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E-RESEARCH 2

GERALD KEANE S. ABUAN


12-ARIES
THE NUMBER OF MOBILE GAMERS WHO EXPERIENCED

DEPRESSION WITHIN A YEAR

GERALD KEANSE S. ABUAN

12-ARIES

DATE SUBMITTED

JANUARY 31, 2022


INTRODUCTION

Background of the Study

This study talks about the number of Mobile gamers who experienced

depression. With the fast development of mobile technology, many functions of

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

more vulnerable to Internet-related addiction because of their psychological and

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

emotional difficulties, such as enhanced depression and anxiety, as well as more

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

developed. In literature, problematic mobile video gaming has been defined as a

phenomenon in which users strongly rely on mobile games and cannot help playing

them repeatedly over a comparatively long period. Previous studies of Internet

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.

Specifically, mobile video games are characterized by portability, immediacy, and

accessibility, which may increase the risk for addictive behavioral patterns and, thus,

more severe mental health problems.

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

that of non-Internet addiction participants, after controlling for potential confounding

variables (gender, study burden, age, rural, or urban school). This indicated that

Internet-relevant addiction may also lead to depression and loneliness. Another

reason for conducting the current study was because the relationship between

playing video games and psychological adjustment during adolescence is relatively

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

loneliness within a year.

Statement of the Problem 

The proposed topic of the researcher is to determine the number of mobile

gamers who experience depression within a year. This study aims specifically aims

to answer the following questions:

A. Is it possible to determine the number of mobile gamers who experience

depression within a year?


B. Are there positive and negative effects of depression through mobile games

addiction?

C. What is the significant difference in terms of the positive effects of depression

through mobile games addiction with that of negative effects?

Significance of the Study

The study was significant to the following: Beneficiaries, present researchers,

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

depression within a year.

To the Present Researchers. Researchers could benefit from the findings of this

study, particularly in this generation, where many people are addicted in playing

online games. Researchers would be aware of and understand the significance of

the information gleaned from this study. This research could also be used as a guide

or to collect data for their research problem.

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

related literature for their additional research.

Scope and Delimitation


This study focuses on establishing the number of mobile gamers who

experience depression within a year. Furthermore, this study will be conducted in

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

adults or teenagers that experienced depression through mobile games. Hence, it

aims to be a reference material to future related studies and to give proper

knowledge and mitigation schemes for future use.

CHAPTER II

Review of Related Literature and Studies

In this chapter, the researcher seeks to find related studies to expand the

present study. The researcher will find related literature about mobile games

depression. Those that were included in this chapter helps in familiarizing

information that is relevant and similar to the present study.

According to China Internet Network Information Center (CNNIC), 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 more

vulnerable to Internet-related addiction because of their psychological and

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

emotional difficulties, such as enhanced depression and anxiety, as well as more

social isolation.

According to Jin-Liang Wang, we examined the relationship between mobile

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

mental health practice.

According to the University of New Mexico, recent studies suggest that 6 to 15

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

and symptoms can sometimes be very difficult to recognize.

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

information about gaming and depression.


CONCEPTUAL FRAMEWORK

Gathering and preparations

Survey/Questionnaires Respondents of the study

Lifestyle of Age of the Health status of Immune


the respondents the system
respondents respondents

Data treatment and


collection
Mediation variable

Number of mobile gamers who


experienced depression

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

presents it understandably. To explore one or more variables, a descriptive design

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

dependable, the study design should be properly constructed.

Participants

The population must be determined before collecting the sample. According to

Momoh (2021), a population is a group of people from whom a statistical sample for

a study is drawn. As a result, a population can be defined as a collection of

individuals who are linked by a common attribute.

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

comprises a combined number of male and female.

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

satisfaction and other unrelated pieces of information.

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