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Tangina Tapos Naden
Tangina Tapos Naden
Tangina Tapos Naden
CHAPTER 1
INTRODUCTION
The history of video games goes as far back as the early 1950s, when academic
computer scientists began designing simple games and simulations as part of their
research or just for recreation. In the 1960s, joysticks were invented which are
connected to televisions to allow the control of the game by players. In the 1970s to the
80s, arcade was popularized by some groups of people along with computer scientists,
in that same year, joysticks became bigger, and they added buttons to it to maximize
As years passed by, we had entered many generations like the 6th generation
console, which eventually became the bridge for online gaming and mobile games. In
the year 2013, since the development and widespread consumer use of smartphones,
mobile games have been a driving factor for mobile users, as they can reach people
who cannot afford hardware for a certain game platform like computers, laptops, and
consoles. Before today's modern games and phones, it all started in the 1900s with the
first mobile game which is called "Snake", produced and developed by the Nokia
industry. Later on, the game "Tetris'' was also developed (a few years later after the
Snake was released) by Nokia, which also helped other mobile phone companies not
only to gain an increasement of income from creating and selling their mobile phones
but have also produced and sold their products twice the normal percentage rate and
range.
Many companies have also released video and mobile games, some games that
were made came with sequels, and until today some companies recreate old famous,
most bought video games played. Today, we all have different kinds of mobile games
and even desktop games. Desktop games have now mobile phone game versions
which are easier for players to carry around, and for people who can not afford to buy
laptops or desktops.
video games software, the mainstay of the category, the top eight players captured less
than a 10% value share. The inability of numerous Filipino families to afford video game
software and hardware at legitimate prices leads them to turn to unlicensed goods
increase in owning Gaming Hubs and/or Internet Cafes which might result in a higher
population count of gamers. Anderson (2004) explains that his meta-analysis revealed
that violent video games were strongly related to strongly increased aggressive
and emotional state of a Student. Some of the issues that may occur are depression
and anxiety, as well as social isolation, (Wang J-L Sheng J-R and Wang H-Z, 2019).
(Anderson, Janna and Lee Rainie, 2012),Several studies in psychology have found out
that increased time spent on the Internet can lead to a negative impact on a person's
including parents. Studies revealed that the human brain is easy to destroy and one of
the reasons is using technology. The education system tends to go with the flow with
this constant change in society in order to get things relevant with the generations
today. According to Kuss & Griffiths (2012), teens who play online games are just
having fun. They do not just actually play because of some sort of seriousness, but also
because they just want to feel relief. During school hours, students tend to feel stressed
due to loads of school work and through playing it will relieve their stress. However,
there are some people along with students who take mobile games seriously because in
mobile gaming there is a business like for example ML players (Mobile Legend players)
stream the game for entertainment and earn money. According to Dennis O. Dumrique
and Jennifer Castillo (2017), It is undeniably questionable that playing online games
provide them something that no one can give. According to some research it is
beneficial. It enables the mind of the players to be more active, especially those puzzle-
based games. Furthermore, it helps the player to come up with decisions in tight
situations, especially those adventure games that keep the players to be alert, active
and strategic. Students' learning takes place unexpectedly, but the inappropriate usage
of playing online games also leads in some problems such as being distracted in
school. Further, it is where the attention of the child was divided that even their health
CONCEPTUAL FRAMEWORK
Figure No.1 (Input, Process and Output of significant relationship between Mobile
The researchers will brainstorm to form ideas to create a brief introduction about
Mobile Games then formulate relevant questions about the study that can be beneficial
different types of data gathering namely. The researcher’s conclusion about the study is
that there is a significant relationship between playing mobile games and the study
online players games can be beneficial or not to the cognitive development of a player.
It has been demonstrated and serious games exert different influences on students who
have different levels of intellect. This Peter Dockrill gives the researchers information
and assurance that Mobile Games have a significant relationship about the study habits.
This study aims to know the effects of mobile games on the academic performance
There is a big significant relationship between playing Mobile Games and the study
This study focuses on locating the effects of playing mobile games on the academic
performance of the students. The study is delimited just for the Grade 12 students in La
Immaculada Concepcion School, Inc., the most purpose of our study is to illustrate the
consequences of playing mobile games and aims are determining whether playing
mobile games hinders the accomplishment of their home works. The study only focuses
on mobile games and its reference to the educational performance of the chosen
students. However, the study excludes the results of mobile games to their behavior.
The purpose of our study was to seek out how mobile games affect the student’s
understanding of their academic performance and social behavior. Also, this study aims
to give knowledge about how students often use mobile games and how students are
no longer able to focus too much on learning. However, the purpose of our study will not
only focus on the negative effects of mobile games on academic performances but also
the good effect of it. Our results support the final assumption that mobile learning
games have the potential to reinforce motivation. It reveals that game mechanisms like
with learning or a specific topic. With respect to knowledge gain, results are less
DEFINITION OF TERMS
The following terms are defined according to the context on how they were used in
2. Online Games, games that are played online via the Internet.
4. First Person Shooter, a type of video game whose gameplay involves shooting
enemies and other targets and in which a player views the action as though
through the eyes of the character they are controlling.