Design
The study will use a descriptive research design. This method will be used or
employed to distinguish the result regarding the number of sports drinks sold in SM
Naga City within a month. This type of research design is purely on a theoretical
basis where the researcher will collect data, analyze, prepare, and eventually
will employ a wide range of research approaches. The researcher will not control or
change any of the variables in a descriptive research design; instead, the researcher
will just observe and measure them. To guarantee that the results are legitimate and
Participants
Momoh (2021), a population is a group of people from whom a statistical sample for
The population of this study will be local citizens of Naga City, specifically
employees of SM Naga City. There are about 24, 110 people making up the
employees of the said mall, which is the total number of workers and managers, that
Instruments
The researcher will use an online survey questionnaire as the instrument of the
study. This will be used by the respondents in determining the number of sports
drinks sold at SM Naga City within a month. Questions such as the number of sports
drink sold will be present in the said questionnaire as well as the respondent's