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Online Games: Exploring the Experience of Grade 11

Gamers of
Mobile Legends at Legazpi City National High School

INTRODUCTION:
In recent years, the prevalence of online gaming has undergone a paradigm shift,
significantly influencing the lives of adolescents and reshaping their interactions with
entertainment. Among the diverse array of online games, Mobile Legends has emerged
as a prominent multiplayer online battle arena (MOBA) game, captivating the attention
of Grade 11 students at Legazpi City National High School. This study aims to explore
the distinct gaming experiences of these students, delving into the psychological, social,
and academic dimensions impacted by their engagement with Mobile Legends. Through
an in-depth investigation, we aspire to offer valuable insights that can inform educators,
parents, and policymakers about the multifaceted effects of online gaming on the
adolescent experience.

The choice to focus on Grade 11 students at Legazpi City National High School
is grounded in the recognition of this pivotal stage in adolescent development. Grade 11
represents a crucial juncture in academic pursuits, and the impact of online gaming on
students during this period warrants closer scrutiny. By undertaking this research, we
aspire to contribute nuanced insights into the intricate interplay between online gaming
and the multifaceted aspects of the Grade 11 experience. The findings are anticipated
to not only broaden our understanding of the effects of Mobile Legends but also provide
practical recommendations for educators, parents, and policymakers navigating the
evolving landscape of adolescent leisure activities.

This study holds significance within the realms of education, psychology, and
social policy. Understanding the experiences of Grade 11 students in the context of
Mobile Legends contributes to a more comprehensive comprehension of the
implications of online gaming on adolescent development. The insights gained will not
only inform academic discourse but also guide practical interventions, fostering a
balanced approach that acknowledges the importance of online gaming while ensuring
the well-being and academic success of students.

STATEMENT OF THE PROBLEM:


The Grade 11 gamers of mobile legends at Legazpi City National High School is
a game to make ourselves different. This is an engaging game especially for young
people because it relieves stress and problems. It also has a big effect on ourselves
when you are soaked or overplay it.
1. What are the experiences of gamers of Mobile Legends at Legazpi City
National High School?
2. What enticed you to play this game?
3. In what way does it relieve stress on yourselves?

SCOPE OF DELIMITION:
This qualitative research focuses on exploring the Grade 11 students' Mobile
Legends gaming at Legazpi City National High School. The study gathers data on the
resources utilized by students during online gaming, emphasizing a personalized
approach rooted in individual perspectives. Participants are exclusively Grade 11
students from Legazpi City National High School, and the research is delimited to their
subjective encounters with playing online games. The scope is confined to the unique
context of this specific high school, providing in-depth insights into the students'
perspectives on Mobile Legends gaming.

SIGNIFICANCE OF THE STUDY:


This study holds substantial significance as it aims to unravel the experiences of
Grade 11 Mobile Legends Gamers at Legazpi City National High School. The
significance extends to various stakeholders:

Senior High School Students: Awareness and Understanding: The study


provides valuable insights into the frequency of mobile game play, reasons for
enjoyment, impact on academic performance, social interactions, and challenges faced
by Grade 11 students. This awareness can contribute to a better understanding of their
own gaming habits and potential effects on different aspects of their lives.
Teachers: Insight into Student Experiences: The study benefits teachers by
offering a comprehensive understanding of the experiences of Grade 11 gamers of
Mobile Legends. This insight can help educators tailor their approaches to address
potential challenges or leverage positive aspects of gaming within the academic
context.
Parents: Knowledge and Understanding: Parents stand to benefit from the study
by gaining knowledge and information about the reasons for their children's enjoyment
of Mobile Legends. Understanding these reasons can foster improved communication
between parents and their children regarding gaming habits, promoting a supportive
and informed parental approach.

Future Researchers: Methodological and Substantive Guidance: The study


contributes to the academic community by providing a methodology, instrument, and
findings that can serve as a guide for future researchers interested in exploring similar
topics. This not only aids in the advancement of knowledge but also offers a foundation
for comparison and further inquiry into the experiences of gamers in educational
settings.

References:
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and behavior in the laboratory and in life. *Journal of Personality and Social Psychology,
78*(4), 772–790.

Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent
video game habits on adolescent hostility, aggressive behaviors, and school
performance. *Journal of Adolescence, 27*(1), 5–22.

Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some
case study evidence. *International Journal of Mental Health and Addiction, 8*(1), 119–
125.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of
empirical research. *International Journal of Mental Health and Addiction, 10*(2), 278–
296.

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008).
Teens, video games, and civics: Teens’ gaming experiences are diverse and include
significant social interaction and civic engagement. *Pew Internet & American Life
Project*.

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