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Republic of the Philippines

Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

CAUSES OF MOBILE GAMING ADDICTION AND ITS EFFECTS ON

MODULAR LEARNING AMONG SHS STUDENTS

A Research Proposal Presented to the


Faculty of the Senior High School Department
Estancia National High School

In Partial Fulfilment
Of the Requirements for the Subject Practical Research I
by
Tungala,Mila Grace B.
Vasquez,Mercy lyn
Bacanto,Arabella D.
Arizala, Alyssa Joy V.
Barrios,Lyle Rose M.
Antonio,Virnie V.
Macion , Joseph Karl
Panes,BenFred
Magayones,Jamir
Delicana,Remel
Plasencia, Alexander

June 30, 2021


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

TABLE OF CONTENTS

Page

Chapter I INTRODUCTION 1

Background of the Study 1


Statement of the Problem 3
Theoretical Framework 4
Significance of the Study 5
Scope and Limitations of the Study 5
Definition of Terms 5

Chapter II REVIEW OF RELATED LITERATURE 6

Computer Game Addiction 6


Effects of Mobile Game in Modular Learning 11

Chapter III METHODOLOGY 13

Research Purpose and Design 13


Respondents of the Study / Participants 13
Locale of the Study 14
Data Gathering Instruments 14
Data Gathering Procedure 14
Data Analysis 15
Ethical Considerations 17
Researchers Positionality 19

REFERENCES 20-21
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

Chapter I

INTRODUCTION

Background of the Study

Bang Bang is a multiplayer online battle arena (MOBA) game designed

for mobile phones. The two opposing teams fight to reach and destroy the

enemy's base while defending their own base for control of a path, the three

"lanes" known as "top", "middle", and "bottom", which connects the bases.

Whether it's a child or an adult, excessive gaming steals away their

time for other more fulfilling and more productive things. If they abandon their

old hobbies that don't involve video games, are constantly preoccupied by the

idea of their next gaming session, these can lead to gaming addiction.

The students who are addicted to mobile legends may end up having

negative effects like receiving low grade in school and also they do not

passed the school activities on time that given by their teachers. It also affect

their health because they not eat on their with the fast development of mobile

technology, many functions of desktop computers have been transferred to

mobile devices like ipad and smartphone, which is especially the case for
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
2

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) (1). The latest China

Internet Network Information Center's (CNNIC) report revealed that the growth

rate of mobile online game has reached 9.6% and adolescents are the main

user group . (2). 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 Internet

with a portable device, and the positive expectation of mobile gaming. (3). 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 . (4).

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. (5). Previous

studies of Internet gaming disorder (IGD) have mainly focused on traditional

online gaming addiction based on a desktop computer. However, recent


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
3

research has suggested that there were only moderate correlations between

the different forms of Internet addiction. (6). In addition, although mobile game

addiction has some similarity with traditional desktop computer online game

addiction, there are still obvious differences. Specifically, mobile video games

are characterized by portability, immediacy, and accessibility . (7), which may

increase the risk for addictive behavioural patterns and, thus, more severe

mental health problems that time and also in their sleeping time. As education

however, despite those inherent advantages, the internet also has its draw

backs. Although the internet could be very productive it can have drastically

opposing effects from some people who play online games the internet act as

an enabler.

Statement of the Problem

The study was intended to determine the senior high school of

Estancia National high school analyzing the addiction of online games.

following questions:

1. What are the advantages and disadvantages of playing video games

among senior high school students?


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
4

2. How to control the addiction of Senior High School Student in playing

video games?

3. How these video games affect the study of Senior High?

Theoretical Framework

This study presented the related theories which serve as a basis to

strengthen the study. This study tells what are the causes and the possible

effect of online games in SHS student . The first cause is the designers make

character look and act like humans. And the effect is sometimes people or the

player feels this action like they are going to do it, or the players act like the

character on the game.

Next cause is when you soak at the computer you couldn’t even stand

to eat. And for the effect is hunger, not in mood, get sick, getting tired of

everything especially for the responsibilities, even when it comes to studying.

The bad words they use as a conversation to their co-players, the effect for

this is when they talk to someone that is elder to them like they are talking to a

child. In other word they disrespect elders especially to their parents. Now a

days, almost everything can be done with just a click Almost everyone has

their own computer.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
5

Significance of the Study

This study was intended to determine the Senior High School in Video

games addiction. Used by the Senior High School Students of ESTANCIA

NATIONAL HIGH SCHOOL. This result of the said study would be beneficial

for the school administration, student and future researcher.

Scope and Limitations of the Study

Due to the limited resources of the researchers, the study was

delimited in terms of the variables used and numbers of the respondents and

the instrument used. There were 100 respondent students in Senior High

School Department 50 from the girls Students.

Definition of Terms

Mobile Games - Mobile games are games designed for mobile devices, such

as smart phones, feature phones, pocket PCs, personal digital assistants

(PDA), tablet PCs and portable media players.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

Chapter II

REVIEW OF RELATED LITERATURE

Computer Game Addiction

There are five aspects of internet addiction noted by Shaw and Black

(2015): Cyber sexual addiction, cyber-relational addiction, net compulsions,

information overload, and computer addiction. The main subtype we will be

looking at is computer addiction, as it is described as “Many computers come

equipped with pre -programmed games and people become addicted to

playing them at the cost of work performance or family obligations hi. There is

a lot of controversy over the overlap of devices in gaming, which has resulted

in an ambiguous definition for computer games and computer game addiction.

For instance, a game that was made for a video game console now has an

internet version, a computer game has moved onto the tablet, gambling has

also moved to the internet, etc. We will extend their definition to include all

computer games playable on a web-enabled device that is not a video-game

console, as computer games are recreational activities that are meant to be

enjoyed, and outside of educational games have little productive value. The

following are in depth examinations of computer-game addiction symptoms as


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
7

studied by researchers as well as real life-examples. Addiction has only

recently gained volume due to the rise of computer gaming in the past two

decades as well as the availability of computers to the general public.

Assessments for Problematic Gambling are often used to create tests for

Computer/Internet Addiction due to similarities between the two; both are

behavioural based addiction. For instance, Thomas and Martin (2014) note

that their assessment for computer game and Internet addiction were adapted

from pathological gambling as “no empirically tested measure for behaviour

addiction was available in 2014 at the time of data collection.

Bonald 2011 The addicted gamer often isolates him/herself from

others, ignores more important responsibilities, and is often obsessed with

obtaining higher status / rankings / achievements in his/her favourite computer

game. According to the DSM-IV (the current manual for classifying emotional,

psychological, and mental disorders) no. Although there have been calls from

some mental health professionals (and parents) to recognize computer game

addiction as a "real" disorder, it has not been granted official diagnostic

status. As more research on the effects of excessive gaming is conducted,

many believe that it is only a matter of time before computer game addiction is

classified as a compulsive behaviour similar to gambling addiction.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
8

Diao (2003) everyone needs to express their feelings and though. As

such, when a person cannot express himself or herself adequately he or she

may get depress. Therefore one way to release this depression or pressure

would be though playing online game, which enables gamers to chat or play

with other friends and players on the internet. •Another explanation of why

young people become addicted to the internet was proposed in that they were

trying to avoid societal pressure. Some young people are naturally too shy to

talk to strangers face to face in reality, but when surfing the internet or playing

online games, they can be whoever they want to be. As, such they can chat

with the people, online without feeling of the regular social pressure that come

with physical meeting.

Rutger (2014) The Benefits of playing video games, video games are

controlled training regimens delivered highly motivating behavioural contexts

because behavioural changes arise from brain changes and the performance

improvements are paralleled by enduring physical and functional neurological

remodelling. Teenagers react towards frustration and stresses for example

problematic gamers will indeed show off emotions like anger, depression and

frustration. But it’s not all bad, problematic gamers can show positive

emotions depending on the outcome of the game. This seems particularly

problematic because those teenagers who play online games excessively are
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
9

likely to develop a healthy lifestyle because they are constantly playing online

games instead of occupying themselves with school, friends and family.

Therefore, their psychosocial development may be significantly

impaired. The consistent blocking out of and passive coping with stressful

experiences is a strategy that may be successful in the short-term. However,

from a long-term perspective, it may not work quite as well and could have

deadly consequences. In this case, it appears more likely that once new

stressors appear, teenagers continue to use escapist and media-focused

coping mechanisms.

David (2013) Stated that the addiction in playing online game is

believed to drive someone to extreme circumstances so much so that from

some evidence demonstrated parents tend to believe that their child is in a

position where their health and future is a worry. While the health could be an

issue due to lack of exercise but failing toad here to education and lack of

future job prospects has no strong solid evidence to indicate this is a true thus

have no findings about the matter. •Other than that, social networking sites

like Facebook have a good history of allowing young people to gain

information and access to various •other educational idea’s and games that

have some underlying educational traits that may or may not be meant to be

viewed like that but me personally to use a game like Farmville to give any
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
10

sort of educational foothold for a young person would not be of importance as

could we honestly say that what you could give to a young person in that time

wouldn’t be better spent giving them a proper foundation for understanding.

Using World of Warcraft (WoW) as an example, David Rudd said that Wow is

designed to gives a very vast gaming experience but at the same time making

sure the gamer has continuous content to take part in to keep the gamers

played their game.

Ivy Shiue (2011) in herself and environment exposure to drinking,

smoking, gambling or video games addiction are associated with adult

hypertension, heart and cerebrovascular diseases, allergy, self-rated health

and happiness. In the Psychological effects of videogames on young people:

A review by Lavinia McLean and Mark Griffiths (2013), the study sought to

determine(a) the role and impact of video games in the lives of young people

within a technological society, and how this impact can occur (b) The

exposure of young people to violent video games may viewed within the

context of risk factors for the development of aggression and as such an

understanding of the research within this area. •Bushman (2013) The more

you play, the more aggressive you become: a long-term experimental study of

cumulative violent video game effects on hostile expectations and aggressive

behaviour, violent video games increase aggression. Violent video games


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Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
11

cause aggression in young females that young female adults with the mean

age 22, with no prior experience of playing video games, were asked to fill in

the Buss Perry Aggression Questionnaire before and after playing violent

video game, last stand and non-violent videogame Tetris.

Tracy Miller (2013). Add because computer game addiction is a new

development in the world of mental health, treatments are not as well

established as those for depression, anxiety, anger, etc. Most interventions

take a cognitive-behavioural approach which involve changing how the addict

thinks about the addiction.

EFFECTS OF MOBILE GAME IN MODULAR LEARNING

JMIR serious games 7 ( 2019) Suggest that Serious gaming is

recognized as a training tool due its potential for a risk-free educational

environment. There is still limited research about using serious gaming

modules for emergency skills training.

Moreover ,Deniz Martian Gezgin implies that Distance Education

Technologies (IJDET)17(1) 2019 investigates the effect of mobile learning

support on students’ academic success on a database management systems

(DBMS) course. On the other hand, Dimitrios Vlachopoulos claims that

International Journal of Educational Technology in Higher Education 14 (1), 1-


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
12

33, 2017 Acknowledge The focus of higher education institutions is the

preparation of future.

According to Agoritsa Makri (2017) The focus of higher education

institutions is the preparation of future professionals. To achieve this aim,

innovative teaching methods are often deployed, including games and

simulations, which form the subject of this paper. As the field of digital games

and simulations is ever maturing, this paper attempts to systematically review

the literature relevant to games and simulation pedagogy in higher education.

Two researchers collaborate to apply a qualitative method, coding and

synthesizing the results using multiple criteria. The main objective is to study

the impact of games and simulations with regard to achieving specific learning

objectives. On balance, results indicate that games and/or simulations have a

positive impact on learning goals. The researchers identify three learning

outcomes when integrating games into the learning process: cognitive,

behavioural, and affective. As a final step, the authors consolidate evidence

for the benefit of academics and practitioners in higher education interested in

the efficient use of games and simulations for pedagogical purposes. Such

evidence also provides potential options and pathways for future research.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

Chapter III

METHODOLOGY

Research Purpose and Design

The purpose of this study is to A qualitative research design using

phenomenological research will be utilized in this study to explain what is the

effects of mobile gaming addiction to the students of SHS in ENHS

Phenomenology is an approach to qualitative research that focuses on

the commonality of a lived experience within a particular group. The

fundamental goal of the approach is to arrive at a description of the nature of

the particular phenomenon (Creswell, 2013).

Participants of the Study

The participants of this study are the senior high school students of

Estancia National High School who are involved or experienced being

addicted in online games application. Their location are in Estancia Iloilo.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
14

Locale of the Study

This study will be conducted at Estancia Iloilo through any online

platforms that can be used in communicating since we have a pandemic.

Data Gathering Instrument

This study, the researchers will conduct a visual interview to some

senior high school students of Estancia National High School. The

researchers will prepare questions focus on the causes of mobile gaming

addiction and its effects on modular learning. The research instrument will

include a virtual interview, guide questions, video camera, and an audio

recorder.

DATA GATHERING PROCEDURE

The researchers will personally conduct an interview to the senior high

school it will involve collection and analysis of data about the causes of mobile

gaming addiction and its effects on modular learning among SHS students.

The data can be collected as a story or in a different manner. It will focus on


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
15

causes of mobile gaming addiction and its effects on modular learning among

SHS students .

The researchers will assure the participants on the confidentiality of

their identities, thus, pseudonyms will be uses.

Data Analysis Procedure

The data qualitative phenomenological research will be analysed

through the following steps:

Coding: This involves generating pithy labelling important features of the data

with regards to relevance of the research questions guiding the analysis.

Coding is not a simply method of data reduction, it is also an analytic process,

so codes capture both a semantic and conceptual reading of the data. The

researchers will code every data item and will end this phase by gathering all

their codes and relevant data extract.

(Clarke & Braun, 2013) Searching for Themes: A theme is a coherent and

meaningful pattern in the data relevant to the research questions. In this

phase, the researchers will construct themes and will end this phase by

gathering all the coded data relevant to each theme.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
16

(Clarke & Braun, 2013) Reviewing the Theme: The researchers in this phase

will reflect on whether the themes tell convincing and compelling story about

the data and will begin to define the nature of each individual theme and the

relationship between the themes. It may be necessary to collapse two themes

together or to split a theme into two or more themes, or to discard the

candidate themes altogether and begin again the process of theme

development.

(Clarke & Braun, 2013) Defining and Naming Themes: In this phase, the

researchers will conduct and write a detailed analysis of each theme by

analyzing what the story does the theme tell, and how such theme fit into the

overall story about the data. The researchers will then identify the essence of

each theme and will construct a concise and informative name for each

theme.

(Clarke & Braun, 2013) Writing Up: In this phase, the researchers will weave

together the analytic narrative and vivid data extract to tell the readers a

coherent and persuasive story about the data, contextualizing it in relation to

existing literature.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
17

Ethical Considerations

The consideration of ethics in research, and in general business for

that matter, is of growing importance. It is, therefore, critical that you

understand the basics of ethical research and how this might affect your

research project. This is especially important if your research involves

interaction with businesses or members of the general community who serve

as participants (i.e., respondents) in your research.

There are a range of interactions in your research that might occur, including

in-depth interviews, focus groups, surveys, or even observing people’s

behavior. Though all researchers (student, professional, or academic) are well

intentioned, there is the possibility that interaction with participants may

inadvertently harm them in some unintended way. This could include •

Psychological harm—for example, researching the use of nudity in advertising

may show participants images that offend them.

Financial harm—researching unethical behaviour within a given firm may

provide management with information on individual employees that results in

an individual getting fired, or undertaking industry based research may

inadvertently share sensitive information with a firm’s competitors, resulting in

financial harm to the organization.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
18

Social harm—researching how lifestyle affects consumption may

• unintentionally disclose a person’s sexual orientation when that

• person wanted to keep this confidential.

• It is your responsibility to consider whether any type of harm could occur

• When you plan your research and to ensure that mechanisms are instituted

to

• Remove it. It is, therefore, essential that you carefully evaluate the potential

• For harm to arise and ensure that you (a) behave according to appropriate

• Ethical standards; (b) consider how your research might negatively affect

participants; and (c) protect yourself, your supervisors/teachers, and your

institution

•From being placed in situations in which individuals could make claims of

inappropriate behaviour, resulting in public criticism or even your being

issued.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
19

Researchers’ Positionality

The advent and development of technology brings many things which may

either ease or make life of people more difficult and complicated. one of

results of this development is the opening of mobile gaming through the

Internet which has become addictive and one of the widely used leisure

activities by many people and teenagers.

Online or mobile gaming is a technology rather than a genre: a

mechanism for connecting players together rather than a particular pattern of

game play. mobile games are played over some form of mobile network. now

typically on the internet. This study aimed to determine the causes of mobile

gaming addiction and its effects on modular learning among SHS students

spending too much time on online games every week tend to suffer from

worsened

learning ability concentration problem. poor academic performance. and

decreased interactions with other People.


Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo

References

Deniz Mertkan Gezgin (2019). International Journal of Distance Education

Technologies https://scholar.google.com/scholar?

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Emin Aksoy (2019). Serious gaming is recognized as a training tool due its

potential for a risk-free educational environment.

https://scholar.google.com/scholar?

hl=en&as_sdt=0%2C5&q=effect+of+Mobile.

https://educationaltechnologyjournal.springeropen.com/articles/10.1186/

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https://www.academia.edu/34214769/R1_Computer_Game_Addiction

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Google Scholar scholar.google.com

Zaheer Hussain, M. D. (2011). Online gaming addiction

http://journals.sagepub.com/doi/abs/10.1111/j.1467-9280.2009.02340.x Deniz

Mertkan Gezgin (2017) professionalshttps://scholar.google.com

21
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Region VI-Western Visayas
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ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
Zaheer Hussain, M. D. (2011). Online gaming addiction: Classification,

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Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study -

Douglas Gentile, (2009) journals.sagepub.com

The results revealed that adolescent with mobile game addiction

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