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Chapter I Research For You
Chapter I Research For You
Chapter I Research For You
Technology has come a long way. With the invention of computers, cellular
phones, and the Internet, it is inevitable to avoid gaming with the use of these
modern devices.
Most people tend to use their vacant hours on playing online/video games for
fun and entertainment. Others are freeing their time from paper and legworks.
Specifically, those students who are piled with school works and needing a break.
studying.
2017, the Philippines ranked number 29 worldwide in terms of game revenues with
Consumer Gamer Insights on the same year, 18% of male and 16% of female in
the age group 10-20 years old are active mobile players.
In the age group of 10-20, most of them are students ranging from late
elementary to early college stage. With this, students may be addicted to gaming
In St. Joseph Academy, it is evident that Senior High School (SHS) students,
games, consuming their time, sometimes making them unprepared for school
serious problem as it tends to affect the students in their overall performance and
social skills. In recent years, being unproductive in school by the means of having
mobile games as more priority than studies has received increased attention not
only from the media, but also from psychologists, psychiatrists, mental health
Earlier studies show that gaming can affect a gamer either positively (Granic,
Lobel, et al., 2014) or negatively, especially students (Wang, Zhu, 2011). Some
students fail in their academic performance while some defect their social skills
within their family and their peers due to mobile gaming as a higher priority.
viewed that we must know why gaming is addictive and how does it affect the
The main objective of this research is to find the relationship of Mobile Gaming
to student’s productivity at school. Knowing the reasons and the effects of Mobile
Gaming can easily help the students manage their time, to be more accountable
This is mainly for the purpose of knowing the relationship and effects of Mobile
Gaming to student’s productivity at school among Senior High School Student, and