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CHAPTER I
THE PROBLEM AND ITS BACKGROUND
INTRODUCTION
A mobile game is a video game played on a feature phone,

smartphone, PDA, tablet computer, portable media player or

calculator. This does not include games played on dedicated

handheld video game systems such as Nintendo 3DS or

PlayStation Vita. The first game on a mobile phone was a

Tetris game on the Hagenuk MT-2000 device from 1994. Three

years later Nokia launched the very successful Snake on

selected models in 1997. Snake and its variants has since

become one of the most-played video games and is found on

more than 350 million devices worldwide. Mobile games are

played using the technology present on the device itself. For

networked games, there are various technologies in common

use. Examples include text message, multimedia message or GPS

location identification. The first two-player game for mobile

phones was a variant of the Snake game for the Nokia 6110,

using the infrared port. However, there are non networked

applications, that simply use the device platform to run the

game software. The games may be installed over the air, side

loaded onto the handset with a cable, or may be embedded in

the handheld devices by the OEM or by the mobile operator.

Mobile games are usually downloaded via the mobile operator's

network, but in some cases are also loaded in the mobile

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handsets when purchased, via infrared connection, Bluetooth,

or memory card.

Mobile games are the most popular entertainment in

modern societies and they target a variety of people in

different ages. The addiction to the rivalry and excitements

of the games make them the most common recreational program

for today`s teenager.

BACKGROUND OF THE STUDY


Online Videogames allows people to play the same game in

a session; it is one of

the reason why it is so appealing to its users. According to

ESA, 62% of people who are playing videogames play games

with others, either online or offline, which of that 68% of

people who does are at least 13-18 of age and according to

the Kaiser Survey conducted in 2010, video games consumed at

least 9 hours for teenager. Playing video games does have his

positive views as for recreational purposes, but it could

also do the opposite and be a distraction instead. And

Specially video games is one of the most problem in Senior

Students because this is one of the reason of the student

getting Drop or Always absent, behavior, Health, Violence And

no Relation in Their family. And that causing of low

Confidence, always Distracted, no Academic performance, mal

nutrition or over weight and also lack of sleep. In this

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research we Can know what is the Problem to help and give a

solution to be Focus on their Study.

STATEMENT OF THE PROBLEM


This Study aims at Finding And Understanding the Effect

of Mobile Games Addiction (MLBB) to the Academic Performance

of HUMSS student of Micro Asia of Science and Tehnology

Specially the research sought to answer the following

specific questions:

What is the Profile of the respondents in terms of:

Age

Gender

Year level

How does mobile games affect the students’ Academic

Performance when group according to Gender And Age?

Is there a significant effect of using Internet to the

Academic Performance of Senior high student of Micro Asia

College of Science And Technology?

How does long the freshman Student play mobile games per

session on daily basis?

CONCEPTUAL FRAMEWORK
The Conceptual framework is discussed the Effect of

mobile games Addiction (MLBB) to Academic performance of

HUMSS students of Micro Asia of Science and Technology. The

dependent variable is age, sex, year level, and Strand. The

Dependent Variable is the Effect for Academic Performances

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among the Senior Students through the effect of mobile games

addiction to academic perormance.

Research Paradigm

Independent Variable

I.Respondent
Dependent Profile
Variable  Academic performance
1.1 Age
1.2 Sex/Gender  Grades
1.3 Grade  Class performance
1.4 Section
1.5 Time spend playing  Attendance
MLBB
II. Psychological
Factor
2.1 Stress
2.2 Motivation
2.3 Lack of sleep

Figure 1. Research Paradigm


SCOPE AND LIMITATION
This Study limits its coverage on the Senior high

school only. Its means purpose to

identify the common problem that they encounter and to purpose

possible solution

regarding this problem.

This Study consider the every aspects of Senior

Students’ Personal Information that has an impact on their

Academic Performances. Each of respondents giving

questionnaire and Answer And this Study was focusses on

Effect of Mobile Games Addiction (MLBB) to Academic

performance of Senior high school students of Micro Asia

College of Science And Technology.

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DEFINITION OF TERMS
Addiction – Addiction is a brain disorder characterized by

compulsive engagement in rewarding stimuli despite adverse

consequences

the fact or condition of being addicted to a particular

substance, thing, or activity .

Academic Performance – Academic performance is the extent to

which a student, teacher or institution has achieved their

short or long-term educational goals. Cumulative GPA and

completion of educational benchmarks such as secondary school

diplomas and bachelor's degrees represent academic

achievement.

Bashing – is a harsh, gratuitous, prejudicial attack on a

person, group, or subject. Literally, bashing is a term

meaning to hit or assault, but when it is used as a suffix,

or in conjunction with a noun indicating the subject being

attacked, it is normally used to imply that the act is

motivated by bigotry violent physical assault, criticize

severely.

Behavior – the way in which one acts or conducts oneself,

especially toward others. the way in which an animal or

person acts in response to a particular situation or stimulus.

the way in which a natural phenomenon or a machine works or

functions behave well when being observed.

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Mobile Legends - “Mobile Legends: Bang Bang” is

a mobile MOBA. Unlike games such as DOTA2 or League

of Legends (LOL), you will only need a

compatible mobile phone to run the game. The game was

developed by Moonton, a gaming developer located at Kuala

Lumpur, Malaysia, with a company life nine months.

Mobile Games - A mobile game is a video game played on a

feature phone, smartphone, PDA, tablet computer, portable

media player or calculator. This does not

include games played on dedicated handheld

video game systems such as Nintendo 3DS or PlayStation Vita

Mobile games are played using the technology present on the

device itself.

Offline games – are the ones that can run/be played without

an Internet connection. There are soåàaaaà many games that

can be played online such as Casumo casino in the United

Kingdom, but in order to play it offline, you first need to

download the game and then install it on your device.

Online games – An online game is a video game that is either

partially or primarily played through the Internet or any

other computer network available.

Physiological effects-Physiological effects are those that

result from some imbalance to the overall human system, or

some specific part of it. The word “effects” means that the

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change can be seen or measured in some way. They can be short-

term (like a cold), or voluntary (like getting drunk).

Video games – A video game is an electronic game that

involves interaction with a user interface to generate visual

feedback on a two- or three-dimensional video display device

such as a TV screen, virtual reality headset

or computer monitor The electronic systems used to play video

games are called platforms.

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CHAPTER II
LITERATURE REVIEW
Stress
Foreign Literature
According to BMC Public health (2011) There were cross-

selectional associations between high compared to low mobile

games use and stress, sleep distubances, and symptoms of

depression for the men and womenzzz. When excluding

respondents reporting mental health symptoms at baseline,

high mobile games us was associated with sleep distubances

for men and symptoms of depression for the women at 1-year

follow-up. All qualitative variables had cross selectional

associations with mental health outcomes. In prospective

analysis, overuse was associated with stress and sleep

distubances for women and high accessibility stress was

associated with stress, sleep distubances and symptoms of

depressio for both men and women.

Stress is the body's natural response to challenges.

When a student experiences high levels of stress or chronic

stress, regardless of her age or grade, it can interfere with

her ability to learn, memorize and earn good grades as well

as lead to poor physical, emotional, mental health. By

learning about common stressors, a parent can help to metigate

negative or chronic stress in a child's life.

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These findings supported an earlier study from McGill

University in (2007), when researchers found that playing

what they called “social-intelligence games”, reduced the

stress hormone cortisol by an impressive 17 percent. It seems

fairly obvious that if you play video games, you will not be

as stressed out as you are right now.

According to Ryan Dube (2015) Playing video games/mobile

games can relieve your stress, reduce your depression, and

make you feel better.That may sound like a big claim to make,

but at this point, there’s plenty of evidence available to

support it. Enough evidence in fact, that if video games

aren’t a regular part of your life right now, adding a bit of

game-playing time to your schedule could actually improve

your mental health in many surprising ways.

A Taiwanese study - backed by British researchers - has

found that playing too many video games can (can) contribute

to a a rise in stress levels and feelings of anxiety in "young

people".

The report found that many games cause a "fight or

flight" reaction in the player's mind, which can often trick

the brain into releasing adrenaline into the body. Because

that's what the body needs to either fight or take flight.

Problem being that when playing games, the body doesn't do

either of those things. It just sits there. And if the

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adrenaline is released into the body and stays there - which

it will if you don't fight/run it out - it can contribute to

an adrenaline "overload", which in turn can lead to

neurological issues like anxiety disorders.(Luke Plunkett

2009

Christopher J. Ferguson (2010), chair of the psychology

and communication department at Texas A&M International

University told me that as a graduate student examining the

connection between media and real-life violence, he was

disturbed by the discrepancy between the actual data on the

effects of violent media and how scholars were interpreting

that data. Yes, said Ferguson, videogames can cause stress,

but the good kind. The kind you feel when you’re facing an

exciting challenge or playing sports, or reading a book that’s

so good you can’t put it down.

According to Bushman(2010), professor of psychology and

communication at Ohio State University, the research is

clear: When it comes to violent videogames and the stress

response, decades of research shows that they can cause

significant physiological arousal in players. That is, they

can increase angry feelings and behaviors, and aggressive

thoughts. They can also have an adverse impact on empathy and

pro-social behavior.

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Violent videogames are stressful, said Bushman, and the

overwhelming majority of social scientists agree on this

subject. “But it’s like with global warming research: you can

always find a few outliers who are not convinced.”

Motivation

While Iacovides (2009) used a case based approach to

observe participants playing a game of their choice and

interviewed them about their game-play experience afterwards,

the partici-pants only came into the lab on one occasion and

it could be argued that the lab was not set up to be a natural

game-play environment. Further work is needed in which

players are observed playing games in as natural a context as

possible over a sustained period of time, in order to tap

into what actually happens when people play games during their

leisure time. In addition, it would also be useful to explore

methods for keeping track of what happens outside instances

of game-play in order to consider the influence of different

game-related activities that players take part in.

This paper highlights some of the issues con-cerning

motivation, engagement and informal learning in relation to

playing digital games. It is clear that the links between

these concepts are not well understood and there is a need

for further empirical studies to assess how they relate to

each other. There is also a need for studies that do not look

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at people playing games in isolation but as part of a larger

socio-cultural activity (de Castell & Jenson, 2003; Squire,

2005; Pelletier & Oliver, 2006) to fully under-stand how

players participate within affinity groups and semiotic

domains. Further, methods and frameworks need to be developed

to aid researchers in exploring these issues.

Physiological measures may be able to provide an

objective measure for evaluating the game play experience as

Mandryk and Inkpen (2004) suggest but further work is needed

to identify what emotions are being experienced during play.

Another way to use these measures would be during real-time

observation to indi-cate when significant events have

occurred, as suggested by Hazlett (2008), or in conjunction

with video data post-play, as suggested by Mandryk and Inkpen

(2004). While some work is being carried out to explore how

physiologi-cal measures can be used to identify different

forms of engagement (Mandryk & Atkins, 2007; Lindley, Nacke,

& Sennersten,2008), there is little research that considers

whether these measures would be useful for considering the

learning that occurs in this context.

The concepts of gaming capital and paratexts (Consalvo,

2007) are highlighted as being of potential use in such

analysis. The paper goeson to look at traditional

conceptualisations of motivation and engagement in the

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research literature, in the light of new kinds of games,

interfaces, online interactions and new audi-ences of

players. It is suggested that work by Calleja (2007a, 2007b)

on involvement offers the potential for a fuller account of

how con-textual aspects relate to the gaming experience.

Consideration is also given to the suggestion of Boyle and

Connolly (2008) that reversal theory can be helpful in

understanding certain emotional flips that people can

experience whilst playing games. Academic interest in gaming

and learning seems to stem from the fact that digital games

are considered to be effective motivational tools and

learning environments (Kirriemuir & Mc-Farlane, 2004;

Mitchell & Savill-Smith, 2004; de Freitas, 2006). Games can

promote “active” and “critical learning” both within the game

and the “affinity groups” of players that surround specific

titles and genres (Gee, 2004). However, the literature often

fails to explore the potential links between what motivates

players to play a game (motivation), what keeps them engaged

in the game (engagement) and the learning that occurs as a

result of game-play and participation in gaming practices

(informal learning). This is important because when games are

used within formal educational environments, the links can

break down. For instance, de Castell and Jenson (2003) argue

that educational games have “not been hugely successful at

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taking up and exploit-ing the resources digital technologies

make available for learning” (p. 656) since there is often

only a tenuous connection between the game-play and the

learning tasks within the game. Furthermore, learners do not

all agree that they find games intrinsically motivating

within an educational context (Whitton, 2007) and it has also

been found that when com-mercial games are used to support

learning in educational environments, the games used do not

always appeal to all students (Squire, 2005).

It has been suggested above that there is a need for

empirical examination of the context and socio-cultural

factors around everyday games-playing, in order to provide

further insight into the effectiveness of games used for

learning e.g., Squire (2005). It can also be argued that

socio-cultural factors are important in relation to research

into aspects of motivation and en-gagement associated with

games.

Research in the area of games and learning often reveals

a potential tension between being motivated to play a game

and being motivated to learn (Whitton, 2007). This seems

similar to the idea that work and play are mutually exclusive

activities, with Calleja (2007a) arguing that “pinning

motivation for game-playing on the notion of fun risks missing

important dimensions of the game experience” (p. 136).

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Egenfeldt-Neilsen et al. (2008) also argue that despite

the later inclusion of interpersonal motivators, in Malone’s

(1981) work, there is too narrow a focus on the structure of

the game itself, without sufficient attention being paid to

the social dynamics and context that occur around it. For

instance, the theory would have trouble explaining any data

substantiating the claim that video games “are surrounded by

strong social networks, which facilitate the learning

experience” (Engenfeldt-Nielsen et al., 2008, p. 216).

Empirical research carried out by Malone and Lepper

(1987) provided support for this theory of intrinsic

motivation in games (Malone & Lepper, 1987; Cordova & Lepper,

1996). However, Habgood, Ainsworth, and Benford (2005)

question the claim that intrinsic fantasies are “more

instructional than extrinsic fantasies” (Malone, 1981, p.

361), regarding this as an untested hypothesis, noting Malone

(1981) did not measure any learning outcomes in his original

study. Moreover, Habgood et al. (2005), question the

usefulness of the con-cept of endogenous fantasy for

understanding the differences between games in relation to

learning. As an alternative to intrinsic fantasy, Ha good et

al., suggest that the experience of flow (Csikszentmihalyi,

1988), how the information is represented and how players

make meaningful decisions within the game, are factors more

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likely influence the integration of motivating factors and

learning content within educational games.

In addition, gaming is now seen as “nor-mal” activity,

one that is culturally acceptable on a large scale, since

more people are play-ing them (Juul, 2009). Juul argues that

part of this is due to the rise of casual games that require

less of a time and energy commitment from games players. Many

of these games are easy to access on PCs or mobile phones

(e.g., downloadable casual games such as Bejewelled) and

others use mimetic interfaces (such as the guitar shaped

controllers mentioned earlier for Guitar Hero) which are

easier to learn how to use since players are already familiar

with how the controllers are supposed to work, thus

loweringthe barriers of access. Juul highlights the fact that

many games that are played casually tend to include a social

component, which also seems to have broadened the general

appeal of games. It is also interesting to note that companies

such as Nintendo have purposefully aimed to broaden their

market by finding ways to make games more mainstream. For

instance, in his keynote address during Nintendo’s 2008 fall

conference, company president Satoru Iwata refers to

Nintendo’s basic mission to expand the gaming population by

making games that everyone can enjoy (regardless of age,

gender and experience) (Iwata, 2008).

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Academic Performance

Gaming frequency, time, and types of gamer The gaming

frequency and the amount of time spent on playing mobile games

have been studied for years frequently in association with

gaming addiction (Daniel Luke King 2012; Ko et al. 2009),

psychological constructs (e.g., self-concept clarity, self-

control, and flow) (Khang et al. 2013; Lee et al. 2012),

negative consequences (e.g., missing school work) (Hellström

et al. 2012), and even academic performance or learning

outcome (Furió et al. 2013; Ip et al. 2008). analyzed the

relationships between gaming frequency and academic

performance among 713 students. The study found that frequent

gamers, who spend more than 2 hours per day playing mobile

games, performed less well than infrequent gamers Some

children and youth with high Mobile Game addiction tendencies

may be at risk of sleep deprivation and disorders associated

with obesity and poor cardio-metabolic health, Hamilton

researchers have found.

The study, published in the scientific journal PLOS One,

examines the growing global gaming phenomenon and its impact

on youth health.

Hellström et al. (2012) examined the relationship

between gaming time, motives to play, and negative

consequences because of playing Massively multiplayer online

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role-playing games (MMORPGs). They recruited 7,757 Swedish

adolescents and had them completed a questionnaire and found

that time spent on gaming was related to negative

consequences, “less sleep due to gaming.”

According to Ventura et al. (2012) constructed an online

survey with 252 undergraduate students and a positive

indication was found between video gameplay and academic

performance. That is, students who spent 11-50 hours playing

mobile games or video games had significantly higher GPAs

than students who spent 0-10 hours playing video games. Types

of gamers are associated with the frequency and amount of

time a player has spent on playing video games. However, the

segmentation between types of gamers has not been

significantly, rigorously studied. Two types of gamers,

casual and hardcore gamers, have been growing rapidly in

recent years.

According to Kuittinen et al. (2007) discussed the

characteristics and differences between casual and hardcore

gamers. For example, hardcore gamers play extremely

competitive games and require a much higher degree

Therefore, prevention efforts must be established that

target adolescents who have their first experiences with

addictive substances and behaviors during their pubescence.

During this period of time, adolescents are con-fronted with

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a variety of cumulated stressors, such as physical and

hormonal changes, as well as shifts in personal value and

belief systems. Parental influence is diminished where as the

peer group gains more importance. Peer pressure may lead toa

variety of problems (SilbereisenandKastner,1998)that may

eventuate in the development of pathological be-haviors, such

as chemical and behavioral addictions (Wölfling and Müller,

2009).

Local Literature

In the last couple of decades, the popularity of video games

has increased at an ever greater rate.

Video games have rivaled all types of media for leisure time use.

The technological competition among software manufacturers has led

to an unprecedented advancement in videogames. Several platforms

have been developed, and graphics have been optimized to emulate

real life images, making video games more interesting, thus

attracting more hobbyists. Eighty-one percent of American youth

report playing at least once per month, and about 9% of 8-18years

old can be considered pathological users. (Video Game Playing and

Academic Performance in College Students, 2012) Overall,

approximately 81% of 18-29 years old play video games. (Video Game

Playing and Academic Performance in College Students, 2012)

A lot of children in the Philippines and worldwide are

crazy about mobile game play (VGP). Some parents even encourage

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it with the belief that it can increase their children’s

dexterity and could even improve their IQ. We now have robust

scientific data indicating this impression to be erroneous.

Although some scientific studies suggest that VGP may improve

certain types of visual agility skills, negative effects of

VGP outweigh them, with unfavorable effects on attention and

sleep. More importantly sleep because it can effect the memory

and performance of a child’s skills

Ever since the emergence of video games, there have been only

a few research studies conducted for the sake of finding various

types of effects of video games on human behavior and cognition.

There are even fewer studies conducted to examine the relationship

between playing video games and academic performance. Most video

game studies focus on the behavioral effector video games, in

particular, the effect of violent video games and their possible

effect on the level of aggression. Playing video games is often

associated in our society with poor academic performance. This

anecdotal idea is supported by some research. A 2000 study found a

negative correlation between GPA and time spent playing video games

(The Effect of Videogames on Student Achievement, 2011). However,

several older studies contend that the results of research have been

mixed. A 1997 study suggests that “there is no clear causal

relationship between videogame playing and academic

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performance”(The Effect of Video Games on Student Achievement

2011).

Playing video games is often associated in our society

with poor academic performance. This anecdotal idea is

supported by some research. A 2000 study found a negative

correlation between GPA and time spent playing video games

(Anderson & Dill, 2000). The correlation was relatively

small. Time alone accounted for a 4% variance in GPA, yet the

findings are significant. However, several older studies

contend that the results of research have been mixed. A 1997

study suggests that “there is no clear causal relationship

between video game playing and academic performance” (Emes,

1997, p. 413). It goes on to say that the research is “sparse

and contradictory” (Emes, 1997, p. 413).

The effect that interactive digital media has on the

learning process is not completely negative. It is not that

the medium itself is inherently flawed, but much of the

information that gets transmitted through it may be. As was

noted in a 2008 study on media attention and cognitive

abilities, “content appears to be crucial” (Schmidt

&Vanderwater, 2008, p. 63). If the content being consumed is

positive, then positive results can be expected. If the

content is negative, then negative results can be expected.

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The study examined research from many sources in arriving at

this conclusion.

Research on the social effects of video games is also

mixed (Allison, Wahlde, Shockley, &Gabbard, 2006). Some

studies have found that video games are similar to addictions

such as gambling which create negative social effects.

Massively Multiplayer Online Role Playing Games (MMORPGs)

have been called “heroinware” because they are

“simultaneously competitive and highly social” (Allison,

Wahlde, Shockley, &Gabbard, 2006, p. 383). Other studies have

noted positive aspects of the games such as the ability to

experiment with aspects of individual identity which do not

come out in public.

Assessing online gaming addiction in children and ado-

lescents is relevant for several reasons. With regards to

develop mental psychopathological findings, it appears that

addictions tend to have precursors during adolescence

(Hawkins and Fitzgibbon, 1993). Also, it is relatively com-

mon that substance dependencies develop in early adulthood

(APA, 2000).

Grades
Foreign literature
When it comes to playing video games, it seems moderation

is important to a child's mental health. A new study published

by the American Academy of Pediatrics finds excessive gaming

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may lead to depression, anxiety, and poor grades in school.

Boys were more likely to show symptoms of excessive gaming.

According to the Pew Research Center(2018), more than

two-thirds of American adolescents report playing computer

games. For many, online gaming has also became a new avenue

for connection, as Pew Research Center reported 57 percent of

teens ages 13 to 17 have made friends online. The cultural

impact of gaming has long been up for debate. Most people

have heard video games take the blame for violence or

aggression. And when it comes to school work, parents often

worry that video games serve as a distraction. Besides, what

could you possibly learn through games? Video games' true

impact on kids' grades hasn't been entirely understood,

thanks to mixed study results. In 2010, for instance, a study

found that video games can hurt schoolwork. But, in 2016, The

Guardian reported on a study showing positive links between

videos games and academic performance.

According to Vanessa Taylor(2018), that parents focus

more on when video games are being played instead of how many

hours kids play. Helping kids to find a good balance, such as

playing games only after homework is done or tests are studied

for, is probably better in the long run.

Clearing the name of video games is pretty important in

the long run. As noted by a 2004 Science News article, video

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games can be good for students; they offer new methods of

learning and engagement. "Kids diagnosed with ADHD because

they can't pay attention will play games for 9 straight hours

on the computer," James Gee, education professor,

told Science News. "The game focuses attention in a way that

school doesn't."

Video games are another example of how it's easy to be

afraid of technology, without recognizing what it can do.

Gaming by itself isn't bad and, as this recent study showed,

it doesn't have a significant impact on kids' grades.

According to Researchers at University Jaume I in

Castellon, Spain(2019), reviewed 58 studies on screen time

from 23 countries, involving more than 480,000 kids aged 4

to 18. They also combined the results of 30 studies

involving 106,000 children to further investigate the

effects of screen time on learning. They published their

results on Sept. 23 in the Journal of the American Medical

Association (JAMA), outlining how it's not the length of

screen time that can affect a child's academic performance,

but rather the quality of what they're watching or playing.

Not only did the kids with new game systems spend less

time doing homework, they also performed worse on

standardized tests of reading and writing four month's later.

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Moreover, their teachers were more likely to report academic

problems (Weis and Cerankosky 2010).

That sounds worrying, but we have to keep in mind: It's

just one small study, and critics raise the point that these

kids had never before owned a game console. Maybe they slacked

off at school because gaming was a novelty. If the study had

tracked them longer, maybe these kids would have eventually

learned to balance school and game play (Drummond and Sauer

2014).

Video game detractors seem eager to publicize studies

that support their views. But the evidence suggests that there

isn't any simple lesson regarding the effects of video games

on school performance.

Frequent use of multi-player games may put youth at

higher risk for poor reading performance, perhaps because

kids replace reading time with the excitement of multi-player

games. This interpretation is consistent with the results of

a study of American adolescents, aged 10 to 19: Kids who

played video games spent 30% less time reading (Cummings and

Vandewater 2007).

Local

The research, based on the performance of 15-year-old

Pilipino in the globally recognized Program for International

Student Assessment (PISA) tests, looked at the relationship

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between internet usage and educational outcomes." The

analysis reveals that children who regularly use mobile games

and social networks, tend to obtain lower scores in math,

reading, and science than students who never or hardly ever

use these sites," it said.

According to the study of “Mixed Up E-games”,(Michael

Detablan., et. Al, ACLC Taguig October 2013) the project has

a different categories: different shapes, math games,

colouring games, typing games and more. By the creating

various games that are fun yet educational, students can also

learn skills like problem solving and boosting creativity so

they’ll have advance learning before they go to school.

Parents also benefit from it since they don’t have to persuade

their children to learn new things. By letting the kids play

educational games, they will be able to acquire new skills or

improve what they already have.

According to an article TJD, GMA News, Game Development

Industry in the Philippines in booming. It has lot of

potential in generating jobs because right now, we have few

professionals related to gaming and information technology.

This is in comparison to other competitors from other

countries such as china, Singapore, Malaysia, and Vietnam as

stated also by an executive from Vietnam, who said they had

10,000 game developers. If game development starts at schools

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or earlier if possible so the companies that develop games

could hire highly skilled team for the job.

According to the article, “The measure of man

‘Gamification’ is how we’ll live and work in the future” (TJD

GMA News, 27 Jan 2014), is about how games and gaming

mechanics could affect how business run in the future. People

no longer get motivated by earning money alone, especially

new generations who seek more meaning in their working lives

. According to PHD, some one billion people spend at least

one hour every day playing video games, even as seven billion

hours by one billion gamers is up for grabs in the “Engagement

Economy.” Gaming has the ability to create numerous audiences

thus increase market and revenue.

According to the article “The gamification of education

why playing is the future of learning” by Michael Logarta

(June 11, 2014) students can benefit more in gamification of

education rather than using traditional way of educating

students. Gamification means using game mechanics to make

teaching more interesting , motivating, casual and fun for

students.

A software game “Traffic jam 2” created by eSoft

Interactive, a Philippine-based software company established

on April 2001 and specializes in game development for various

platforms, is also a casual-mind game. The goal is to get the

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yellow beetle out of the traffic jam moving vehicles out of

its way. There are lots of puzzles to breeze through and

compare time records to friends to know who are the quickest

in solving traffic jams.

Attendance
Foreign Literature
Addiction takes away from life and reduces motivation to

do attend in school nor beyond the focus of the addiction

(IGDA panel). Niolosi (2002) found that mobile games are part

of the daily routine for 65% of American girls and 85% of

American boys. NBC News ( 5-19-05 ) reported that one in eight

gamers develops patterns similar to other types of addiction

and abuse. Tournemillie (2002) noted that a survey of 1500

teenagers indicated 25% were compulsive mobile gamers. Fifty

per cent of those surveyed used the word 'addiction' to

describe a friend's gaming behaviors.

Local

This study aimed to examine smartphone use patterns,

smartphone addiction characteristics, and the predictive

factors of the smartphone addiction in middle school students

in Philippines. According to the Smartphone Addiction

Proneness Scale scores, 563 (30.9%) were classified as a risk

group for smartphone addiction who loss motivation at

attending at school. 1261 (69.1%) were identified as a normal

user group. The adolescents used mobile messengers for the

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longest, followed by Internet surfing, gaming, and social

networking service use. The two groups showed significant

differences in smartphone use duration, awareness of mobile

game overuse, and purposes of playing games. The predictive

factors of smartphone addiction were daily smartphone and

social networking service use duration, and the awareness of

game overuse.

Class Performance
Foreign Literature
Mobile gaming addiction is a topic of increasing

research interest. Since the early 2000s, there has been a

significant increase in the number of empirical studies

examining various aspects of problematic mobile gaming and

online gaming addiction. This entry examines the contemporary

research literature by analyzing the prevalence of

problematic online gaming use and online mobile addiction;

the negative consequences of bad class performance and

excessive mobile gaming; the factors associated with

problematic mobile gaming and online gaming addiction; and

the treatment of problematic online gaming and online gaming

addiction. The entry concludes by looking at the trends in

the field and a consideration of what the future of online

gaming addiction might be.

Local Literature

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Mobile Games is one of the technologies that caught

attention over the last decade. Despite the positive effects,

parents frowned because of the potential on the overuse of

this technology which leads to addiction by students. The

dark side of playing online games becomes an issue of debate

in society. Thus, this study is conducted to determine the

associations of playing mobile games towards class

performance. Methods: The descriptive survey method which

involved a questionnaire, interviews, and observations were

employed. One hundred thirty-nine (139) students currently

enrolled during the first semester of the school year 2017-

2018 served as respondents. Findings: It showed that the

majority of the students expressed that playing mobile games

has adverse effects in their class performance such as "I

cannot focus on my studies" having (49.61%; n=69).

Applications/Improvements: Results of the study would serve

as inputs to the Leyte Normal University, Tacloban City in

crafting policy measures that would benefit its stakeholders.

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CHAPTER III
Methodology
This chapter provides a description of the methodology

that was used in the study. Specifically, this chapter briefly

discusses the research design, sources of data,

instrumentation and data collection, and tools for data

analysis.

Research Design
The study used the descriptive research design because the

study involves the factors that may Effect of Mobile Games

Addiction (MLBB) to the Academic. Descriptive research design

is a scientific method which involves observing and

describing the behavior of a subject without influencing it

in any way. This research design helped the researchers to

collect and analyze the responses of the respondents to the

checklist designed by the researchers and to obtain their

views, opinions, and perceptions to the subject.

The process of descriptive research went beyond collection

and tabulation of data. It involved the elements or

interpretation of the meaning or significance of what was

described. Thus, description was often involved with

measurement, classification, interpretation and evaluation.

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Research Local Map

Figure No. 2
This study was conducted in Micro Asia of Science and

Technology.

Data
The data for this study was gathered trough validated

survey questionnaire. The survey questionnaire covers four

parts, mainly the respondents profile in terms of age, sex,

grade and strand, the respondents Psychological factor which

consists of Stress with five questions. Motivation with five

questions, and Lack of sleep with five questions. All

questionnaire was constructed by the researchers that are

suitable from the related researcher of the study.

Population of Sample

The researchers gather information about the population

of the respondents to come up with the sample to be used in

analyzing the data. Slovin’s formula was used to determine

tha sample % derived from the population

The researcher conduct an research to HUMSS students.

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Table 1
Population and Sample
Sample %
Humanities Population Sample (n)
Derived
HUMSS 12 AB 41 37 100%
HUMSS 12 CD 48 43 100%
HUMSS 11 A 27 25 100%
HUMSS 11 B 27 25 100%
Total 143 130 100%

Table 1 shows the distribution of number of respondents

to this study apparently. The data in the table shows that

the respondents have 4 specialization. The total sample for

this study is 130.

Research Instruments
A questionnaire was used in gathering data to determine

the learning orientation of the HUMSS 11 and 12 which are

our respondents.

Profile of the Students


This part tells the age, gender, grade, section and time

playing of mobile games of the respondent. The names of the

respondent were made optional to assure that the

questionnaire were confidential.

This part tells the psychological factor that may affect the

academic performance of HUMSS students of MACSAT. This have

indicator such as 2.1 and 2.2.

This part is the dependent variable of the study which

describe the respondent academic performance in terms of

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their Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in psychological factors which is stress and

motivation. Using Likert Scale, each of the indicators were

assessed and score from 1, 2, 3, 4 & 5 depending on the

degree that the item was perceived by the respondent. The

score were determine using the following arbitrary scale

legend:

Mean Range Description


5 Strongly Agree
4 Agree
3 Neutral
2 Disagree
1 Strongly Disagree
Validation of Instruments
Researchers have prepared their own questionnaire based

on the literature and related studies and with the help of

experts. Before releasing the questionnaire is intended to be

answered to MACSAT students with an indirect response is to

find out if they understand it. Whichever part is found to be

confused, it is organize by the researcher in conducting the

final questionnaire.

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CHAPTER IV
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter presents the analysis, interpretation and

discussions of statistical findings of the study. This

chapter also delivers the discussion of findings based on the

demand of the statement of the problem of the study and the

hypothesis that guided this investigation.

1. Profile of the Respondents


To establish the profile of the respondents, researchers

use descriptive statistical tool to compute frequency and

percentage. Age, Sex and Grade Level comprises the profile

of the respondents.

1.1. Age

AGE
53.85 %
60 45.38 %

40

20 0.77 %
0
15-16 17-18 19-20

PERCENTAGE

Figure 3: Frequency and Percentage distribution


of the respondents in terms of Age

Age was described in this study as pertaining to number

of years an individual has. It is the life span of a person

when he/she does something or becomes legally able to do and

accomplish a specific task. It also serves as a variable for

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the HUMSS students in MACSAT in this study. The age of the

respondents is presented in figure 3.

Figure 3 shows that respondents who are 15-16 years old

are composed of 70 people who have 54% frequency; 17-18 years

old are composed of 59 persons who have 45% frequency;

respondents who are 19-20 years old who have 1 person composed

of 1% frequency;. Overall, we have 130 respondents in this

study and most of them are 15-16 years old.

1.2. Sex
The sum of characteristic structures and functions of

the respondents by which they are classified as male or female

is the description given by the researchers for the term sex.

Sex is also considered as a variable for this study and it

was shown in figure4.

SEX

46.92%
53.08%

MALE FEMALE

Figure 4: Frequency and percentage distributions of the


Respondents in terms of sex

Figure 4 shows that the majority of the respondents in

this study are Males which consist of 69 people and have a

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53% frequency. On the other hand, female respondents consist

of 61 people which have a 47% frequency.

1.3 Section

SECTION

53.08 %

46.92%

A B

Figure 5: Frequency and percentage distributions of the


Respondents in terms of Section
Figure 5 shows that the majority of respondent in this

study are Section-A which consist of 61 people and have 47%

frequency. On the other hand, Section-B respondent consist

of 69 people which have a 53% frequency.

1.4 Time spend playing MLLB

TIME SPEND PLAYING MLBB


5.38% 2.31%
11.54%
1-2 HRS
2-3HRS
3-5HRS
5-8HRS 18.46%
62.31%
8 HRS AND ABOVE

Figure 6: Frequency and percentage distributions of the


Respondents in terms of Time spend playing MLBB
Figure 6 shows that the majority of respondent in this

study are PLAYING MLBB which consist of 1-2 HOURS and have

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62% frequency. the other hand, PLAYING MLBB 2-3 HOURS

respondent consist of 24 people which have a 18% frequency.

The other hand playing mlbb 3-5 hours respondent consist of

15 people which have a 12% frequency. The other hand playing

mlbb 5-8 hours respondent consist of 7 people which have a 5%

frequency. The other hand playing mlbb 8 hours respondents

consist 3 people which have a 2% frequency.

Table 2.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Stress
Psychological Factor
A. Stress MEAN SD INTERPRETATION
1. Reducing depression and
decreasing atress level to 3.81 0.94 Highly Evident
improving maintain skills.
2. Mood enhancement. 3.89 0.84 Highly Evident
3. Can enhance spatial
3.75 0.94 Highly Evident
awareness.
4. Ehance mental skill to
3.90 0.85 Highly Evident
handle to handle stress.
5. Reduce stress maintain good
3.87 0.95 Highly Evident
condition.
AVERAGE 3.84 0.86 Highly Evident

Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident

Table 2 shows the overall mean and standard deviation of

Psychological Factors in terms of stress. According to BMC

associations between high compared to low mobile games use

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and stress, sleep distubances, and symptoms of depression for

the men and women. When excluding respondents reporting

mental health symptoms at baseline, high mobile games us was

associated with sleep disturbances for men and symptoms of

depression for the women at 1-year follow-up. All qualitative

variables had cross selectional associations with mental

health outcomes. In prospective analysis, overuse was

associated with stress and sleep disturbances for women and

high accessibility stress was ass ociated with stress, sleep

disturbances and symptoms of depression for both men and

women.

The overall mean of the respondents Psychological

Factors in terms of stress .is 3.84 and deviates 0.86 It

justifies that the respondents are Highly Evident (HE); To

get better vision in a faraway view. (𝑿⃐ =3.81, SD=0.94) which

is Highly Evident (HE); It can increase the intellectual

skills. (𝑿⃐ =3.89, SD=0.84) which is Highly Evident (HE);

Expand the capacity of knowledge. (𝑿⃐ =3.75, SD=0.94) which is

Highly Evident (HE); Improving the energy of students.

(𝑿⃐ =3.90, SD=0.85) which is Highly Evident (HE); Enhancing

the lack of memorization. (𝑿⃐ =3.87, SD=0.95) which is Highly

Evident (HE);

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Table 3.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Motivation
B. Motivation MEAN SD INTERPRETATION
1. Games help student to become a
part of a team as well as take
3.83 1.00 Highly Evident
responsibility for their own
learning.
2. By playing games students become
more motivated to learn and 3.63 1.06 Highly Evident
participate in set tasks.
3. Allowing students to work
through obstacles to achieve those
3.75 0.97 Highly Evident
task can help boost self-
confidence.
4. Games also provided
entertainment reinforcement to
3.79 0.87 Highly Evident
encourage player not to give up
despite growing challenges.
5. Player can learn to see
themselves as having skills and
3.96 0.85 Highly Evident
intelligent they might not
otherwise realize they posses.
AVERAGE 3.90 0.81 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 3 shows the overall mean and standard deviation of

Psychological Factors in terms of motivation. While Iacovides

(2009) used a case based approach to observe participants

playing a game of their choice and interviewed them about

their game-play experience afterwards, the participants only

came into the lab on one occasion and it could be argued that

the lab was not set up to be a natural game-play environment.

Further work is needed in which players are observed playing

games in as natural a context as possible over a sustained

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period of time, in order to tap into what actually happens

when people play games during their leisure time. In addition,

it would also be useful to explore methods for keeping track

of what happens outside instances of game-play in order to

consider the influence of different game-related activities

that players take part in.

The overall mean of the respondents Psychological

Factors in terms of motivation .is 3.90 and deviates 0.81 It

justifies that the respondents are Highly Evident (HE);

Giving the best effort at participating. (𝑿⃐ =3.63, SD=1.00)

which is Highly Evident (HE); More comfortable when at school

(𝑿⃐ =3.89, SD=1.06) which is Highly Evident (HE); Getting

inspired by someone. (𝑿⃐ =3.75, SD=0.97) which is Highly

Evident (HE); Achieving dreams and goals. (𝑿⃐ =3.79, SD=0.87)

which is Highly Evident (HE); Getting motivated because of

parent’s influences. (𝑿⃐ =3.96, SD=0.81) which is Highly

Evident (HE);

Table 4 shows the overall mean and standard deviation of

Psychological Factors in terms of lack of sleep. Gaming

frequency, time, and types of gamer The gaming frequency and

the amount of time spent on playing mobile games have been

studied for years frequently in association with gaming

addiction (Daniel Luke King 2012; Ko et al. 2009),

psychological constructs (e.g., self-concept clarity, self-

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control, and flow) (Khang et al. 2013; Lee et al. 2012),

negative consequences (e.g., missing school work) (Hellström

et al. 2012), and even academic performance or learning

outcome (Furió et al. 2013; Ip et al. 2008). analyzed the

relationships between gaming frequency and academic

performance among 713 students. The study found that frequent

gamers, who spend more than 2 hours per day playing mobile

games, performed less well than infrequent gamers Some

children and youth with high Mobile Game addiction tendencies

may be at risk of sleep deprivation and disorders associated

with obesity and poor cardio-metabolic health, Hamilton

researchers have found.

Table 4.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Lack of Sleep
C. Lack of Sleep MEAN SD INTERPRETATION
1. Sleeping early makes the body
4.4 0.83
more active and healthy. Highly Evident
2. Sleeping early result good in
4.29 0.85
making decision. Highly Evident
3. Benefits good result. 4.08 0.99 Highly Evident
4. Enhancing physical performance. 4.07 0.89 Highly Evident
5. Strength your memory and
essential for processing new 4.1 0.94
information. Highly Evident
AVERAGE 4.25 0.79 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident

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The overall mean of the respondents Psychological

Factors in terms of Lack of sleep .is 4.25 and deviates 0.79

It justifies that the respondents are Highly Evident (HE);

Makes the topic learn it better. (𝑿⃐ =4.4, SD=0.83) which is

Highly Evident (HE). Reduce feelings of frustration, anxiety

and depression. (𝑿⃐ =4.29, SD=0.85) which is Highly Evident

(HE); Enhancing cognitive Abilities (𝑿⃐ =4.08, SD=0.99) which

is Highly Evident (HE); It helps focus and think more

creatively. (𝑿⃐ =4.07, SD=0.87) which is Highly Evident (HE);

It improves judgement and reduces risk of making dangerous

mistakes. (𝑿⃐ =4.1, SD=0.94) which is Highly Evident (HE);

Table 5 shows the overall mean and standard deviation of

School Related Factors in terms of Academic Performance.

According to Ventura et al. (2012) constructed an online

survey with 252 undergraduate students and a positive

indication was found between video gameplay and academic

performance. That is, students who spent 11-50 hours playing

mobile games or video games had significantly higher GPAs

than students who spent 0-10 hours playing video games. Types

of gamers are associated with the frequency and amount of

time a player has spent on playing video games. However, the

segmentation between types of gamers has not been

significantly, rigorously studied. Two types of gamers,

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casual and hardcore gamers, have been growing rapidly in

recent years.

Table 5
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Academic Performance.
SCHOOL RELATED FACTORS
A. Academic Performance MEAN SD INTERPRETATION
1. Improves academic skills. 3.88 1.12 Highly Evident
2. Improves critical thinking. 3.95 0.90 Highly Evident
3. Focussing attention and listen
3.82 1.07
during every discussion. Highly Evident
4. Become already in all subject. 3.85 0.95 Highly Evident
5. Active in participating in every
3.88 0.99
discussion. Highly Evident
AVERAGE 3.88 0.89 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
The overall mean of the Respondents School Related

Factors in terms of Academic Performance .is 3.88 and deviates

0.89 It justifies that the respondents are Highly Evident

(HE); Playing mobile games, helps to relax mind and creates

strategies. (𝑿⃐ =3.8, SD=1.12) which is Highly Evident (HE);

Become already in all subject. (𝑿⃐ =3.95, SD=0.90) which is

Highly Evident (HE); Focusing attention and listen during

every discussion. (𝑿⃐ =3.82, SD=1.07) which is Highly Evident

(HE); Improves grades in every subject. (𝑿⃐ =3.85, SD=0.95)

which is Highly Evident (HE); Active in participating in every

discussion. (𝑿⃐ =3.88, SD=0.99) which is Highly Evident (HE).

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Table 6.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Grades.
B. Grades MEAN SD INTERPRETATION
1. Get a passing grades. 3.94 0.98 Highly Evident
2. Improves attention and
3.77 0.97
concentration in a topic. Highly Evident
3. Improves physical and mental
3.90 0.88
skills. Highly Evident
4. help students from failing
3.67 1.03
their grades. Highly Evident
5. Always do my requirement to get
3.91 0.94
passing grades. Highly Evident
AVERAGE 3.92 0.85 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 6 shows the overall mean and standard deviation

of School Related Factors in terms of Grades. According to

the Pew Research Center(2018) , more than two-thirds of

American adolescents report playing computer games. For

many, online gaming has also became a new avenue for

connection, as Pew Research Center reported 57 percent of

teens ages 13 to 17 have made friends online. The cultural

impact of gaming has long been up for debate. Most people

have heard video games take the blame for violence or

aggression. And when it comes to school work, parents often

worry that video games serve as a distraction. Besides,

what could you possibly learn through games? Video games'

true impact on kids' grades hasn't been entirely

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understood, thanks to mixed study results. In 2010, for

instance, a study found that video games can hurt

schoolwork. But, in 2016, The Guardian reported on a study

showing positive links between videos games and academic

performance.

The overall mean of the Respondents School Related

Factors in terms of Grades .is 3.92 and deviates 0.85 It

justifies that the respondents are Highly Evident (HE);

Improves attention and concentration in a topic. (𝑿⃐ =3.94,

SD=0.98) which is Highly Evident (HE); Enhancing cognitive

and creative skills in particular activity. (𝑿⃐ =3.77,

SD=0.97) which is Highly Evident (HE); Reduce stress and

maintain good condition. (𝑿⃐ =3.90, SD=0.88) which is Highly

Evident (HE); Improving eye and hand coordination. (𝑿⃐ =3.67,

SD=1.03) which is Highly Evident (HE); Improve physical and

mental skills. (𝑿⃐ =3.91, SD=0.94) which is Highly Evident

(HE);

Table 7 shows the overall mean and standard deviation of

School Related Factors in terms of Attendance. Addiction

takes away from life and reduces motivation to do attend in

school nor beyond the focus of the addiction (IGDA panel).

Niolosi (2002) found that mobile games are part of the daily

routine for 65% of American girls and 85% of American boys.

NBC News ( 5-19-05 ) reported that one in eight gamers

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develops patterns similar to other types of addiction and

abuse. Tournemillie (2002) noted that a survey of 1500

teenagers indicated 25% were compulsive mobile gamers. Fifty

per cent of those surveyed used the word 'addiction' to

describe a friend's gaming behaviors.

Table 7.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Attendance.
C. Attendance MEAN SD INTERPRETATION
1. Attending class can also increase
3.88 0.84 Highly Evident
a student interaction in atopic.
2. Gives interest on attending to
3.87 0.93 Highly Evident
school.
3. Increase and adopts more skills
3.79 0.88 Highly Evident
to improve academic performance.
4. Gives your idea about what you
3.81 0.93 Highly Evident
want in course or job.
5. Gives challenge to discover new
3.92 0.95 Highly Evident
ability or skills.
AVERAGE 3.90 0.79 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
The overall mean of the Respondents School Related

Factors in terms of Attendance .is 3.90 and deviates 0.79 It

justifies that the respondents are Highly Evident (HE);

Improves academic skills. (𝑿⃐ =3.88, SD=0.84) which is Highly

Evident (HE); Attending class can also increase a student

interaction with variety of school mates. (𝑿⃐ =3.87, SD=0.93)

which is Highly Evident (HE); To gain knowledge on particular

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subject. (𝑿⃐ =3.79, SD=0.88) which is Highly Evident (HE);

Improves critical thinking. (𝑿⃐ =3.81, SD=0.93) which is

Highly Evident (HE); Get a passing grades. (𝑿⃐ =3.92, SD=0.95)

which is Highly Evident (HE);

Table 8.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Class Performance.
D. Class Performance MEAN SD INTERPRETATION
1. Playing mobile games it helps
to cooperate and interact with 3.78 1.00 Highly Evident
team mates.
2. It will helps skills in
3.61 1.00 Highly Evident
learning.
3. Exert more effort when doing
3.73 0.95 Highly Evident
difficult activity.
4. Enhance multitasking skills in
3.74 0.98 Highly Evident
activity.
5. It improves social skills. 3.95 0.93 Highly Evident
AVERAGE 3.86 0.76 High Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 8 Shows the overall mean and standard deviation of

School Related Factors in terms Of Class Performance.

Addiction takes away from life and reduces motivation to do

attend in school nor beyond the focus of the addiction (IGDA

panel). Niolosi (2002) found that mobile games are part of

the daily routine for 65% of American girls and 85% of

American boys. NBC News ( 5-19-05 ) reported that one in eight

gamers develops patterns similar to other types of addiction

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and abuse. Tournemillie (2002) noted that a survey of 1500

teenagers indicated 25% were compulsive mobile gamers. Fifty

per cent of those surveyed used the word 'addiction' to

describe a friend's gaming behaviors.

The overall mean of the Respondents School Related

Factors in terms of Class Performance .is 3.86 and deviates

0.76 It justifies that the respondents are Highly Evident

(HE); Playing mobile games it helps to cooperate and interact

with team mates. (𝑿⃐ =3.78, SD=1.00) which is Highly Evident

(HE); It will helps skills in learning. (𝑿⃐ =3.61, SD=1.00)

which is Highly Evident (HE); Exert more effort when doing

difficult activity. (𝑿⃐ =3.73, SD=0.95) which is Highly

Evident (HE); Enhance multitasking skills in activity.

(𝑿⃐ =3.74, SD=0.98) which is Highly Evident (HE); It improves

social skills. (𝑿⃐ =3.95, SD=0.93) which is Highly Evident

(HE);

Table 9 illustrates the corresponding grand mean and

standard deviation for each indicators of effects of Mobile

games addiction (MLBB)to the academic Performance that was

perceived by the Humss students (Respondents. It can be

interpreted that the Humss students of Micro Asia College Of

Science and Technology are highly evident as they perceived

themselves towards their effects of Mobile Games Addiction

(MLBB) to the Academic Performance in terms of stress

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(𝑿⃐ =3.84, SD=0.86); Motivation (𝑿⃐ =3.90, SD=0.81); lack of

sleep (𝑿⃐ =4.25, SD=0.79);

Table 9.
Summary of Mean and Standard Deviation of the Effect of
Mobile Games Addiction (MLBB) to the Academi.
Effect of Mobile Games
Addiction (MLBB) to the MEAN SD INTERPRETATION
Academic Performance
1.Stress 3.84 0.86 Highly Evident
2.Motivation 3.90 0.81 Highly Evident
3.Lack of Sleep 4.25 0.79 Highly Evident
Grand MEAN and SD 4 0.21 Highly Evident

Table 10.
Summary of Mean and Standard Deviation of the Effect of
Mobile Games Addiction (MLBB) to the Academic Performance.
Effect of Mobile Games
Addiction (MLBB) to the MEAN SD INTERPRETATION
Academic Performance
1.Academic Performance 3.88 0.89 Highly Evident
2.Grades 3.92 0.85 Highly Evident
3.Class Performance 3.86 0.76 Highly Evident
4.Attendance 3.90 0.79 Highly Evident
3.54 0.21
Grand MEAN and SD Highly Evident

Table 10 illustrates the corresponding grand mean and

standard deviation for each indicators of effects of Mobile

games addiction (MLBB)to the academic Performance that was

perceived by the Humss students (Respondents. It can be

interpreted that the Humss students of Micro Asia College Of

Science and Technology are highly evident as they perceived

themselves towards their effects of Mobile Games Addiction

(MLBB) to the Academic Performance in terms of Academic

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Performance(𝑿⃐ =3.88,SD=0.89); Grades(𝑿⃐ =3.92,SD=0.85); Class

Performance(𝑿⃐ =3.86,SD=0.76); Attendance(𝑿⃐ =3.90,SD=0.79);

Table 11.
Relationship between the Profile of the Respondent and
Psychological Factors
PSYCHOLOGICAL FACTORS
SIGNIFICANC
STRESS R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.11 0.05 Weak Correlation
Sex -0.05 0.05 Weak Correlation
Grade Level -0.05 0.05 Weak Correlation
Section -0.28 0.05 Weak Correlation
Time spend playing
0.03 0.05
MLBB Weak Correlation
AVERAGE -0.09 0.05 Weak Correlation
SIGNIFICANC
MOTIVATION R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.05 0.05 Weak Correlation
Sex -0.05 0.05 Weak Correlation
Grade Level 0.20 0.05 Weak Correlation
Section -0.20 0.05 Weak Correlation
Time spend playing
0.00 0.05
MLBB Weak Correlation
AVERAGE -0.02 0.05 Weak Correlation
SIGNIFICANC
LACK OF SLEEP R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.16 0.05 Weak Correlation
Sex 0.27 0.05 Weak Correlation
Grade Level -0.03 0.05 Weak Correlation
Section -0.19 0.05 Weak Correlation
Time spend playing
-0.09 0.05
MLBB Weak Correlation
AVERAGE -0.04 0.05 Weak Correlation

Legend:
Scale Verbal Interpretation
R= .10 to 0.29 or -.10 to -.29 Weak Correlation

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R= .30 to .49 or -.30 to-.49 Moderate Correlation


R= .50 to 1.00 or -.50 to -1.00 Strong Correlation

Table 11 shows the correlation of the respondent’s

profile to Effect of Mobile Games Addiction (MLBB) to the

Academic Performance in terms of Stress, Motivation and Lack

of sleep. Weak correlation is established between Age and

Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Stress with an r-value of -0.11

significant at .05 level. Weak correlation is established

between Sex and Effect of Mobile Games Addiction (MLBB) to

the Academic Performance in terms of Stress with an r-value

of -0.05 significant at .05 level. Weak correlation is

established between Grade Level and Effect of Mobile Games

Addiction (MLBB) to the Academic Performance in terms of

Stress with an r-value of -0.05 significant at .05 level.

Weak correlation is established between section and Effect of

Mobile Games Addiction (MLBB) to the Academic Performance in

terms of Stress with an r-value of -0.28 significant at .05

level. Weak correlation is established between time spend

playing (MLBB) and Effect of Mobile Games Addiction (MLBB)

to the Academic Performance in terms of Stress with an r-

value of 0.03 significant at .05 level. Weak correlation is

established between Age and Effect of Mobile Games Addiction

(MLBB) to the Academic Performance in terms of Motivation

with an r-value of -0.05 significant at .05 level. Weak

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correlation is established between Sex and Effect of Mobile

Games Addiction (MLBB) to the Academic Performance in terms

of Motivation with an r-value of -0.05 significant at .05

level. Weak correlation is established between Grade Level

and Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Motivation with an r-value of 0.20

significant at .05 level. Weak correlation is established

between Section and Effect of Mobile Games Addiction (MLBB)

to the Academic Performance in terms of Motivation with an r-

value of -0.20 significant at .05 level. Weak correlation is

established between Time spend playing MLBB and Effect of

Mobile Games Addiction (MLBB) to the Academic Performance in

terms of Motivation with an r-value of 0.00 significant at

.05 level. Weak correlation is established between Age and

Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Lack of Sleep with an r-value of -

0.16 significant at .05 level. Weak correlation is

established between Sex and Effect of Mobile Games Addiction

(MLBB) to the Academic Performance in terms of Lack of Sleep

with an r-value of 0.27 significant at .05 level. Weak

correlation is established between Grade Level and Effect of

Mobile Games Addiction (MLBB) to the Academic Performance in

terms of Lack of Sleep with an r-value of -0.03 significant

at .05 level. Weak correlation is established between Section

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and Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Lack of Sleep with an r-value of -

0.19 significant at .05 level. Weak correlation is

established between Time spnd of playing MLBB and Effect of

Mobile Games Addiction (MLBB) to the Academic Performance in

terms of Lack of Sleep with an r-value of -0.09 significant

at .05 level.

Table 12.
Relationship between the Profile of the respondent and
School related factors
SCHOOL RELATED FACTORS
ACADEMIC R- SIGNIFICANC
PERFORMANCE VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.21 0.05 Weak Correlation
Sex 0.03 0.05 Weak Correlation
Grade Level -0.08 0.05 Weak Correlation
Moderate
-0.34 0.05
Section Correlation
Time spend playing
0.03 0.05
MLBB Weak Correlation
AVERAGE -0.11 0.05 Weak Correlation
R- SIGNIFICANC
GRADES VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.07 0.05 Weak Correlation
Sex 0.10 0.05 Weak Correlation
Grade Level -0.09 0.05 Weak Correlation
Section -0.29 0.05 Weak Correlation
Time spend playing
-0.03 0.05
MLBB Weak Correlation
AVERAGE -0.08 0.05 Weak Correlation
R- SIGNIFICANC
CLASS PERFORMANCE VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age 0.00 0.05 Weak Correlation
Sex -0.14 0.05 Weak Correlation
Grade Level 0.11 0.05 Weak Correlation
Section -0.16 0.05 Weak Correlation

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Time spend playing


-0.08 0.05
MLBB Weak Correlation
AVERAGE -0.06 0.05 Weak Correlation
R- SIGNIFICANC
ATTENDANCE VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age 0.00 0.05 Weak Correlation
Sex 0.05 0.05 Weak Correlation
Grade Level 0.07 0.05 Weak Correlation
Section -0.27 0.05 Weak Correlation
Time spend playing
0.07 0.05
MLBB Weak Correlation
AVERAGE -0.02 0.05 Weak Correlation
Legend:
Scale Verbal Interpretation
R= .10 to 0.29 or -.10 to -.29 Weak Correlation
R= .30 to .49 or -.30 to-.49 Moderate Correlation
R= .50 to 1.00 or -.50 to -1.00 Strong Correlation
Table 12 shows the correlation of the respondent’s

profile to School Related Factors in terms of Academic

Performance, Grades, Attendance and Classroom Performance.

Weak correlation is established between Age and School

Related Factors in terms of Academic Performance with an r-

value of -0.21 significant at .05 level. Weak correlation is

established between Sex and School Related Factors in terms

of Academic Performance with an r-value of 0.03 significant

at .05 level. Weak correlation is established between Grade

Level and School Related Factors in terms of Academic

Performance with an r-value of -0.08 significant at .05 level.

Weak correlation is established between Section and School

Related Factors in terms of Academic Performance with an r-

value of -0.34 significant at .05 level. Weak correlation is

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established between Time spend of playing (MLBB)and School

Related Factors in terms of Academic Performance with an r-

value of 0.03 significant at .05 level. Weak correlation is

established between Age and School Related Factors in terms

of Grades with an r-value of -0.07 significant at .05 level.

Weak correlation is established between sex and School

Related Factors in terms of Grades with an r-value of 0.10

significant at .05 level. Weak correlation is established

between Grade Level and School Related Factors in terms of

Grades with an r-value of -0.09 significant at .05 level.

Weak correlation is established between Section and School

Related Factors in terms of Grades with an r-value of -0.29

significant at .05 level. Weak correlation is established

between Time spend of playing MLBB and School Related Factors

in terms of Grades with an r-value of -0.03 significant at

.05 level. Weak correlation is established between Age and

School Related Factors in terms of Class Performance with an

r-value of 0.00 significant at .05 level. Weak correlation is

established between Sex and School Related Factors in terms

of Class Performance with an r-value of -0.14 significant at

.05 level. Weak correlation is established between Grade

Level and School Related Factors in terms of Class Performance

with an r-value of 0.11 significant at .05 level.Weak

correlation is established between Section and School Related

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Factors in terms of Class Performance with an r-value of 0.16

significant at .05 level. Weak correlation is established

between Time spend playing of MLBB and School Related Factors

in terms of Class Performance with an r-value of 0.08

significant at .05 level. Weak correlation is established

between Age and School Related Factors in terms of Attendance

with an r-value of 0.00 significant at .05 level. Weak

correlation is established between Sex and School Related

Factors in terms of Attendance with an r-value of 0.05

significant at .05 level. Weak correlation is established

between Grade Leveel and School Related Factors in terms of

Attendance with an r-value of 0.07 significant at .05 level.

Weak correlation is established between Section and School

Related Factors in terms of Attendance with an r-value of -

0.27 significant at .05 level. Weak correlation is

established between Time spend playing of MLBB and School

Related Factors in terms of Attendance with an r-value of

0.07 significant at .05 level.

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Table 13.
Relationship between the Effect of Mobile Games Addiction
(MLBB) to the Academic Performance
PSYCHOLOGICAL FACTORS
R- SIGNIFICANC
STRESS VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.53 0.05
Performances Strong Correlation
Grades 0.61 0.05 Strong Correlation
Moderate
0.41 0.05
Class Performance Correlation
Attendance 0.59 0.05 Strong Correlation
AVERAGE 0.53 0.05 Strong Correlation
R- SIGNIFICANC
MOTIVATION VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.28 0.05
Performances Weak Correlation
Grades 0.29 0.05 Weak Correlation
Class Performance 0.59 0.05 Strong Correlation
Moderate
0.45 0.05
Attendance Correlation
Moderate
0.40 0.05
AVERAGE Correlation
R- SIGNIFICANC
LACK OF SLEEP VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.58 0.05
Performances Strong Correlation
Moderate
0.48 0.05
Grades Correlation
Class Performance 0.19 0.05 Weak Correlation
Moderate
0.47 0.05
Attendance Correlation
Moderate
0.43 0.05
AVERAGE Correlation
Legend:
Scale Verbal Interpretation
R= .10 to 0.29 or -.10 to -.29 Weak Correlation
R= .30 to .49 or -.30 to-.49 Moderate Correlation
R= .50 to 1.00 or -.50 to -1.00 Strong Correlation

Table 13 shows correlation of Effect of Mobile Games

Addiction (MLBB) to the Academic Performance to School related

factors in Terms of Academic Performance, Grades, Class

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Performance, and Attendance. Strong correlation is

established between Academic Performance and Effect of Mobile

Games Addiction (MLBB) to the Academic Performance in terms of

Stress with an r-value of 0.53 significant at .05 level.

Strong correlation is established between Grades and Effect

of Mobile Games Addiction (MLBB) to the Academic Performance

in terms of Stress with an r-value of 0.61 significant at .05

level. Moderate correlation is established between Class

Performance and Effect of Mobile Games Addiction (MLBB) to

the Academic Performance in terms of Stress with an r-value of

0.41 significant at .05 level. Strong correlation is

established between Academic Performance and Effect of Mobile

Games Addiction (MLBB) to the Academic Performance in terms of

Stress with an r-value of 0.59 significant at .05 level. Weak

correlation is established between Academic Performance and

Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Motivation with an r-value of 0.28

significant at .05 level. Waek correlation is established

between Grades and Effect of Mobile Games Addiction (MLBB)

to the Academic Performance in terms of Motivation with an r-

value of 0.29 significant at .05 level. Moderate correlation

is established between Class Performance and Effect of Mobile

Games Addiction (MLBB) to the Academic Performance in terms of

Motivation with an r-value of 0.59 significant at .05 level.

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Moderate correlation is established between Attendance and

Effect of Mobile Games Addiction (MLBB) to the Academic

Performance in terms of Motivation with an r-value of 0.45

significant at .05 level. Strong correlation is established

between Academic Performnace and Effect of Mobile Games

Addiction (MLBB) to the Academic Performance in terms of Lack

of Sleep with an r-value of 0.58 significant at .05 level.

MOderate correlation is established between Grades and Effect

of Mobile Games Addiction (MLBB) to the Academic Performance

in terms of Lack of Sleep with an r-value of 0.48 significant

at .05 level. Weak correlation is established between Class

Performnace and Effect of Mobile Games Addiction (MLBB) to

the Academic Performance in terms of Lack of Sleep with an r-

value of 0.19 significant at .05 level. MOderate correlation

is established between Academic Performnace and Effect of

Mobile Games Addiction (MLBB) to the Attendance in terms of

Lack of Sleep with an r-value of 0.47 significant at .05

level.

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Chapter V
SUMMARY OF FINDINGS, CONCLUSIION, AND RECOMMENDATIONS

This chapter discusses the Summary of Findings,

Conclusions, and Recommendations formulated through the

researchers’ study.

Summary of Findings:
1. Profile of the Respondents:

Age

Based on the data gathered and analysed by the

researchers, majority of their respondents are 17 years old.

Respondents who are 17 years-old are composed of 42 persons

(33%); respondents who are 18 years-old consist of 20 persons

(16%); respondents who are 16 years-old who have 41 persons

(32%); respondents who are 15 years-old consist of 27 persons

(20%) Overall, we have 130 respondents in this study.

Sex

Based on the data gathered and analysed by the

researchers, majority of their respondents are males.

Respondents who are female consist of 61 persons (47%);

respondents who are male consist of 69 persons (53%).

Grade Level

Based on the data gathered and analysed by the

researchers, the majority of respondent in this study are

Grade 12 which consist of 79 people and have 61% frequency.

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On the other hand, Grade 11 respondent consist of 51 people

which have a 39% frequency

2. Psychological Factors

The researchers examined that the respondents are highly

evident in terms of: Stress (𝑋 = 3.84, SD = 0.86); Motivation

(𝑋 =3.90, SD =0.81); Lack of Sleep (𝑋 = 4.25, SD = 0.79).

Overall, School related factors has a grand mean of 4and

Standard deviation of 021.

3. School related fators

The researchers examined that the respondents are highly

evident in terms of: Academic Performance (𝑋 = 3.88, SD =

0.89); Grades (𝑋 = 3.92, SD = 0.85); Attendance (𝑋 = 3.86,

SD = 0.76); Class Perfomance (𝑋 = 3.90, SD = 0.79).Overall,

School related factors has a grand mean of 3.54 and Standard

deviation of 0.21.

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Conclusions:

Based on the findings of this study, the researchers

made the following conclusions:

1. The HUMSS Students of Macsat are mostly Males age ranges

from 15-20 years old.

2. The HUMSS Students of Macsat has a high evident in terms

of Psychological Factors

3. The HUMSS Students of Macsat has a high evident in terms

of their School Related Factors

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Recommendations

1. The Researchers recommend to know the limits of using

Mobile Games.

2. Paying attention to other things like housework can be

a great help to exercise the body.

3. Focus on academic lessons instead of spending time

playing mobile games.

MICRO ASIA COLLEGE OF SCIENCE AND TECHNOLOGY, INC.

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