Chapter I Research For You

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Chapter I: The Problem and Its Background

A) Introduction, Background of the Study

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.

They tend to engage themselves in online/video gaming rather than spend it on

studying.

According to the quarterly assessment of Global Games Market Report, as of

2017, the Philippines ranked number 29 worldwide in terms of game revenues with

a total of 29.9 million of gamers nationwide. In the survey conducted by Philippine

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

for self-satisfaction and to pass time.

In St. Joseph Academy, it is evident that Senior High School (SHS) students,

particularly Grade 11 students, tend to engross themselves in playing video

games, consuming their time, sometimes making them unprepared for school

leading to the students unproductive performance.


Having Mobile Gaming as a higher priority than having time studying is a

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

organizations, and gamers themselves.

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.

All of these ideas point to the significant effects of gaming. Therefore, it is

viewed that we must know why gaming is addictive and how does it affect the

productivity of a student in Senior High School.

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

in school and to focus on their studies.

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

to help them find ways to improve their productivity at school.

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