Professional Documents
Culture Documents
MOBA Games As Affecting Factor On Study Habits in Terms of Leisure Time and Peer Group
MOBA Games As Affecting Factor On Study Habits in Terms of Leisure Time and Peer Group
MOBA Games As Affecting Factor On Study Habits in Terms of Leisure Time and Peer Group
By:
October 2019
1|Page
TABLE OF CONTENTS
ACKNOWLEDGEMENT
INTRODUCTION
METHODOLOGY
Participants . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12-13
Measures . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . .13
Procedure . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . 14
Data Analysis. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. ..14
Conceptual framework. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . .. . . . . . . . . . .14-15
Results and Discussion. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .15-17
Recommendation . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . 17-18
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . 19
Appendix C: Transcripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2|Page
Abstract
MOBA games or Multiplayer Online Battle Arena is one of the genres of online games.
Although it continuously emerges in this current time, current researches lacks multidisciplinary
approach. The goal of this study is to determine whether playing MOBA games in terms of usage
of leisure time and influence of peer group can affect the student's study habit.
The theory of this research is Walberg’s theory of educational productivity where in one factor
cannot affect the study habits of students because there are other factors that needed to be considered to
another one or more factors are combined with a single factor, it will show evident influence.
This study used quota sampling as sampling method choosing the respondents from
Senior High School and has 1 year of gaming experience on MOBA. Survey data collection
method was also used in the research. Regression was used as data analysis to measure the
demographic profiles of the respondents such as age, strands, and year they started playing
MOBA games. 100 senior high school students participated in the survey which consist of over-
all 30 questions (10 questions for each variables) that are playing any MOBA games for almost 1
This research also used modified survey questionnaire as data gathering instrument to
The result of the research that had been conducted, the sub-variable of independent
variable playing MOBA games, Leisure time, does not have a significant effects on the study
3|Page
habits. While the other sub-variable for independent variable, peer group, has significant effects
From the survey conducted, the results drawn were Peer group got 2.982 from the t-
statistics and its value is .004 which only proves that the variable is statistically significant.
Based on the results that the research had gathered, Peer Group is more significant variable that
affects the study habits of Senior High School students in Malabon City.
4|Page
Introduction
Technology, as part of the most useful innovation plays a vital role in the people's lives in
different aspects. It aids the conflict of time management as it assists in a faster way of accomplishing
various responsibilities that usually takes plenty of time. In line with technology is the development of
internet. Internet has helped thousands of people, especially students in complying with different tasks
that depends on the assistance of internet such as researches. With the growing and increasing task that
depends on the help of the internet, the demand on the use of internet also increased. Internet has been a
necessity for the people to cope-up with this fast growing and changing world.
Together with the uses of internet is also its ability to entertain people, as entertainment has
been one of the necessities in this current time. With the need to entertain, development of online games
and mobile games also arise. Online games, particularly Massive Online Battle Arena (MOBA) that
demands the use of sportsmanship and excellent use of socialization skills has been on trend this past
few years. It combines the real time strategy and role playing game (Steemit, 2019). It has aided the
In 2014, Micro-Star International (MSI) stated that there are 1.8 billion of gamers worldwide
(Gomez, 2014). However, in 2016, the number of gamers around the world increased with more than 2.5
billion mobile gamers around the world as stated by The European Mobile Game Market. With this
growing number of gamers around the world, the effect of online games on people lives is being very
evident. There are more and more people, of different age groups being influenced by online games as
5|Page
Study shows that MOBA games stimulate less presence and immersion for players, but
challenge and frustration are higher in this genre compared to other genres of video games. Interest was
drawn on why do gamers still choose this type of genre despite of it having the highest frustration and
challenge rate among the other genre. Conclusion was made that gamers are motivated by sense of
mastery while playing MOBA games (Johnson, Nacke, & Wyeth, 2015)
MOBA games are among the different genres under the video game. There are several studies
regarding video games, however, studies that focus on the specific genres under it lacks
multidisciplinary approach. Based on a literature review conducted by Cantallops (2018), MOBA games
offer a wide opportunity of interest for future researches. Although the interest and popularity of MOBA
games increases (Gomez, 2014), current researches lacks multidisciplinary approach and is often
confined to a single field. This interest the researchers in conducting a research in another point of view
In 2014, a study was conducted to discover the association between serious online gaming and
study habits. In the study, it is shown that there are no association between serious gaming and study
habit. However, the only difference is that in health management of the students wherein non gamers
tend to have a better lifestyle in terms of health than gamers (Johnston, 2014).
While the technology, such as internet is a necessity, and multiplayer online battle arena games
such as Mobile Legends provide entertainment. Study habits will carry the students’ reflection of how
well they comply in accordance to their class requirements. Furthermore, there are various studies that
shows the connection between the use of Multiplayer Online Battle Arena games and the study habits.
Those researches also showed positive and negative effects of using multiplayer online battle arena
6|Page
games to students’ study habits. The research is all about whether multiplayer online battle arena games
Conceptual Background
Study habit is an essential part of student’s learning. Every student differs from techniques in
study habits. From the way they choose the learning materials to review upon, up to the favorable
surrounding. Every student has different study habits. The effects of these study habits also differ from
one student to another in terms of its effect to the student’s academic performance.
In this generation, where students are inclined to technology, the question regarding whether
online gaming can affect the students’ study habits still remains.
In 2014, a study was conducted to discover the association between serious online gaming and
study habits. In the study, it is shown that there are no association between serious gaming and study
habit. However, the only difference is that in health management of the students wherein non gamers
tend to have a better lifestyle in terms of health than gamers (Johnston, 2014). However, it is not
specified on the research what kind of online game does the students play. The research pertains to a
Another study was conducted involving 12,000 students from Australia. It was found out that
those students who frequently play online games scores better than those who do not play online games
(Dockrill, 2016).
Study habit is a vital part of student’s life. Further information regarding study habits has to be
discovered in order to maximize the learning capability of students, especially in this time where
7|Page
students are also immersed in online games such as MOBA games. Whether online gaming affects the
study habits of the students, it still has to be discovered. Also, online gaming has also been made
E-sports, a competitive video game has been gaining attention this current time, especially for
Filipinos. In 2017, Philippine government through the Gaming and amusement boards (GAB) gave
athletic licenses for professional e-sports players who competed with international e-sports competition
(Rappler, 2017).
Not only in the competition platform, but also in educational platform, esports still gains
attention. In 2017, University of The Visayas New School (UVNS) offered esports and game
development through their Senior High School Arts and Design track. Genesis Rana, the founder and
school director of UVNS stated that “We’ll have game strategy for Dota 2 and we will have game design
and development animation and 2D and 3D animation, and of course, game creation. After two years,
the students can either choose to be game creators, designers, or e-sports players in the professional
MOBA games, as one of the recognized genre in video games and esports continuously gains
popularity. The number of gamers in this genre increases by year. MOBA is a rapidly emerging sub-
genre of the Real-Time Strategy genre and E-sport that may well be on its way to a full blown genre of
its own (giantbomb, 2019). MOBA games had been on trend these past few years for the gamers of
different age brackets because according to MSI, there are 1.8 billions of gamers worldwide. 82% of
these gamers are coming from Asia-Pacific region, wherein 12.4 million of gamers worldwide are
Filipinos. This implies that Filipinos are huge fan of playing MOBA games.
8|Page
Among the other video game genres, it has the least immersion rate, and it ranked lowest in
presence, autonomy, computer, relatedness, and intuitive controls but has the highest rate of difficulty
and challenge compared to other video game genres (Johnson, Nacke, and Wyeth, 2015).
As time goes by, esports, particularly MOBA games truly influence different aspects of society
such as education and sports. More research are needed regarding MOBA games as it continue to
influence the society. However, Cantallops (2018), in his literature review, stated that existing
researches about MOBA games often lacks multidisciplinary approach and is confined to a single field.
MOBA games still has to be explored. With one of the university in the Philippines offering
esports and gaming strategy, the effect of online gaming, specifically MOBA games, to study habits has
to be studied. The study will focus only to the senior high school students of Malabon City who play
MOBA games. This is to make sure to attain the desired result for the study, to provide evidences on
whether playing MOBA games can affect the students’ study habits.
Fawcet (2007) states in his study that there is no exact definition of leisure time in research
literature, but leisure time in general has three elements: leisure as time, leisure as an activity, and
leisure as a state of mind. Leisure time can be used objectively, by definition, or subjectively according
Senior High School students whose age ranges as adolescents like to spend their leisure time
with peer groups in either face-to-face communication or telephone communication (Henry, 1998).
Among the ways students spend their leisure time are watching television, using social media, and
online gaming.
9|Page
People, mainly adolescents play online games purely for fun. Online and video games open
opportunity to build relationship among people (Muros et.al, 2013). ONTSI (Spanish National
Observatory for Tele communications and the Information Society) also states that people use online
games to keep in touch with their friends and social groups (2012).
In fact, online and video games become the focus of discussion within groups (Muros et.al,
2013). Yuso (2012) states that the preference and priority of online gaming leads the idea of leisure
In 2012, Yuso conducted a research to find out the effects of online games to the usage of
Leisure time. The study proves that nline gaming has negative effects on the usage of time such as that
people tend to forget time. Furthermore, it may become an obsession instead of just passion due to other
factors.
Leisure time has no exact definition. Furthermore, people, specifically adolescents like to
spend their leisure time together with their peer group. Their main reason for spending leisure time is for
fun. As time goes by, with the influence of technology, leisure time becomes more digital. The usage of
online games grows as time goes by. Its effects, however, in different aspects of our life has to be
discovered. Specifically, the effect of different genre of game such as MOBA games to the educational
According to a research conducted by Berkman Center for Internet and Society at Harvard
University, people who had similar traits become friends regard with their gender, race, region,
residence and academic field are likely much less, due to the inherent anonymity in online games.
Moreover, there are certain noticeable pattern on how other people form relationship between others in
10 | P a g e
playing online games such as MOBA because there are many events in game that cannot be complete
without a full team (often consist of 5 members). In this study, it is said that peer group is one of the
factor that can affect the students in playing MOBA. Therefore, there are many obviously comparable
factors than peer group that can affect the individual in playing MOBA games.
According to Erikson 2017 peer pressure have great impact on the life of an adolescence.
Erikson said that in adolescence phase, person is required to seek-identity and independence. Online
games are popular among students and they are used them to as a means for them to accept by their
peers. When they try to get free from all adult influence and protection, they become closer and more
dependent on peer acceptance. Some students playing MOBA games because they can feel the sense of
belongingness to the other group or other players but it is also indicate on this study that besides of the
peer, there are students who became interested of playing it because they often watch online games
commercial banner.
In the study conducted in Malang East Java, they also states that Peer pressure have a big deal of
cause for student trying online games, students feel the sense of inferiority if they did not know how to
play online games, students would considered outdate and coward if they resisted the challenge of
friends to play online games. Playing moba games allow them to interact with broader range of players,
not only with the school peers and neighbors but also to other people outside the town and country. They
conclude that peer group is the leading factor for students who are playing online games, when they see
their peer playing online games they also become interested on it.
Theoretical Framework
Walberg’s theory of educational productivity states that there are nine factors including the
student’s ability or prior achievement, development or maturity, motivation and self-control, amount of
11 | P a g e
time student engage in learning, quality of the instructional experience, home, classroom and social
group, peer group outside the school, and use of out-of-school time or leisure time. The last four factors
Walberg (1987) stated that “No single factors by itself determines learning, but a few key
factors in combination will do.” It means that a single factor is insufficient by itself to show great deal of
influence in student’s educational productivity immediately, but if another one or more factors are
While playing MOBA games may fall under the usage of leisure time, peer group in school
and outside the school may also influence the learning, having a combination of factors. Hence,
Research Question:
1. Does playing MOBA games, in terms of leisure time affect the student’s study habits?
2. Does playing MOBA games, in terms of peer group affect the student’s study habits?
Hypothesis
1. The hypothesis of this research is that leisure time in playing MOBA games affects the studying
2. The hypothesis of this research is that peer group in playing MOBA games affects the studying
12 | P a g e
Methodology
Participants
Participants of this study are the 100 Senior high school students of Malabon city who
are playing MOBA games. Quota sampling will be employed as the sampling method of the
study in choosing the respondents who are senior high school students in Malabon City who has
a gaming experience of one year and above. This sampling method was considered due to limited
resources allocated for the survey and the participants share at least one common characteristic,
which is playing MOBA. High school within the Malabon City are the primary participants
since it is also convenient and could easily capture the effect of playing MOBA games to the
Ethical principles will be informed that the participation in the survey is voluntary and
will be treated as strictly confidential. Nevertheless, participants will be given chance to disagree
and refuse with the research process and will not be forced to answer the survey questionnaire,
additionally, they are also given a chance to skip some questions that they intend not to answer
because they are uncomfortable, so respondents may indicate in the questionnaire that they
refuse to answer. Lastly, the personal identity of the participants will not be asked in the survey
questionnaire for the full confidential of the research study throughout the presentation of the
Measures
gathering instrument to capture the relevant information from the respondents regarding playing
MOBA games and how it affects student’s study habits. Thus, the questionnaire will predict the
effect of playing MOBA games to the student’s study habits, a thirty-statement will be asked.
13 | P a g e
The responses will be measured by using 5 point Likert scale used for frequency wherein Very
Frequently is assigned to have a weight of 5, with Very rarely having the lowest weight of 1.This
scale is assigned to know if study habit is affected by playing MOBA games in terms of leisure
time and peer group among Senior High School students using the frequency assigned by the
Procedures
Senior high school students who will be the participants of the study. The survey questionnaire
will be distributed and collected personally to maintain confidentiality of the data. The researcher
will be expecting to have at least 90% return-rate of questionnaire from the targeted sample.
Data Analysis
Regression will be used to measure the demographic profile of the respondents such as
age, strands and year they started playing Multiplayer Online Battle Arena or MOBA games.
Frequencies mean scores and will be computed to show and represent by figure the answers of
the respondents as to the survey questionnaire. Moreover the main data analytic statistical
strategy to be utilized is regression to supply the degree of relationship among variables. This
statistical analysis tool will be applied since it wants to examine the effect of playing MOBA
games in the study habits of the senior high school students. This statistical analysis tool will be
applied since it wants to examine the effect of playing MOBA as independent variables on a
14 | P a g e
Conceptual framework
Leisure
Time Study
Habits
Peer
Group
Figure 1. Paradigm of the Study
This framework consists of leisure time and peer group as sub-variables for
independent variable which is playing MOBA games while Study habits as dependent variables.
The study claims that playing MOBA affects in terms of leisure time and peer group affects the
study habits of students. Which can be helpful in assessing the different factors that might affect
the students’ study habits in this modern age, thus, educators and students can understand other
complexities of study habits in connection with playing MOBA games. Playing MOBA games in
terms of leisure time and peer group, is under the environmental factor based on Walberg’s
educational productivity wherein these factors could affect the student’s education, learning,
academic performance and even study habits. Therefore, the researchers claim that playing
MOBA games, specifically the leisure time spent in this and the peer group affects students’
study habits.
Results
15 | P a g e
It was examined that the sub-variable of independent variable playing MOBA games,
leisure time, does not have a significant effects on the study habits. On the other hand, the other
sub-variable for independent variable, peer group, has significant effects on study habits. Results
show that peer group influence is statistically significant to study habits. The summary reads
By using the analysis of variance or the (ANOVA), also with error level of 0.05, the
computed value for the critical region is 3.94. And if this critical region exceeds the computed f-
value in the ANOVA test then playing MOBA affects the study habits of students in Malabon
City. In this case, the researchers come up with an f-value of 9.34 which exceeds the critical
region which clearly means it affects the study habits of students. In conclusion, playing MOBA
16 | P a g e
The result of the study shows that the effect of peer group (b = .264, p = .000) is
significant. However, the effect of leisure time (b = .165, p = .000) is not significant. And also,
inside the column of Unstandardized Coefficients along with its value from standard error were .
374 which is for the constant , .088 on the Peer group influence and .098 on the Time leisure.
Another column for the standardized Coefficients Beta for the Peer Group influence is .302
while .171 on the time Leisure. On the t statistics, the constant is equals to the 5.124 and its value
is .000 while the value of Peer group is 2.982 and its value is .004 which only proves that this
variable is statistically significant. The time leisure got 1.689 from its t statistics and its value of .
094. The last column which is the column of Collinearity statistics, both the values of tolerance
and Variance inflation factor (VIF) have the same and exact value of .843 and 1.187.
Recommendation
Studies regarding whether playing MOBA games can affect the student’s study habit s
still on its initial stage. This research focuses on particular aspects of playing MOBA games such
as the usage of leisure time in playing MOBA games and the influence of peer group on it.
However, further studies should also be considered and explored in order to continuously
improve the body of knowledge in this area. The researchers hereby recommend the following
17 | P a g e
Possible area for future research includes changing the dependent variable study habit
into academic performance. This will give a broader perspective for study regarding the effect of
considered to be dependent variable for future studies. It will be a more complex study since
educational productivity is wider and deeper than academic performance and study habits.
However, it may also be provide general outlook regarding the area of study.
Further investigation includes considering the other factors affecting the students in
playing MOBA games aside from leisure time and peer group influence. This study will provide
another point of view from which to look at in determining whether it affects the student’s study
habit.
One avenue for further study would be research into the specific genre of online game
aside from MOBA games. It may draw different results due to the different nature of MOBA
Finally, it is also relevant to investigate the study through the different types of
respondents aside from senior high school students. College student, whether in a general
perspective or specific course may also be look at to investigate the effects of playing MOBA
games to a different age groups and different educational system from senior high school
students.
18 | P a g e
Conclusion
In this study, it is shown that among the sub-variables of the independent variable, peer
group shows greater influence in playing MOBA games than the usage of leisure time in terms of
playing MOBA games. It is therefore concluded that students play MOBA games not because it
is a way to spend their leisure time, but because it is an influence of their peer groups.
Furthermore, it is also investigated that among the sub-variables of playing MOBA games, only
the influence of peer groups in playing MOBA games affects the study habits while the usage of
time leisure does not impose a great deal of effects on the student’s study habits. Therefore,
playing MOBA games in terms of the influence of peer groups affects the study habits of
19 | P a g e
Appendix A – Cover
Letter
20 | P a g e
Dear Respondents
We are Senior High School students from Tinajeros National High School that will be
conducting a survey about our research entitled "MOBA games as affecting factor on Study
Habits in terms of Leisure Time and Peer Group" All the data gathered from the survey will be
strctly confidential. We are hoping for your full cooperation.
The Researcher
21 | P a g e
Appendix B – Sample
Questions
22 | P a g e
QUESTIONS FOR RESPONDENTS:
1. Does playing MOBA games, in terms of leisure time affect the student’s study habits?
2. Does playing MOBA games, in terms of peer group affect the student’s study habits?
23 | P a g e
Appendix C –
Curriculum vitae
24 | P a g e
25 | P a g e