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The Negative Impact of Call of Duty to the

Humanities and Social Sciences Students’


Academic Behavior and
its Possible Solutions

In Partial Fulfillment

of the subject

Practical Research 2

_______________________

Presented to

Mrs. Maria Agnes D. Adizas

________________________

By

Alvero, Maegan Stephan

Candaza, David Harvey

Canonce, Hazel Mae

Labarro, Jhon Paul

Labesig, Czarinnah

Padis, Ella Mae

Quimbo, John Christopher

Sulla, Rica Mae


CHAPTER I

Background of the Study

The advent of digital technology and video games has brought about new challenges in

the field of education. One of those video games is the Call of Duty: Mobile game. The new

mobile shooter called "Call of Duty: Mobile (COD) is based on the Call of Duty series. Players

battle it out on some of the most cherished Call of Duty maps by selecting from several classic

multiplayer game modes (Activision, 2022). Activision continues to be a prominent source of

entertainment for students. Since its inception, the "Call of Duty" franchise has evolved

significantly, offering increasingly immersive and realistic gaming experiences. The series has

maintained its appeal to diverse audience, including students pursuing Humanities and Social

Sciences.

Humanities and Social Sciences coursework typically involves critical thinking, research,

and discussions. These fields require students to engage deeply with complex concepts, texts,

and theories. Any factors that disrupt students' academic focus and discipline can significantly

hinder their performance.

Since there is little research regarding the adverse impacts of call of duty to senior

high students, the researchers have decided to conduct the study regarding the negative

impacts of Call of Duty: Mobile to the academic behavior of Humanities and Social

Sciences students and its possible solutions. So, this research seeks to shed light on the

ongoing issue of how "Call of Duty: Mobile" negatively influences the academic behavior of

Humanities and Social Sciences students during the academic year 2023-2024. It is important
for teachers, schools, and students to understand how video games and other digital

entertainment can affect school work. Knowing this helps everyone find a good balance

between fun activities and doing well in studies.

Statement of the Problem

This research aims to determine the negative impacts of the game Call of Duty:

Mobile to the academic behavior of Humanities and Social Sciences students and its

possible solutions. This study will answer the following questions:

1.) How much time do HUMSS students spend (in hours) in playing COD: Mobile

in school?

2.) How much deterioration of academic behavior do those effects affects the

HUMSS students?

3.) What solutions can be done to reduce the negative impact of playing COD:M to

the academic behavior of HUMSS students?


Conceptual Framework

Independent Variable Dependent Variable


Call of Duty

Call of Duty: Mobile (COD) is based on Impact to the Humanities and


the Call of Duty series. Players battle it Social Sciences Students and Its Possible
out on some of the most cherished Call of Solutions
Duty maps by selecting from several
classic multiplayer game modes
(Activision, 2022).

Theoretical Framework

This study is anchored on the dopamine theory of addiction. Adair, (2023) stated that

the brain of a gaming addict will get used to this extra cheap dopamine that it gets from video

games. If the player does not play video games, there will no longer be a production of dopamine

on its own. When we are addicted to video games, our dopamine production levels drop

naturally. That is because video games provide enough dopamine to keep us satisfied, while

other activities that would normally offer dopamine become irrelevant. This will result for

the students who engage with this kind of activity to lose motivation in their studies as it

become irrelevant. This can lead to all sorts of mental health problems including depression,

anxiety, insomnia, bad temper, and low energy and motivation. These effects will affect the

student’s academic behavior. The addiction will cause the students to lose their focus with their

studies and be more engaged with the games.


In addition, video game addiction can also have other consequences for the brain.

According to the study conducted by the Zheijang Normal University in China, video games

decrease gray matter in our brain that increases problems with decision-making, impulse

control, and emotional regulation.

Scope and Delimitation

This research study aims to determine the negative impacts of Call of Duty Game to

the Humanities and Social Sciences students’ academic behavior and its possible solutions.

The study is limited only to the students of the Humanities and Social Sciences of San

Miguel National High School Academic Year 2023-2024 who plays Call of Duty (COD)

during class hours. COD game that exists specifically in mobile.

Significance of the Study

This study aims to determine the negative impact of Call of Duty to the Humanities

and Social Sciences Students’ academic behavior and the possible solutions. This study will

be of benefit to the following entities:

School Administrators. The result of this study can provide information that will help them

guide the Humanities and Social Sciences students to know the negative impact of Call of Duty

in their academic behavior.


Teachers. The study can give teachers variety of information about the negative impact of Call

of Duty to the Humanities and Social Sciences students’ academic behavior. This study can serve

as their source of information on how they can help their students who are affected by the mobile

game, Call of Duty.

Parents. The results and the information present in this study can help the parents guide their

children. This study can help them find the negative impact of Call of Duty to the Humanities

and Social Sciences Students’ academic behavior.

Students. This study is mainly for the students who are academically affected by the mobile

game Call of Duty; therefore, this study can be a big help to the students.

Researchers. The data present in this study can help the future researchers who will conduct

similar studies to have a wider knowledge about this specific topic. This study can provide

insights and ways on how they can do further research about this topic. This study will serve as

their guide or a source of information for the study that they are going to conduct.

Hypothesis

The alternative hypothesis for the negative impact of Call of Duty on humanities and

social sciences students' academic behavior in 2023-2024 could be as follows:

There will be a statistically significant negative correlation between the effects in

playing Call of Duty and the academic performance of humanities and social sciences

students in the academic year 2023-2024.


Definition of Terms

 Education - the action or process of educating or of being educated

 Video games - an electronic game in which players control images on a video screen

 Digital entertainment - means digital versions of audiovisual works, sound recordings,

literary works, and/or pictorial works

 Dopamine – a type of neurotransmitter that plays a role in many important body

functions, including movement, memory and pleasurable reward and motivation

 Gray Matter - has a large number of neurons present , enables individuals to control

movement, memory, and emotions


CHAPTER II

Review of Related Literature

Call of Duty is a first-person shooter video game that is known for its fast-paced action

and violence. Some studies have found that Call of Duty may have specific negative effects on

academic performance. A study by Przybylski et al., (2009), found that students who played

Call of Duty for more than two hours per day had lower grades in Math and English than

students who played less than two hours per day.

According to Husna et al. (2021), those who play online games are around the age of 11-

12 years old with an average playing time of 3-5 hours per day. Based on the study’s findings, it

is concluded that the academic performance is negatively associated with online gaming. It is a

fact that playing online games for a long period of time reduces one’s ability to focus on their

academic tasks.

The presence of mobile gaming can also have harmful effects on students' mental and

physical health (Ferguson et al., 2017). The immersive nature of mobile games can lead to

detachment from real-world relationships and hinder the development of social skills and

emotional intelligence (Destyanto et al., 2017).

Several studies have found a negative correlation between time spent playing video

games and academic performance. Based on Anderson et al. (2008), students who spent more

than 10 hours per week playing video games had lower GPAs than students who played less than

10 hours per week. A study by Owens et al. (2009) found that students who played video games

for more than two hours per day were more likely to report sleep problems and had lower grades

than students who played less than two hours per day. In addition, a study by Green and
Bavelier (2003), found that students who played action video games for 10 hours per week were

worse at tasks that required sustained attention. Furthermore, students who were addicted to

video games had lower GPAs and were more likely to drop out of school than students who were

not addicted to video games. (Liu et al., 2008)

In addition, Anderson and Bushman (2010) found that excessive video game play was

associated with lower grades, poorer cognitive performance, and increased aggression. Also,

Anderson and Dill (2007) studied video games and aggression and suggested that not only does

gaming have an impact on performance directly, but it also triggers a higher level of aggression,

which is often linked to problems in school and decreased academic performance. Adding up,

some types of video games, such as action games, were more likely to be associated with

negative academic outcomes. (Ferguson et al., 2015)

Call of duty addiction can affect the teens physically and socially. Too much radiation

coming from mobile phones can damage some of poor body parts like eyes, brain, and even

bones. Just by relying on technology to remove boredom and stress, social interaction can be

forgotten. It is easy to socialize on the internet than in person, that is why some of the teens

today has more time on playing call of duty than hanging out with their friends in person.

(Edubirdie, 2022)

According to Wang et al., (2019), mobile games are associated with social anxiety,

depression and loneliness. The result of their study revealed that male adolescents tend to report

more social anxiety when they use mobile game addictively.

Furthermore, individuals whose basic needs are naturally satisfied are much less

dependent on their environment and more autonomous. Basic psychological needs are significant
predictors of online gaming addiction. Interventions to satisfy the basic psychological needs of

adolescents may help prevent online gaming addiction. (Kayes et al., 2023).

A study by Al-Zahrani et al., (2018) found that video game addiction was significantly

associated with lower academic performance. In addition, Baldicantos et al., (2022) conclude

that playing online games can ruin a student's focus on their studies, resulting in a negative

impact on their academic performance. In addition, they suggest that teachers and parents must

guide their students in regulating and limiting their time spent playing. This is for students to

have discipline and have the time to prioritize their studies over everything else.
CHAPTER III

METHODOLOGY

This section discusses how the study will be conducted. It organizes the procedures

and methods that were applied in gathering and analyzing data. It consists of the description

of research design, research participants, research instruments, research locale, the ethical

standards, and the ways in collecting data.

Research Design

This study incorporated a descriptive research design. A descriptive research design is

all about painting a detailed picture of a particular phenomenon, situation, or population.

(Creswell, 2014). Since descriptive research helps investigate and map out the potential

downsides of online games in various situations and populations, paving the way for

further research on specific effects and solutions. (Gentile et al., 2017)

A descriptive research design was suited for this study because the purpose if this

study is to determine the negative factors of Call of Duty that affects HUMSS students’

academic behavior, and the possible solutions. The descriptive research design incorporates

with the study’s purpose.

Research Respondents

The respondents of this study were thirty (30) selected Humanities and Social Sciences

(HUMSS) students. They were chosen based on the criteria or standard made by the researchers.

The respondents are the students who plays the game, Call of Duty. In addition, the

researchers considered the respondent’s willingness to share their opinion or thoughts regarding
the topic. The researchers chose three (3) respondents in every section. The respondents are

fifteen (15) grade 11 HUMSS students and fifteen (15) grade 12 HUMMS students in the

school year 2023-2024.

Research Instruments

To gather data for our research, we turned to the versatile tool face-to-face survey. This

instrument, in the form of a questionnaire allowed us to reach a wider population of

Humanities and Social Sciences students efficiently. The researchers planned to conduct the

survey face-to-face to avoid errors and for the solidarity of information. Through thoughtfully

crafted questions, we search through the HUMSS students, gaining valuable insights into their

attitudes, experiences, and opinions. The survey proved particularly beneficial in overcoming

limitations, enabling us to capture rich perspectives related to our research topic.

Research Locale

The study will be conducted at San Miguel National High School, a DepEd managed

partially urban secondary public school and one from the two secondary school in San Miguel.

This school only offers academic tracks and compromises on senior high school education. The

Humanities and Social Sciences (HUMSS) and Science, Technology, Engineering, and

Mathematics (STEM) Strands fall under the Academic track. It is located at Barangay Cayare,

San Miguel, Leyte.

Ethical Standards

The researchers will adhere to the proper ethical practices to prevent any unethical

conduct. They will not, in any form, falsify, fabricate, and misrepresent any data and the

result of the study. Respondents will be fully informed about the study, including its purpose,
procedures, and any potential risks involved. Prior to participating in any survey or study

activity, respondents will be asked for their explicit and voluntary consent by signing a consent

form. Furthermore, to keep the respondents from harm, the researchers will maintain the

confidentiality and anonymity of the respondent’s identities by not disclosing anything about

their identities like their name, and such. In addition, all information will be handled with care

and kept private.

Data Gathering Procedure

First and foremost, the researchers will ask permission to the head of the

school/principal if they could conduct this study at San Miguel National Highschool.

Furthermore, they will inquire with the advisers of the HUMSS strand on who among their

students are playing call of duty. Following that, the researchers will speak with the identified

students to inquire about their willingness to participate in the study. This will happen during

face-to-face classes, and students who have decided to respond in the survey will be asked to

sign a consent form. Once they have signed the consent form, the researchers will begin the

survey based on the respondent’s availability. The confidentiality and anonymity of the

identities and data gathered will be discussed with the respondents. Data will then be

computed to determine the Negative Impact of Call of Duty to the Humanities and Social

Sciences Students’ Academic Behavior and Its Possible Solution.

Statistical Tool

This study uses the descriptive statistics as its statistical tool. The descriptive statistic

will summarize the sample data in terms of the central tendency of the data. The researcher

will use a Likert Scale to be able sum up the data and divide it by the number of data present.
The researcher will be pilot testing. A pilot test is a small-scale study that is conducted before a

full-scale experiment. It is used to test and improve procedures.

∑x
Mean =
n

∑ x = sum of the data points


n = number of data points
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