Professional Documents
Culture Documents
Chapter 1
Chapter 1
Our own life is profoundly subject to the technology that people have created. This
advancement of technology changed the ways we view life. It changed the way we travel,
the way we purchase products, the way we communicate, even the way we learn. As the
demands of people and the manner of life change, there is a strong interest in propelling
the kind of technology we use. There are more ways we have altered the way we live with
technology. These are just some of the basic ways that technology has affected and
transformed us. Thus, almost every single thing we use has been innovated to improve
dramatic shift in the mobile industry. The use of mobile phones has increased so
significantly that it has become one of the most dominant influences on society in today's
world. According to Statistical Research Department, the population that uses mobile
phone in the Philippines from 2014 was 63.2% and rapidly increased to 69.0% in 2019.
The mobile phone has come a long way since its inception in the early 1980s, when it
was the size of a small briefcase. Nowadays, however, the mobile phone is sleek, fitting
into the palm and offered in a rainbow of colors, full of features. Mobile phone users now
have a number of features to choose from: ring tones, browsers, wireless cameras,
instant messaging, video streaming, mobile music, TV clip playback, college entrance
exam preparation review, over-the-air music downloads, full-length videos and even
“mobile games”.
Mobile games undoubtedly lead the gaming industry this year. Mobile games are
applications played on smartphones, tablets and other smart devices and gadgets. Some
mobile games are preinstalled in most mobile devices and others are downloadable via
app stores and other developers’ portals. Many are also available thru sharing via
Bluetooth, app sharing and other network connections. It comes in different features and
intended for different age brackets like kids, teen and adults. Among of those, mobile
games for all ages are the most well-known. It is an extremely popular source of
entertainment and players often spend a considerable huge amount of time playing them.
In today’s generation, mobile games continue to upgrade together with innovations made
on smart phones. Now there are smart phones that have built-in applications where the
user can download his or her desired games, as long as the phones are equipped with
AppStore for iOS phones and Play Store for Android users.
The most common users of mobile games are students, where majority of the
youth belong. Students play mobile games for their happiness and enjoyment. It is one of
their common pass times and group activities while on their free time. During the course
of a decade, numbers of relatively addicting mobile games were developed. Angry Birds
(2009), Plants vs. Zombies (2010), Fruit Ninja (2010), Temple Run (2011), Flappy Bird
(2013), Clash of Clans (2014) and Mobile Legends (2016) to name a few. Among them,
Technology (CIIT Philippines), "Mobile Legends: Bang Bang (MLBB) is the lead game in
the Philippines. Mobile Legends is arguably one of the most popular mobile games
currently being played launched in 2014. While its premise is interesting enough, what
really keeps players glued to their smartphones are the updates from game developer
Students playing mobile games draw concerns among parents and teachers,
academic activities often times are being overlooked in lieu of playing mobile games.
Times that are meant to spend in educational doings, whether in home or school, are
students’ behavior then and now. Before, students enjoy going on a group study at a
group mates’ house and doing academic projects with other classmates. Nowadays,
students like other youths who play mobile games prefer staying indoors spending time
on gadgets playing mobile games. All they need is a decent internet connection and their
smart phones. Consequently, they miss out on having real person to person relationships
and spending quality bonding time with their family and friends.
It is very alarming that at home, researchers hear about children who skipped
meals because of playing Mobile Legends. They also encountered children who have
sleepless nights because of too much playing. Too much playing of Mobile Legends
Daily Inquirer, a high level of dopamine makes one experience pleasure. Repeated
conditions the brain cells in key areas like the prefrontal cortex—the area of the brain
involved in planning and executing tasks—to crave and go after the substance or behavior
causing the release of dopamine. The end result is being “addicted” to the source of
published in Molecular Psychiatry, their study showing that more hours of mobile gaming
in children are linked to lower verbal IQ and adverse changes in the brain’s white matter.
These effects are likely to lead to long-term maldevelopment of verbal functions and other
researchers reported that the more hours spent on mobile games, the stronger the
association with lower verbal IQ and subtle changes on brain areas—described as loss
Researchers also found out that there were children who exposed on too much
radiation of the screen suffered from different physical risks. Those children encountered
head and back pains, insomnia and even being underweight or overweight. In the report
of Philippine Star, gadgets have become the first thing the child grabs on waking and the
last to look at before dozing off. Watching screens and fiddling with apps at the dining
table distracts from meals. Consequently, affected are not only sleep and active play, but
also attention, nutrition, and posture. Those lead to insomnia; back, neck and headaches;
and under or overweight. Long-term adverse effects could be obesity and imbalanced
diets.
Researchers also encountered children who play mobile legends excessively. The
World Health Organization report jibed with earlier findings on the harm of excessive
screen time. In the United States and Europe specialists have warned of “screen
dependency disorder”. SDD can manifest in children as young as three to four years, the
American Academy of Pediatrics warned in 2018. But those older, because leniently
allowed or capable of sneaking more than one hour of screen time a day, are prone too.
Philippine doctors too have warned about SDD. A health undersecretary noted a high
prevalence of myopia (nearsightedness) and dry eyes resulting from long screen time.
Children engrossed with the glow of screens close-up are unable fully to develop distance
vision, and tend to blink less. The cornea, the shiny outer layer of the eye, can be
damaged too.
From the given instances, the researchers decided to team up and conduct a point
of reference research to gather factual and scientific information regarding the effects of
the Mobile Legends on the students’ mental and physical health, enrolled in certain school
In the recent article of Sunstar Cagayan De Oro by Emano, recent studies show
that there is also an effect of Mobile Legends to the behavior and health of students. Most
common effects are distraction while performing another important activity, affecting
social interaction, sleep problems and loss of productivity. It is on this light that the
researchers will conduct a study about the effects of playing Mobile Legends to the
behavior and health of senior high school students. The researchers believed that
studying the effects of Mobile Legends may help the senior students to be aware of its
health risks that come with its prolonged use. This study will deliver the pros and cons
and other aspects of the changes in mental and physical behavior of the players. The
legends by providing scientific and factual solutions. They also want to develop programs
that may help the students involving the negative effects in mental and physical health of
For this study, researchers will conduct the study on current senior high school
students from the New Era High School located at Tandang Sora, Quezon City. The
researchers chose this school due to accessibility and location, being located in the heart
of the city ergo having reliable internet connection. The high number of students in the
said school playing mobile legends encourage the researchers to conduct the study. The
researchers’ relative who studies in the said school learned to play mobile legends when
started study at that school. The case lead to excessively playing mobile legends that
caused risks in physical and mental health. Therefore, researchers eager to expand their
PDA, portable media player or graphics calculator. The first documented mobile phone
game was the 1994 Tetris variant on the Hagenuk MT-2000 Computer. One of the famous
mobile games today is the Mobile Legends. Mobile Legends: Bang Bang is a multiplayer
online battle arena (MOBA) mobile game developed and published by Shanghai Moonton
Technology.
We knew that excessive playing of mobile games might lead to variety of risks. It
is on this light that the researchers aim to provide information regarding with the negative
effects of mobile legends in mental and physical health of the players. However, studies
have shown that obsessive video gamers know how to anticipate dangers in virtual
worlds. The World Health Organization says they now should be on guard for a danger in
the real world: spending too much time playing. This was reported in CBS news. In its
latest review of a manual for the classification of diseases, the U.N. health agency said
that playing video games compulsively now counts as a state of mental health. The
statement reinforced some parents ' concerns but prompted critics to warn that it could
risk stigmatizing too many young players on video. WHO said classifying "gaming
disorder" as a separate addiction will help governments, families and health care workers
behavior control; in other words, Gentile says, gamers know that they should stop —
doing their homework, meeting social obligations, or, for instance, having a good night's
sleep — but they feel unable to do so. Therefore, it is really timely and relevant to conduct
a study on the negative effects of mobile legends to students mental and physical health.
Research Locale
The study will be conducted at New Era University this Academic Year 2019 –
2020. New Era University (NEU) is a private educational institution in the Philippines, run
by the Iglesia ni Cristo (INC). Although it is linked with the INC, it is a non-sectarian
university. Its main campus is at New Era, Quezon City, within the Central Office Complex
of the INC. Aside from its flagship Quezon City campus, it has three campuses around
the Philippines, including one in San Fernando City, Pampanga, in Lipa City, Batangas,
Founded in 17 June 1975, it was known as the New Era Educational Institute, and
was located in Echague, Quiapo, Manila, along Carlos Palanca St. It initially offered only
secondary education (high school) but later expanded in 1977 to serve technical and
vocational courses under its Center for Livelihood and Skills Training (CLST). It also offers
graduate programmes.
In 1981, it was renamed New Era College after the Ministry of Education, Culture
and Sports (MECS) granted collegiate status, and later in June 1995, to its present name,
New Era University, when the Commission on Higher Education (CHED) granted
university status.
It is run by the INC for the educational needs of INC members although it accepts
enrollments from non-INC members as well. Formerly, under the university umbrella, it
ran the College of Evangelical Ministry (now Iglesia Ni Cristo (Church of Christ) School
for Ministers), where the INC trains male members to become ministers.
Research Interest
collectively spending 3 billion hours per week in front of their screens. A growing body of
evidence, however, shows that mobile gaming can affect the brain and, furthermore,
Scientists have recently collected and summarized results from 116 scientific
studies to determine how mobile games can influence our brains and behaviors. The
also demonstrates that playing mobile games increases the size and competence of parts
of the brain responsible for visuospatial skills - a person's ability to identify visual and
spatial relationships among objects. In long-term gamers and individuals who had
volunteered to follow a mobile game training plan, the right hippocampus was enlarged.
research at the Oxford Internet Institute, studies how mobile games impact our mental
health. His findings show just 0.3% of gamers might experience problems controlling the
to every student on the negative effects of mobile legends. They also dedicated to spread
awareness of the possible solutions for those students experiencing the effects.
This study is intended to know the negative effects of mobile legends among the
Senior High School students in New Era University on their mental and physical health.
It also aims to help the parents to be informed about the impacts their children obtain from
mobile legends.
Statement of the Problem
Everyone who plays video games has a different reason for playing, and the usage
of the game leads to different effects for each individual. Childhood upbringing, peer
influences, pressures at school and family issues are all factors that have a strong
connection with the effects of gaming on individuals. Video games maybe therapeutic for
some people, but the small amount of people who are negatively affected by gaming
Therefore, this study aims to know the negative effects of Mobile Legends on the
health of Senior High Schools Students in New Era University. Specifically, this study
1.1. Age;
1.2. Gender;
1.4. Length of time the respondents play mobile legends (in terms of
months);
1.5. Length of time the respondents play online games in a week (in terms
of hours); and
1.6. Amount of money the respondents spend for mobile legends (per day)?
4. What are the solutions and recommendation for those experiencing the
negative effects?
Theoretical Framework
negative mobile game effects. Two different approaches are described in this section: (1)
the general aggression model and the general learning model and (2) the five dimensions
The general aggression model has guided a large amount of research in the media
violence domain, including research on violent video game effects. The GAM integrates
key ideas from a number of more specific models of aggression and provides a holistic
framework for understanding how social, personological, and biological factors interact to
bring about aggressive behavior. GAM can be used to understand both short-term effects
of media violence on aggression in the immediate situation and long-term processes that
According to GAM, media violence can increase the likelihood of aggression in the
short term through its influence on a person's present internal state, which includes
affective, cognitive, and arousal states. For example, playing a violent video game can
prime aggressive thoughts, increase hostile affect, and create physiological arousal. In
turn, internal state variables aired appraisal and decision-making processes. Decision
making can result either in impulsive or in thoughtful action, which can be aggressive or
nonaggressive. For example, if provoked immediately after playing a violent game, the
and primed aggressive thoughts and feelings. Factors that increase the accessibility of
emerging from the decision process. Once a behavioral response has been chosen, this
feeds back into the situation and can influence later thoughts, feelings, and actions.
Overtime, the outcomes of each encounter can exert an influence on one's personality
this cycle, repeated long-term exposure to media violence leads to the development and
one larger meta-theory. The GLM describes how multiple learning mechanisms (e.g.,
habituation, classical conditioning, observational learning, etc.) can work both serially and
in parallel to produce learning outcomes from any experience. In the long term, the GLM
describes how beliefs, attitudes, and affective traits (such as trait empathy and trait
developmental and learning processes posited by GLM can be applied not only to
aggression, but to any kind of social behavior. For example, much of the empirical support
for GLM comes from the literature on media effects on prosocial behavior and helping.
The five dimensions of video game effects approach posits that video games can
structure, and mechanics. Each dimension can produce specific types of effects. The
amount of play can produce effects regardless of game content by displacing time players
spend in other activities. The amount of game play has been associated with lower
games have been successfully used to teach a number of school subjects. Violent video
games have been shown to increase aggression, whereas prosocial video games have
been shown to increase empathy and helping. The context of video game play may
possible that playing a game with friends may change the way video game content affects
players.
The way a video game is structured and displayed on a screen may significantly
affect visuospatial processing. For example, a number of studies have demonstrated that
playing fast-paced video games may have positive effects on a number of visual and
spatial skills, such as faster visual reaction times, and improved target localization and
mental rotation. Finally, game mechanics can lead to improvements in specific motor
skills. For example, video game play experience has been shown to predict surgical skill
among laparoscopic surgeons. Exercise games have been successfully used in physical
therapy. Because research on video game effects has often been contentious, this
approach is useful for helping to explain why different studies appear to find different
types of effects. Many findings that initially appear contradictory are often focused on
different levels of analysis, and are in fact complementary when examined through this
dimensional approach.
Conceptual Framework
framework which shows the Coomb’s System Approach consisting of input, process and
output.
The input frame consists the demographic profile of respondents through surveys
and the negative effects of the mobile legends using interviews and researchers-made
questionnaires. The process frame includes the assessment of the demographic profile,
presentation, analysis and interpretation of data. The outcome of the study will be the
negative effects of mobile legends and the recommendation that will give based on the
data gathered.
Research Paradigm
A paradigm below shows the variables and processes that will use in study. The
paradigm shows the materials used in the study. The output is Negative Effects of Mobile
Games (Mobile Legends) to the mental and physical health of a SHS Students for the
descriptive output.
This study will be valuable and significant to players, parents, readers and future
researchers.
Players. This study is primarily important to players, for it will give them information
about the negative effects they may get from mobile legends.
Parents. This study will help the parents to have enough knowledge about the
negative effects of mobile legends among their children who play the game.
Readers. This study will help the readers to have the understanding about the
negative effects of mobile legends and possible solutions on those experiencing it.
Future Researchers. The result of the study will be serving as a guide of other
This study aims to know the negative effects of mobile games (Mobile Legends) to
the mental and physical health of SHS students. This study is limited only to the players
of mobile games (Mobile Legends) in SHS department. The respondents will be the