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CHAPTER I

INTRODUCTION

“Home is where the heart is, but today, the phone is where the heart is.”

- Rachita Cabral.

The cellular phone is one of the things that leave many teenagers heartbroken without it.

Some teens seem to have been imprisoned by this hand-held device. It is because of social

media, texting or because of mobile gaming. On one of the studies conducted by Van Rooij and

Schoenmakers (2013) about the abuse of Internet, they consider game addiction as a

consequence of global growth of the use of Internet. Any website that allows social interaction

offers youth an entrance for entertainment and communication, for which have grown

exponentially in years (O’Keeffe & Clark Pearson, 2011).

With the advancement of mobile technology, mobile games had attracted attentions

considerably rapid. It is a conspicuous phenomenon to see teenagers having their attention

revolve around mobile games, more specifically, this game called “Mobile Legends”. In 2017,

there are 29.9 million gamers in the Philippines, and 18% of it is ages ranging from ten to 20

years old (Newzoo, 2017).

Report says that average gamers spend 24 minutes on mobile games per day, some even

exceeds up to one hour and 40 minutes (Verto Analytics, 2016). In spite of the bright sides

mobile gaming can contribute, like leisure, it is not a subtle effect to see changes occur on

teenagers who have become addicted to mobile gaming.

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As a repercussion of addiction to mobile games, gamer students are likely to get lower

grades than those of the students who mildly play or do not play at all. Negative consequences

include missing schoolwork (Hellstrom et al., 2012), and even academic performance or learning

outcome (Furio et al., 2013; Ip at al., 2008). It is because of the diversion of attention from

studying to gaming, and not having enough time allotment in hovering over the lessons in

school.

Moreover, the engagement of a person to mobile games would cause detachment of

him/her from face-to-face interaction. Upon playing, players get to interact with other players as

well through the game. This causes the way of interaction to shift from face-to-face to computer-

generated. Multi-user online games give opportunities for users to interact with other gamers

through avatars (Cole et al., 2017).

On the other hand, there is a strong correlation between violent video game use and a

player’s ensuing aggression (Slater, Henry, Swaim, & Anderson, 2003). Actions and behavior of

gamers are outcomes tinged with the nature of the game.

Purpose of the Study

This study is to know if certain changes with how the student interacts had taken place

after the advent of Mobile Legends, and if the game influences the student’s attitude to alter.

This is also to discover if changes in grades of the student occur when he/she started playing

Mobile Legends. Therefore, the overall purpose of this study is to know how addiction to Mobile

Legends influences Grade 11 students’ way of interaction, attitude, and academic performance.

A fundamental understanding of the consequences lead by this temporary entertainment will

provide basis for everyone to never neglect the limitations set for mobile gaming.

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Research Questions

1. How does the addiction to Mobile Legends influence the Grade 11’s social interaction?

2. How does the addiction to Mobile Legends influence the Grade 11’s attitude?

3. How does the addiction to Mobile Legends influence the Grade 11’s academic

performance?

Theoretical Lens

Mobile gaming is popular among high school students. The use of mobile phones is

strictly prohibited during class hours, yet some students tend to violate this rule because of the

urge to play. As the technology develops, prior studies related to mobile gaming addiction were

conducted to identify its cognitive and negative consequences.

The issue of mobile gaming as a significant factor for the fluctuations of a student’s

academic performance had sprouted debates. While it is still arguable, recent studies implied that

frequent gamers who spend more than two hours per day playing video games, performed less

well in school than those who are infrequent gamers (Ip et al., 2008). Also, one of the negative

effects of excessive playing is missing schoolwork (Hellstrom et al., 2012).On a study conducted

by Hellstrom et al. (2012), the relationship between gaming time, and the negative consequences

on playing Massively Multiplayer Online Role-playing Games (MMORPGs) were examined.

Upon the researchers’ analysis, they concluded that gaming can cause loss of sleep. Mobile

games tend to steal students’ focus and time from studying.

Early studies focused on negative impacts of mobile gaming such as violence (Anderson,

2004; Anderson & Bushman, 2001). Playing war games or any game that involves violence is

considered to have a bearing on the player’s behavior. Cagiltay, Inal, & Karakus (2008)

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performed a study covering both gender preferences in mobile games. Females prefer adventure

games, puzzles or card games, reflecting instructive attributes. Males, however, prefer challenge

and complexity in games (Inal et al., 2007).

Multi-user online gamers are likely to spend their time playing than socializing on real

environment which can be labeled as “anti-social” or “introverted” (Cole & Griffiths, 2007).

Researchers found that too much interaction through gaming environment somehow influences

the interaction in real-life environment, because players think that interacting through mobile

games is much safer (Malesky & Peters, 2008).

Significance of the Study

Frequent playing of Rules of Survival affects a student’s behavior, socialization, and

academic performance. The significance of this research is to explore how addiction to Mobile

Legends influences the student involved and society as a whole. This study would contribute to

the game developer to enhance their user’s time management through redeveloping the game

into time bound Multiplayer Online Battle Arena (MOBA). In addition, this study will also

extenuate circumstances of being addicted to playing Mobile Legends.

Target Audience

The target audiences of this study are mainly the students who are addicted to mobile

games especially to Mobile Legends and parents who have a child addicted to mobile legends.

This is to get the attention of student mobile gamers to be oriented of the possible

outcomes of too much engagement to mobile gaming. And for the parents who can give guidance

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for their children. Hence, this study aims to help students manage their time on academic duties

and household chores.

Scope and Delimitation

This will only focus on three 17-year old, Grade XI students of Davao Oriental Regional

Science High School (DORSHS).

The scope of this research is to mainly focus on the influence of addiction to Mobile

Legends on a student’s attitude, socialization, and academic performance. This will also have an

in-depth understanding on why Mobile Legends is addictive. However, there are limits set for

this research. The study will only be conducted on the research setting, and would therefore, not

have students from outside DORSHS be interviewed.

Definition of Terms

1. Academic performance- either the progress or setback of the student’s performance in

school

2. Attitude- if the student behaves with the mix of violence

3. Socialization- interaction through the means of technology or in-person

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CHAPTER II

REVIEW OF RELATED LITERATURE

The review of literature of this study introduces Mobile Legends: Bang Bang, and

focuses on the addiction and how this game influences its players.

What is Mobile Legends: Bang Bang?

Today, addiction to mobile gaming is rampant. They are all over the app stores of both

Android and iOS devices. You get to try racing games, puzzle games, war games, and other

games.

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

for mobile phones. An example of MOBA format is defending the base on three lanes of

unending waves of creeps protected by towers (Humabon, 2017). This game lets the players duel

in team to reach and destroy the enemy's base while defending their own. Each team consists of

five players for which each member controls an avatar called a "hero". The players toggle the

soft joystick on the lower left portion of the screen to move the hero, while attacks and skills are

activated through tapping. This is considered to be a much easier version of League of Legends

(LoL). It goes away from all control complications since it is played in a smartphone or tablet.

Many games allow in-app purchases, but not everyone can afford this, which is why

gamers could wind up getting disinterested. Nonetheless, Mobile Legends has hack tools, which

will allow you to use upgraded features.

The advent of the internet exposed us to new things. These things had clearly influenced

our way of life. But it is at utmost importance to not let games leave you its disadvantages

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What are the symptoms of addiction to Mobile Legends: Bang Bang?

Some gamers tried so many times to uninstall and quit the game Mobile Legends: Bang

Bang, but they keep re-installing it. Some put in lengthy of hours to this pointless waste of time.

But the thing is even if they win, they are not even happy about it. They just work so hard

climbing an uphill battle with team mates who are trying to risk the win when if they worked

together, it would have been won much earlier. On rare occasions, there are teams that work

together and if they win, it was already fairly enjoyable for them.

“Maybe it’s like some smokers. I have known smokers who tell me that they hate

everything about smoking. They hate how it smells, how it tastes, how it feels yet they still

smoke a pack a day and can't stop. I think I'm like this,” (Ira, 2017). It may seem that mobile

gaming is considerably harmless considered to addiction of substances, still, experts deliberate

that it can ruin lives. Gamers who frequently use games as an escape route away from life are

those that are prone to be addicted. This kind of players tends to avoid problems through gaming

which will result to the game as interference of the person’s life (Peters et al., 2007).

This phenomenon is new in which social workers and psychologists are unaware of. Mu

(2006) proposed that the first symptoms of mobile gaming addiction include the diminution of

friends in person. Consequently, the longer the time the player engages in mobile gaming, the

weaker the psychokinetic. In addition, Zhou (2007), said that playing too much can cause

physical symptoms which were cervical spondylitis, and neurasthenia. As players keep their eyes

focused on their mobile phones, they will have their backs arched and have the same sitting

position for a couple of hours. Other symptom is having Neurasthenia--an ill-condition

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associated with emotional disturbance. This is acquired when gamers spend hours to play

causing them have only little time for sleep.

We all know that most of the gamers are very addicted to Mobile Legends: Bang Bang,

but some of them still need a help or a support to quit this nasty addiction of this game. They just

need new ways to spend their time with, and people that will show them to live without the

game.

How does Mobile Legends: Bang Bang influence gamers?

It was an enormous leap that we, humans, had made in our lifestyle. Before were sticks

and stones, now, even the most mundane activity we make goes in computers and everything

electronics. Nobody can be considered as more beneficiary than of the young generation. If about

twenty years ago, playing under the sun along with the other kids was where entertainment came

from, today is a different sight, slumped on the bed and Mobile Legends is some teens ‘ root of

happiness. Undeniably, it is not a subtle happening that teen often fall trap on mobile gaming.

Students who play video games for four to five hours per day leave little or no time at

all for socializing, doing homework, or helping in the house. According to Lan Ying Huang

(2003), playing online games gives the gamer participants the perception that online games

provide diversion and filling time. Time management will be difficult to apply if the student

always has this urge to play. Grades will flunk because instead of hovering over the textbooks,

the player has his/her heart on the game. Instead of helping do the household chores, the hands

are busy on the phone. “The biggest risk factor for pathological video game use seems to be

playing games to escape from daily life,” said the lead author of the study in the Department of

Psychological Sciences at Missouri, Joe Hilgard (2013).

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The effects of addiction to the internet is not different from the effects of substance

addiction and has been shown to lead to consequences such as failing school, family, and

relationship problem (Brian, 2005). In playing Mobile Legends, the player connects and interacts

with the other players as well, but for me, it can be a reason for someone to ‘disconnect’ to the

real world.

Mobile games are designed to give notifications even when inactive, thus, making it

tempting. Nevertheless, it is still possible for gamer participants to walk away from these

observable effects. The pros and cons are well-balanced, and this comes the maintaining of

equilibrium between fun and life.

Summary

Entertainment is meant to give us fun and happiness, and Mobile Legends: Bang Bang

is indeed an enticing leisure pursuit. However, spending a large amount of time playing every

day, might do you harm. Its negative effects can give impact to your physical, emotional, and

social well-being.

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CHAPTER III

METHODOLOGY

This chapter will discuss the research and procedures that are to be applied on this study.

It will include the research design, role of researcher, research participants, data collection, data

analysis, trustworthiness and credibility, and ethical consideration of this research.

Research Design

A qualitative research design, which is phenomenology in type, will be used in this study.

The study will revolve around the experiences of the gamer participants addicted to Mobile

Legends. This research design will be used for this in-depth study to reveal the respondents’

behavior and their perceptions. This will focus on the experiences, and feelings rather than the

“what’’ of the social phenomenon.

Role of the Researchers

Seeing some of our fellow students flunk their grades and become solitary because of the

influence of Mobile Legends alarmed us. These noticeable changes motivated us to conduct this

study. We want to know how rapid changes had occurred, and how our respondents deal with

them.

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Research Participants

Our respondents will be three, 17-year old, Grade XI students studying at Davao Oriental

Regional Science High School here in Mati City. We choose them as our respondents for this

study through purposive sampling method as they have qualified to be gamers of Mobile

Legends: Bang Bang who play extensively. The research participants will be asked questions

regarding this study.

Data Collection

Among the many methods of data collection, the common way of collecting data was

from interviews. Interviews are controlled conversations governed by the interviewer through

asking serious questions to obtain the data required from the respondent (Akbayrak: 2000). It

will ask about the experiences, underlying reasons, and feelings as qualitative research design

used was phenomenology. Thus, interviews are useful in this study to not only cover the shallow

of a phenomenon. Before the interview, we selected our participants who are considered to be

addicted to Mobile Legends. On the process, we will ask them questions regarding our study.

After the interview, we will merge their responses together.

Eyes of the Researchers

This research will be fruitful in the sense that it will add to the previous theories and

provide additional guide for future researches with related social phenomenon tackled. It will not

only contribute knowledge, but it will also help game participants lessen their amount of time

spent on gaming.

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Setting of the Study

The setting is in Mati City, specifically at Davao Oriental Regional Science High School

where our respondents are officially enrolled. This setting will be chosen because the place is

safe and peaceful and it’s not difficult for our respondents to adjust and move to other venue

especially in classes' hours.

Atmosphere

Boxed on a small, dark room sits Gamer. It was ironic because for him, it felt like the

room was so spacious. Amidst the blinding darkness, glimpse of colors contrasted on his face,

and from silence grew small noises. The little lights and sounds were coming from this hand-held

device, people like Gamer always bring. He was alone in the cold, but not anymore when mobile

games keep him company.

Realizations

In this study, we will realize that this problem is usually occurring on teenagers,

especially students. Due to peer pressure, students are tempted to play Mobile Legends on vacant

time. In this time, we students are given a chance to comply, do, and finish either our

assignments or performance tasks. But as what we had observed, our respondents chose to play

rather than doing their responsibilities.

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Data Analysis

In this study, we gather our data through interviews which will be conducted by the

researchers. The interview guide is to have a Bisayan translation for the participants to easily

understand the questions. Our participants’ responses regarding our research will be analyzed

using thematic analysis. Thematic analysis is a widely used method on qualitative research.

According to Braun & Clarke (2006), it is method for identifying, analyzing and reporting

patterns within data. We will use this type of data analysis because our study is about having an

in-depth understanding about the experiences faced by the students who are addicted to Mobile

Legends.

Trustworthiness and Credibility

Trustworthiness is the quality of being authentic and reliable.

As researchers, we will give our commitment, and gain the trust of our participants as

well. We know our limitations and, we will respect our respondents if they choose to not give

insights about a question.

We are confident that our data are valid because our data are from credible sources. We

will have our research validated by a person with an expertise in this field. Our research will go

through a thorough validation if it had correctly carried ethics, artistry, and precision.

Ethical Consideration

Informed consent and parental consent, for which both have Bisayan translation, will be

distributed to our participants for them and their parents. In the consent are the conditions of the

participation in this research which are carefully explained by the researchers. The consent is to

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serve as a mutual agreement of both participants and researchers that they are willing to be

interviewed for the data gathering in this research. Before we will start our interview, we will

make our recommendation, and secure the consents to make sure that we are now fixed to make

them as our respondents.

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