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Exploring Mobile Game Addiction
Exploring Mobile Game Addiction
Exploring Mobile Game Addiction
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The demographic profile of the respondents also revealed Though the grand mean yielded a score of 2.41, it does not
necessarily mean that addiction does not exist. Looking at the
that majority of the respondents comprising of fifty-nine
bar graph in figure 2, (Average Means count), a total of six (6)
percent (59%) of the entire population would play mobile
out of the eighty-seven (87) respondents may be considered
games from 7:00 PM to 12:00 PM. This is probably because mobile game addicts, whereas, thirty-six (36) can be classified
students are now at their respective houses where they are as at risk for becoming mobile game addicts.
secured and free to play mobile games. Only twenty-nine (29)
or thirty-four percent (34%) of the respondents answered that
they play mobile games on class hours. But this does not Mobile Game Addiction Scale
necessarily mean that they are playing during their respective
classes as there are breaks between classes. 40 36
34
35
Average Mean Count
2.00 Based on the result of regression, only H5 and H19 were both
accepted (p<0.05). H5 denotes that the number of units enrolled
1.00 by the students somehow influences the withdrawal experienced
by mobile game players when quitting mobile games. However,
Average Mean (Victim) Average Mean (Cyberbullying) withdrawal, based on the overall result of the survey, is rarely
experienced by the respondents.
Fig. 3. Scatter Plot of Average Means of the Victim and Cyberbullying
Variables
H19, which tests whether victimization of cyberbullying is
directly related to perpetration of cyberbullying yielded a
Looking at the Average Mean Count, it can be observed that positive relationship. It can be concluded that those who have
twenty (20) of the respondents exhibit initiators of cyberbullying been a victim of cyberbullying are most likely to perpetrate or
while twenty-five (25) has been a victim of cyberbullying during initiate cyberbullying. This result is the same as what the study
mobile gameplay. of Hood and Duffy [22] has revealed.
From the mobile game addiction constructs, all were
50 neglected as causal factors for the students’ academic
44
45 performance. The result seems to jive with the study Samaha and
40 Hawi which did not find any positive relationship between
35
smartphone addiction risk and academic performance[10].
Average Mean Count
35
Though mobile game addiction is part of IGD, this is the first
30
25 study to reveal that mobile game addiction among tertiary
25 21 students does not have any relationship with their students’
20 17 17 academic performance. The same is true for cyberbullying. Both
15 victimization and perpetration of cyberbullying are not causal
10 factors for the students’ academic performance.
5
3 2
5 1 Though the present study has provided some insights on the
0 current state of students in terms of mobile game addiction,
1 2 3 4 5 cyberbullying victimization and perpetration, and their influence
over their academic performance, this study has overlooked on
Average Mean (Victim) Average Mean (Cyberbullying)
the type of mobile games that the students may find addictive or
may have become a platform for cyberbullying. Since the study
Fig. 4. Average Mean Count of variables Victim and Bullying did not investigate the type of games used by the students, it
cannot be determined which games are primarily addictive. It is
D. Academic Performance therefore recommended that the different type of games be
studied in relation to mobile game addiction and cyberbullying.
To test the hypotheses, Stata was used to employ regression.
The test would help determine the possible relationship between
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