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Chapter 1

Introduction

A mobile phone is a wireless handheld device that allows users to make and

receive calls and to send text messages, among other features. The earliest generation

of mobile phones could only make and receive calls. Today’s mobile phones, however,

are packed with many additional features, such as web browsers, games, cameras,

video players and even navigational systems.

In this paper, the central point is on the impact of mobile games to students.

Mobile games are games designed for mobile devices, such as smartphones, feature

phones, pocket PCs, personal digital assistants (PDA), tablet PCs and portable media

players. Mobile games range from basic (like Snake on older Nokia phones) to

sophisticated (3D and augmented reality games). Today’s mobile phones - particularly

smartphones - have a wide range of connectivity features, including infrared, Bluetooth,

Wi-Fi and 3G. These technologies facilitate wireless multiplayer games with two or more

players. It is undeniable that mobile games sure are fun to play with and has a major

benefits to both student and people, it can be a time killer, stress reliever, enjoyment,

relaxation and even social interaction.

Therefore, mobile gaming and problematic smartphone over use here is

Philippines. Gaming applications have become one of the main entertainment features

on smartphones, and this could be potentially problematic in terms of dangerous,

prohibited, and dependent use among a minority of individuals. The aim was to examine

the relationship between gaming on smartphones and self-perceived problematic

smartphone use.
Furthermore, MOBA games are related on mobile phones activities were

associated with mobile phone addiction. In Irineo L. Santiago National High School

highlighted that there are many MOBA games spread in the school, they found out that

MOBA games is one of the risk factors of gaming addiction that most of the teens who

have gaming addiction have a less healthy relationship with other individuals or simply

saying they have less social interaction with other individuals. Therefore, the

researchers suggest that this must be taken action and control in terms of using mobile

phones.

Statement of the Problem

The researchers seek to determine the impact of playing mobile games to social

and mental dimension. Games that affects their social and mental dimension of grade

10 students in Irineo L. Santiago National High School.

Specifically, it seeks to answer the following sub-problems:

1. Do mobile games help student to overcome their stress in school?

2. Does addiction in mobile games triggers bad side of the Grade 10 students?

3. Does mobile games affect the academic performance of Grade 10 Students?

Significance of the Study

Definitely, the result of this study will give benefits to the following:
To the students, they can be able to balance their studies and interaction with

other individuals in school. And properly control their emotions and feelings in dealing

with other people.

To the teachers, it will decrease their stress on lecturing students in class, and

they can focus more on their lessons than scolding their students.

To the school, the findings of this study could at least contribute to resolve the

problems about mobile game addiction that can affect both mental and social health of

the Grade 10 students.

To the future researchers, they will look closely on this study and they will have a

basis for the next recommendation that is also related to their study.

This study will be conducted to know if mobile games have an impact to social

and mental dimension of Grade 10 Junior High School Student of Irineo L. Santiago

National High School of Metro Dadiangas,

Scope of Limitation

The researcher will conduct the research in Irineo L. Santiago National High

School of Metro Dadiangas in grade 10 students, this research will only focuses on the

students who are addicted to mobile games. The respondents of this study where 20

students in grade 10. The selected twenty students will undergo an analysis through a

survey questionnaire.

Definition of Terms
Play – Engage in activity for enjoyment and recreation rather than a serious or practical
purpose.
Mobile Phone – A telephone with access to a cellular radio system so it can be used
over a wide area, without a physical connection to a network.
Mobile Game – Video game played on a feature phone, smartphone, PDA, tablet
computer, portable media player or calculator.
Mental – Relating to the mind.
Social – relating to society or its organization.
Mental Dimension – Mental health includes absence of mental illness and ability to
respond to all the experiences of life with flexibility and a sense of purpose.
Social Dimension – Defined as all obstacles to access, progress and completion in
higher education, and the argument for the link between the social dimension and
quality has been made, essentially showing that ensuring equal opportunities is also
ensuring the quality of higher education.
Addiction – The fact or condition of being addicted to a particular substance, thing, or
activity.

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