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REQUEST BACKUP: A CORRELATIONAL STUDY OF MOBILE LEGENDS USAGE AND

SOCIAL WELL-BEING AMONG COLLEGES STUDENTS OF

PAMANTASAN NG CABUYAO

Angela V. De Luna, Karylyn Kate R. Gan, Janica Claire R. Javal, and

Ayane Coleen Lapig

Department of Psychology, College of Health and Allied Sciences, Pamantasan ng


Cabuyao

PSM114: Research in Psychology 1

Prof. Rainier Tolentino

June 2021
INTRODUCTION

BACKGROUND OF THE STUDY

Technology has a huge impact especially nowadays. With the invention of

computers, mobile phones and the Internet, it is inevitable to avoid using these modern

devices to play games. Most people tend to play online/video games in their spare time

for fun and entertainment. Mobile Legends: Bang Bang is a mobile-based (MOBA). This

game is based on killing enemy heroes and destroying the enemy turrets. The team that

has destroyed the opponent's base turret will get the victory. Meanwhile, the COVID-19

epidemic has influenced people all across the world. Governments have tried to prevent

the spread of the virus by advocating "social distancing" all around the world, such as

keeping at least 6 feet (2 meters) away from anyone outside one's home. During COVID-

19, some studies examined the quality of people's social relationships and social

interactions. One of the main reasons that mobile games have made such an impact

during the pandemic, beyond being an inexpensive escape from reality, is their ease of

helping people stay social while social distancing.

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. Mobile Legends Bang Bang was released in 2016 and

became very popular in Southeast Asia including Philippines. Mobile gaming has already

flowed into the modern Filipino culture as one of the favorite pastimes of Pinoys of
various ages, even before the COVID-19 pandemic. Quite a number of players have also

built careers around it, like content creator and game streamer. There are Filipino

players competing to be the best in the world within and outside the country. There are

also local gaming organizations that are world-renowned. Philippine local government

has been issuing professional licenses for Filipino players, and the country also included

it as a medal sport in the SEA Games. Meanwhile, social relationships in the Philippines

have been described as a “mosaic of personal alliances” molded out of “real kinship ties,

ritual kinship relations, relationships based on special debts of gratitude, market-

exchange partnerships, patron-client bonds, and friendships.”

Technology can be used to gain an understanding of other cultures, meet people

all over the word, communicate effectively with others, and maintain people and

strengthen social relationships. However, it can take a troll as it can increase isolation

due to constantly being distracted, and becoming addicted to technology. Some

students fail in their academic performance while some defect their social skills within

their family and their peers due to gaming addiction. All of these ideas point to the

significant effects of gaming.

The influences of playing mobile legends in social well-being among Filipino’s men

and women, aged 18-21 years old have not been extensively studied, and little empirical

evidence has been gathered. This is a particular critical issue for adolescents in the

Philippines specifically in the City of Cabuyao, Laguna which consist of 18 urbanized

barangays.
RESEARCH PARADIGM

Input Process Output

 Mobile Legends usage  Survey Questionnaire  Relationship of Mobile


 Social well-being of the  Statistical treatment Legends usage and
respondents.  Data Analysis social well-being
 Relationship of Mobile among PNC college
Legends usage and social students.
well-being among PNC  Psychological
college students. Intervention

Figure 1. Research Paradigm

Figure 1 above is an Input-Process-Output (IPO) model that shows the flow of the study.

This research study aims to discover the if playing Mobile Legends correlates with social

well-being among men and women in the City of Cabuyao, Laguna. The input consists of

Level of Mobile legend usage, the social well-being of the respondents in terms of 5

components and the significant relationship of mobile legend usage and social well-

being. While, the process includes administration of standardized survey questionnaires,

statistical treatment and data analysis. Lastly, the output of the study would be the

relationship of the two variables and the implementation of proposed psychological

intervention.
STATEMENT OF THE PROBLEM

This research study aims to discover the if Mobile Legends usage correlates with

social well-being among men and women in the City of Cabuyao, Laguna. Specifically,

the study seeks to answer the following questions:

1. What is the profile of the respondents in terms of :

1.1 Course

1.2 Gender

2. What is the social well-being of the respondents in terms of the following:

2.1 Social Acceptance

2.2 Social Acceptance

2.3 Social Contribution

2.4 Social Coherence

2.5 Social Coherence

3. What is the level of usage of the respondent in mobile legend?

4. Is there a significant difference of the respondents’ social well-being when grouped


according to their profile?

5. Is there a significant relationship between mobile legends usage and social well-being
of the respondents?
HYPOTHESIS

The researchers want to determine the Social Well-being among men and women

and know its relationship to Mobile Legends usage. The following statements below are

the hypothesis of the study:

Ho: There is no significant relationship between Mobile Legends usage and Social

Well-being among men and women

Ha: There is a significant relationship between Mobile Legends usage and Social

Well-being among men and women.

SIGNIFICANCE OF THE STUDY

This research study will beneficial to the following:

Mobile Legends Players. This study will help the ML players to know that there is an

effect of playing mobile games (mobile legends) in their social well-being.

Students. This study can give them ideas and information about how Mobile legends

and social well-being affects them.

To the Family. This study will help them to have realization and to open up their mind

on how social media applications affect Generation Z.

To the researchers. The study will help them to gain knowledge and to have realizations

regarding the Mobile legends and social well-being of men and women.
Future Researchers. The study will be serving as a guide for other researchers who

would embark conduct of study of similar nature.

SCOPE AND DELIMITATIONS

The main purpose of the study is to provide information regarding the relationship

of Mobile Legends usage to the Social Well-Being of men and women. The researchers

will limit the study to male and female students in Pamantasan ng Cabuyao and limits its

coverage on age 18 to 25 years old to determine the results of the research problem.

Furthermore, the results will serve just the variables measured on the identified

research locale. Due to pandemic caused by Covid-19 the researcher will use social

media as a field of research to gather data from the respondents. The researchers will

also limit the research design to Quantitative method specifically to Correlational

research design which only focuses on the relationship of two or more variables.

DEFINITION OF TERMS

Mobile Legends is a multiplayer online battle arena (MOBA) for iOS and Android devices

developed and published by Shanghai Moonton Technology, a game development

company based in Kuala Lumpur, Malaysia. The game was launched in 2016.

Self-Actualization is the final stage of development in Abraham Maslow’s  hierarchy

of needs. This stage occurs when a person is able to take full advantage of their

talents while still being mindful of their limitations.


Social Acceptance is an aspect of social behavior it is the degree to which an individual

is actively brought into social interactions by others, in individual and or group

relationships. Barriers to social acceptance may be prejudice, stigma.

Social Coherence refers to the extent of connectedness and solidarity among groups in

society. It identifies two main dimensions: the sense of belonging of a community and

the relationships among members within the community itself.

Social Integration the process by which separate groups is combined into a unified

society, especially when this is pursued as a deliberate policy. It implies a coming

together based on individual acceptance of the members of other groups.

Social Well-being is a sense of belonging to a community and making a contribution to

society. Refers to our ability to make and maintain meaningful positive relationships and

regular contact with other people in our world – family, friends, neighbors and co-

workers. Good social wellbeing includes not only having relationships but also behaving

appropriately in these relationships and maintaining acceptable social standards. 


CHAPTER 2
REVIEW OF RELATED LITERATURE
Mobile Legends

Following the notoriety of Magic Rush: Heroes, the development of Mobile


Legends began. Moonton, a Chinese video game developer and publisher, created and
published the game. It was first released in 2016 and promptly gained a huge fan base in
Southeast Asia. However, due to lawsuits brought by Riot Games and their parent
company, Tencent, the game's contract was terminated significantly. Before the lawsuit,
Riot had even talked Google to get the game removed from their Play Store. However,
Moonton themselves removed the game and relaunched it in July 14, 2016 with the new
name ‘Mobile Legends: Bang Bang’. The game gained tremendous popularity in
Southeast Asia, particularly in Indonesia, Malaysia, and the Philippines, where it was the
most popular free mobile game app among iPhone users in 2017. According to a report
by Sensor Tower, the game surpassed the lifetime revenue of $500 million by the end of
2019. And as of 2020, the game has over 100 million downloads on Google Play Store
and is rated 4.2 with over 20 million reviews.

Moreover, a mobile legend is a mobile-optimized multiplayer online battle arena


(MOBA) game. The two opposing teams compete for possession of a path that connects
the bases, the three "lanes" known as "top," "middle," and "bottom," by reaching and
destroying the enemy's base while defending their own. Weaker computer-controlled
character known as "minions" spawn in team bases and fight opponents and turrets as
they follow the three lanes to the other side's base. This earns them in-game money,
which players can use to purchase things that improve their heroes' stats. It's a survival
game in which five players compete against five other players. In the 10-minute-long
bouts, teamwork and strategy are crucial. Tanks, Mages, Assassins, Supports,
Marksmen, and Fighter are the roles available to players. Players' responsibilities for
their respective teams are determined by these positions.
The game is popular for its fast-paced battles and easy controls. Its touchpad
controls allow for a smooth gameplay experience on tablets and phones, with some
configurable settings such as auto-aiming, last-hitting, and more to help control the
game. Players are paired with players from all around the world, and their nation flags
are shown next to their character selections. Built-in livestreaming and a library of
streams to watch from within the game, as well as an e-sports system that allows users
to observe high-level play, are among the game's community features.

The MLBB Professional League is the Philippines' own Mobile Legends esports
league. It is divided into three stages: qualifying, regular season, and playoff round. The
league was officially established in 2018 and Aether Main was the Season 1 champion.
As of 2021, MPL-PH season 7 has officially ended and there were 10 teams namely Aura
PH, Bren Esports, Cignal Ultra, Execration, Laus Playbook Esports, Nexplay Esports,
Omega Esports, Onic PH, Work-Auster Force, and the champion Blacklist International.
These teams battled for a share of the USD 120,000 prize pool. The Philippines' first
professional ML league is televised live every Sunday for 13 weeks. The entire
tournament is streamed live on MLBB’s Facebook page, Youtube channel and Tiktok.

Social Acceptance

In the Philippines, Frank Lynch, an anthropologist, states that social acceptance


comes to two intermediate values. First, “Smooth Interpersonal Relation” which is
getting along with others so as to avoid outward signs and conflicts, these uses friendly
smile gentle manner, agreeable and gracious attitude to be socially accepted. Second,
the “pakikisama” which is a folk concept of human relation and implies giving in or
yielding to the wish of majority even if it contradicts one’s own idea, actions such as
napipilitan, joining others to compensate one’s friend.

According to Lufkin (2020), even sitting alone for hours, gamers aren’t necessarily
isolated. With the rise of social media, gamers – particularly in Gen Z – have perfected
the art of building communities in and around video games. Gamers don’t just compete
with strangers on the internet, but forge genuine, enduring friendships. During the
pandemic, online games, particularly those that link you online with friends, has
exploded; for many, games over video chat have supplanted in-person happy hour
(Alamy, 2020). Gamers frequently remark that sharing a same interest can help them
form connections and relationships — so having a shared interest can be quite
beneficial socially (Kaye,2020). The idea of the bootcamp in mobile legends is to help
players understand the game in a new perspective and obtain the skills and confidence
they need to progress farther in the world of esports (PC gamer, 2017). This is where all
players lived & trained together. According to an article by Hellraisers (2017), the
positive sides that bootcamp brings to a team is team bounding and team building.
When you are in a bootcamp, you talk to your teammates a lot more than you normally
do, and you get to know each other better, which benefits you in-game. You live
together, eat together, and pretty much do everything as a group.

Social Actualization

Self-actualization is most often associated with Maslow; the term was first coined
by Kurt Goldstein. Goldstein described self-actualization as the process of
individualization or becoming “self", that is, the whole (that is, the individual's
understanding that oneself and the environment are two parts of a larger whole) and as
the main force driver of human behavior (Whitehead, 2017). Conley (2016) states there
are certain qualities that distinguish someone who is social-actualizing and self-
actualizing. According to Abe Maslow, a "peaker" (someone who is self-actualizing) has
a tendency to become lost in their passion for what they are doing. A social-actualizer
may similarly experience this loss of self, but the difference is that this person's purpose
is centered on a collective good rather than merely a personal one. David E. Starbuck
mention in his Culture Brief Series that Philippines is a collectivist society and individuals
tend to understand themselves as a part of a group.

In the Philippines, the gaming industry is expanding and getting more profitable.
Gamers that broadcast their content on social media, whether it's as simple as Among
Us or as sophisticated as Mobile Legends, Call of Duty, or League of Legends, have
become a huge thing. There are number of gamers have made careers out of it, such as
content creators and game streamers, in order to show off their creativity and talent on
social media platform. In an article by Manila Standard Showbiz (2021), Cong, alias
Lincoln Velasquez, began his career as a YouTube vlogger, posting parodies and comedic
sketches, then transitioned into gaming in 2018, when the online multiplayer battle
royale game Player Unknown: Battleground (PUBG) was at its peak of popularity. Since
then, Cong evolved into a gaming content maker, livestreaming his PUBG Mobile, Call of
Duty Mobile (CODM), and Mobile Legends: Bang Bang gameplays (MLBB). Another best
content creator is Bobong Gamer. He is a Cavite-based virtual game content creator. He
doesn’t show his face on camera. He, on the other hand, displayed his virtual avatars
in which   they are all adorable. Dragon, Bobong, and Tikboy the pig forms the Team
Bobong Gamer. Despite the fact that he only exhibiting imaginary avatars,
he nevertheless able to provide the best gaming entertainment.

Social Contribution

The Covid-19 pandemic is severely challenging the Philippines. Even before this
pandemic when Taal Volcano blew up last January 2020 and spewed ash all over Luzon
(Laurel, 2020) and when typhoon Ulysses came to cause widespread flooding and power
outrange in some area of Luzon (OCHA, 2020). According to Philippine Daily Inquirer
(2020), all of these calamities and significant events affect million Filipinos to lost their
jobs. It impacted economies, livelihoods, public services and opportunities all
throughout the Philippines.

A Pinoy gamer and streamer named CHoOx TV launched a fundraising program


called “Stars for a Cause” to help the quake victims in Mindanao (Nelz, 2019). Numerous
buildings, residences, and businesses have been damaged as a result of the devastating
earthquakes. Thousands of people were displaced as a result of the tragedy, and many
individuals died. According to the report of Nelz, CHoOx start asking stars from fans,
which he will use to buy relief goods and other items for the quake victims. A few hours
after launching the program, he received an outpouring of support from his supporters.
On day one alone, he was able to receive star worth $1371.50 or Php 69,137 from fans.
Furthermore, on January 12th, the Taal Volcano in Batangas province erupted
unexpectedly. Many families were affected, and they were left with little food, water,
and shelter (CNN, 2020). According to Spin.ph (2020), CHoOx has started another charity
live broadcast event to aid his fellow countrymen in need, this time for the victims of
the Taal Volcano's recent eruption. Akosi Dogie, a local streamer, gave 19,000 Stars
three times, that is over 30,000.00 PHP total donation CHoOx’s charity event (Enduins,
2020).

Moreover, if talking about bringing pride and honor to the country, the Philippines
earned the gold medal in the Mobile Legends: Bang Bang discipline at the 2019
Southeast Asian Games after a complete best-of-five grand final series versus Indonesia
at the Filoil Flying V Arena in San Juan City (Reyes, 2019). The purpose of such event is to
promote cooperation and enhancing relations among the countries in Southeast Asia,
the games are participated in by 11 countries: Brunei, Cambodia, Indonesia, Laos,
Malaysia, Myanmar, Philippines, Singapore, Thailand, Timor-Leste, and Vietnam
(Inocencio, 2019). Aside from that, after getting postponed because of the pandemic,
the Mobile Legends: Bang Bang Southeast Asia Cup 2021 (MSC 2021) is back. It became
one of the biggest MLBB tournaments this year (Elona, 2021). According to Astig.ph
(2021), it was the second time two Filipino teams competed in the tournament's grand
finale, which included some of the region's top squads, including teams from
Philippines, Indonesia, Singapore, Malaysia, Laos, Cambodia, Vietnam, and Thailand.
After dropping out of the upper bracket grand finals, Team Execration (Philippines)
pulled off a "Cinderella-run” and won the championship after beating Blacklist
International (Philippines). According to Jane J. Basas (2021), Senior Vice President and
Head of Consumer Wireless Business at Smart, they take pride in the fact that both
Filipino teams made it to the grand finals. More than setting the bar high for esports
success, they have surely inspired more gamers and fans to go all out on their passions
with a deeper purpose. With passionate and dedicated esports teams and athletes,
there’s no doubt that the future is bright for Philippine esports,”
Social Coherence

Social and group coherence involves the same principles as global coherence, but
in this case, it refers to alignment and harmonious order in the network of relationships
between individuals who share common interests and goals, rather than systems within
the body. Technology affects the way individuals communicate, learn, and think. It helps
society and determines how people interact with each other on a daily basis (Allen,
2019).

According to an article by European business review (2020), in recent years,


technology has enhanced online gaming to the point that many games have blurred the
borders between reality and fiction. Games are increasingly utilized not just to entertain
the general public, but also to educate people in a variety of disciplines. In the current
environment, mobile gaming technology is regarded as one of the most important
industry drivers. The arrival of smartphones brought in the current state of the online
gaming business. Online gaming has become more convenient and popular as a result of
the availability of a gadget that fits in your pocket and is available at all times.

In the Philippines, in an article by Tuting (2020), a 46-year-old Filipina housewife


Alma “Nanay Gaming” Enario was not initially a fan of the online game Mobile Legends:
Bang Bang (MLBB). She is a kind mother who recently began streaming MLBB and was
surprised by the outpouring of love she received from the community. Nanay Gaming
symbolizes our beloved Filipina mothers: she is kind, considerate, and protective of her
family, which may explain why many MLBB players see her as a mother figure.
According to Nanay Gaming (2020), “Playing Mobile Legends isn’t simple as ‘just playing’
— you’ll learn a lot like team work, trust among your teammates, and of course having
fun while playing. There’s no age requirement when it comes to playing online games.”

Social Integration

Social integration is a very ideal outcome, reflecting the existence of social


cohesion, a solid institutional foundation, and a culture of acceptance. If social
integration is promoted through inclusive policies that reduce economic inequality and
poverty and promote sustainable and equitable development, society will improve. In a
nutshell, social integration eradicates stereotypes and (“mainstream”) privilege,
increases the voice of persons or groups that are vulnerable and have been
marginalized, creates opportunities for their political participation, creates stable and
decent job opportunities for traditionally underrepresented persons and groups, and
promotes the development of capabilities among vulnerable populations so that they
can overcome poverty and deprivation.

In an article of ABS-CBN news (2021), top names in the local Mobile Legends: Bang
Bang community hit back at homophobic comments directed against Blacklist
International captain Johnmar "OhMyV33nus" Villaluna. OhMyV33nus addressed the
incident in a Facebook post, thanking everyone for their support and explaining that he
felt compelled to come out since it may affect other LGBTQ+ individuals. The remarks
were addressed on the Tier One Entertainment Facebook page, which stated that the
esports community should be a safe environment for everyone, regardless of gender.

SYNTHESIS

The related literatures and studies reflected different ideas regarding Mobile
Legends Usage and Social well-being. It showed the following insights to the present
researcher’s study. According to Lufkin (2020) gamers aren’t necessarily isolated, even
sitting alone for hours. Gamers frequently remark that sharing a same interest can help
them form connections and relationships — so having a shared interest can be quite
beneficial socially (Kaye,2020). In the Philippines, gaming industry are become more
profitable, gamers like Cong, alias Lincoln Velasquez, he shows his creativity and talent
through game streaming. When it comes to social contribution, in the Philippines many
gamers used their talent in playing Mobile legends to support and help the victim of
calamities. A Pinoy gamer and streamer named CHoOx TV launched a fundraising
program called “Stars for a Cause” to help the quake victims in Mindanao (Nelz, 2019).
Technology affects the way individuals communicate, learn, and think. It helps society
and determines how people interact with each other on a daily basis (Allen, 2019).
Games like Mobile Legends are not just to give entertainment but also to educate
people in a variety of disciplines. In an article of ABS-CBN news (2021), top names in the
local Mobile Legends: Bang Bang community hit back at homophobic comments
directed against Blacklist International captain Johnmar "OhMyV33nus" Villaluna. Online
games like Mobile Legends create a unity and participation. The above-mentioned
proved that Mobile Legends Usage has significant relationship towards social well-being.

RESEARCH GAPS

Technology has always been a great help with our daily lives or tasks, it makes
almost everything a lot more easily than it should be and most of us rely to it more often
nowadays. It indeed plays a great role in school, work and social interaction but at some
point, it has a paradoxical effect on people’s well-being. It has enabled greater and
easier communication than ever before, while it also simultaneously creates a sense of
isolation, disconnection and discontentment too many of people.

Online gaming is one of the widely used leisure activities by many people and for
some people it is said that playing video games has number of reasons to be played, for
it can be a stress reliever, challenge and competition, relaxation, enjoyment, social
interaction, and even mentally escaping from the real world. Studies have also find out
that most of adolescents play online games to reduce stress and these seems to be their
escape to problems they deal. A lot of mobile games have been known nowadays,
Mobile Legends is one of the largest online games in the world and it is the most
explored game. We can also observe that a lot of people who play Mobile Legends are
influenced of other players, especially those top players who compete internationally.
Excessive usage of this game might have an effect to a person’s social well-being. A lot
of studies have also found out that increased time spent on playing mobile games
specifically Mobile Legends could lead to negative impact on a person’s ability to
communicate appropriately face-to-face with friends, family and peers.

In line with the statements above, excessive usage of mobile games such as
Mobile Legends somehow has a negative impact to a person’s social well-being. The
researchers see this problem specifically on adolescent men and women college
students in Pamantasan ng Cabuyao. Those are some of the problems the researchers
have notice in reviewing the literature.

Another thing that leads the researchers in conducting this study is the increasing
number of players using this game especially now during pandemic. The health impact
of Mobile Legends usage has not been widely studied, and there is little empirical
evidence on the impact of excessive usage of this mobile game on adolescent’s social
well-being. This is a particularly critical issue for adolescents ages 18 to 21 years old,
since they are the ones that are usually who spends most of their leisure times playing
mobile games. Intervention programs for this matter are needed to prevent users in
adopting such negative effects on their social well-being.

THEORETICAL FRAMEWORK

This section presents the most widely-accepted theories in relation to the variables
being examined. These existing concepts will guide the researchers in the existing
theories and their assumptions towards the variables being studied. Likewise, this study
will be grounded with the chosen theory to better conduct the analysis of results and
formulation of recommendations.

According to the World Health Organization, social well-being, like physical and
mental health, is an important aspect of health. It contributes in the improvement of
people's social efficacy, social performance, and quality of life. According to Keyes
(1998), social well-being is a significant indicator of the society's situation and
functioning. This comprises of a number of components that, when combined, show
whether and to what extent people are functioning effectively in their social life. It
might be as neighbors, coworkers, or citizens (Keyes, 1998). Keyes (1998)
operationalized and validated social well-being as a five-dimensional construct based on
the health model, namely, individuals' views of their integration into society (social
integration), acceptance of other people (social acceptance), society's coherence, and
social events (social coherence), of a sense of contribution to society (social
contribution), and of the potential and growth of society (social actualization). The
degree to which people believe they have something in common with those who make
up their social reality, the amount to which they attempt to create a true feeling of
belonging, and the degree to which they feel they belong to their community or society
is characterized as social integration (Keyes, 1998; Keyes & Shapiro, 2004). Social
acceptance of others may be seen of as the social counterpart of self-acceptance,
indicating that individuals have positive views of human nature, anticipate others to be
nice, and so feel at ease with them. The notion that one is an important member of
society with something valuable to contribute to the world is known as social
contribution. It encompasses people's perceptions that whatever they accomplish in the
world is appreciated by society and helps to the common good (Keyes, 1998). Similar to
the concepts of self-realization (Maslow, 1968), eudaimonia happiness (Waterman,
1993), and personal progress, social actualization captures ideals of growth and
development (Ryff, 1989). Individuals with a high level of social actualization are
optimistic about society's current state and future prospects; they see the collective
potential and feel that the world can change and better for individuals like themselves
(Keyes & Shapiro, 2004). The sense of the quality, organization, and operation of the
social world is defined by social coherence, which includes a desire to learn about the
world. Social coherence can be compared to individual coherence as defined by
Antonovsky and includes assessments that society is discernible, rational, and
predictable (Keyes & Shapiro, 2004) (Keyes, 1998).
CHAPTER III

RESEARCH METHODOLOGY

This chapter discusses the research methodology and design used by the
researchers in studying the Mobile legends usage and Social Well-being among Colleges
students of Pamantasan ng Cabuyao. Specifically, this chapter gives a discussion of the
research design, the research locale, sampling, instruments and procedures for data
collection and analysis. Ethical considerations were also discussed.

RESEARCH DESIGN

This study will be using a quantitative research method in studying the Mobile
legends usage and Social Well-being among Colleges students of Pamantasan ng
Cabuyao. This study will involve collecting and analysing quantitative data leading to
testing the hypotheses of the study and arriving at findings and conclusion through
statistical inferences. The variables Mobile legends usage and Social well-being were
measured using questionnaires designed to gather data.

RESEARCH LOCALE

The study was conducted at the city of Cabuyao, Laguna which is composed of 18
highly-urbanized barangays. Cabuyao is previously known as the "Richest Municipality in
the Philippines. It became city on August 4, 2012 and now known as “The Enterprise City
of the Philippines”. It is a first-class component city in the province of Laguna,
Philippines. And it is located at the country’s industrialized region. Its population as
determined by the 2015 Census was 308,745. Under supervision of Mayor Rommel A.
Gecolea since July 1, 2016.

SAMPLING DESIGN

The sample size of the respondents chosen by the researchers is male and female
college students in Pamantasan ng Cabuyao who are in age of 18 to 25 years old that
plays Mobile Legends. The researchers used probability sampling technique that means
every member of the population has chance of being selected. Simple random sampling
will be use by the researchers in which every individual has a chance to be chosen
randomly to participate in the study.

INSTRUMENTATION

The researcher will use one questionnaire for the study to determine the social
well-being of the PNC college students. The researcher will use a 34-item modified
version of Social Well-being Scale (SWBS). It will demonstrate the five-factor structure—
(1) Social Acceptance, (2) Social Actualization, (3) Social Contribution, (4) Social
Coherence and (5) Social Integration of social well-being. Questionnaire is in the form of
checklist using four (4) point Likert scale. A sample questionnaire will be presented to
the research adviser for comments and suggestions, and to the psychometrician to
validate if the questions are accurate for the data that we are aiming to gather.

DATA GATHERING PROCEDURE


A letter of request to conduct the study addressed to the department head was
submitted, after it was approved, another request letter to the respondents were
attached to the questionnaire asking for their cooperation about the study to be
undertaken. The standardized questionnaire that aims to find samples with the social
well-being of the PNC college students were clearly checked by the research adviser and
licensed psychometrician. This Likert scale questionnaire that was given to the
respondents were presented, analyzed and checked by Psychometrician to ensure the
validity and the reasonable responses it would elicit.
It administering the questionnaires, the researcher used google forms to collect
data from the respondents and gave them one to two days to answer the
questionnaires to avoid any distractions while having their online class and to have
enough time to answer the questionnaire. The researcher collected the data from the
respondents from online type survey. The data collected were clearly compiled,
checked, classified, analyzed and tabulated according to the research design described
in this chapter and prepared for final presentation to the experts on the field.

DATA ANALYSIS

The responses to the questionnaires of the male and female PNC college students, age
18 to 25 years old from Pamantasan ng Cabuyao which is located in the City of Cabuyao,
Laguna. They were statistically analyzed with the data requirements of the study.

Frequency – the researcher will use Frequency distribution to measure the


number of occurrences of a particular score in a given set of data.

T-test – the researchers will use t-test to compare the average values of the
two data sets and determine if they came from the same population. It is used to
determine if there is a significant difference between the means of two groups,
which may be related in certain features.

Anova – the researchers will use a one-way ANOVA to compare two means
from two independent (unrelated) groups using the F-distribution. The null
hypothesis for the test is that the two means are equal. Therefore, a significant
result means that the two means are unequal.

Pearson Correlation Coefficient— the test statistics that measure the


statistical relationship or association or between two continuous variables. This
statistical treatment enabled the researcher to know the significant relationship
between Mobile Legends usage and social well-being. To determine how strong
the relationship is between two variables, needed to find the coefficient value,
which can range between -1.00 and 1.00
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