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THE NUMBER OF HOURS SPENT IN PLAYING

MOBILE GAMES

A Research Proposal

Presented to

The Faculty and Staff

Aurelia G. Merecido Memorial High School

Cabangahan‚ Siaton‚ Negros Oriental

School Year 2022-2023

IRMA LEEN DIVA JAOS

2023

i
ACKNOWLEDGEMENT

This research would not be successful without the help of the responsible

persons. Therefore‚ I would like to thank these people from the deepest of my heart.

To my beloved parents/guardians who supported financially‚ the loved and the

encouragement to continue doing our research paper.

To Mrs. Ma. Rea Sandra Q. Jaos, our teacher in English‚ and for being our mentor

for correcting wrong grammars‚ and the help that she made for our research paper well

done. Most of all opening our minds to the research world. And to my fellow classmates

who give their cooperation’s and their supports on answering my survey questionnaire.

And above all‚ To Almighty God who give us strength and knowledge for making

this research paper successful.

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DEDICATION

This research is wholeheartedly dedicated to my beloved parents‚ Mr. Dioscoro Jaos

and Mrs. Maria Nieves Jaos, who have been my source of inspirations and gave

strength when I thought of giving up. I also dedicate this research to all the teachers and

students of Aurelia G. Merecido Memorial High School.

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TABLE OF CONTENTS

TITLE PAGE.................................................................................................................i

ACKNOWLEDGEMENT..............................................................................................ii

DEDICATION...............................................................................................................iii

TABLE OF CONTENTS.........................................................................................iv,v,vi

LIST OF TABLES........................................................................................................vii

LIST OF FIGURES.....................................................................................................viii

CHAPTER PAGE

1 THE PROBLEM AND ITS SCOPE............................................................................9

INTRODUCTION.................................................................................................9

Rationale of the Study................................................................................9

Theoretical Framework........................................................................10-12

THE PROBLEM...............................................................................................12

Statement of the Problem..........................................................................12

Hypothesis.................................................................................................12

Significance of the Study............................................................................13

Review Related Literature.....................................................................13-14

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RESEARCH METHODOLOGY...........................................................................14

Method.......................................................................................................15

Flow of the Study.......................................................................................15

Environment...............................................................................................17

Respondents..............................................................................................18

Instrument..................................................................................................18

Data Gathering Procedure.........................................................................19

Treatment of Data.......................................................................................19

DEFINITION OF TERMS..................................................................................20

CHAPTER 2…………………………………………….....................................................21

PRESENTATION, ANALYSIS, AND PRESENTATION OF DATA……………………..21

CHAPTER 3……………………………………………………………………………………24

SUMMARY, FINDINGS, CONCLUSION, AND CONCLUSION…………………………24

SUMMARY......................................................................................................24

FINDINGS…………………………………………………………………………...25

CONCLUSION………………………………………………………………………25

v
RECOMMENDATION…...................................................................................25

BIBLIOGRAPHY.....................................................................................................26

APPENDIX A............................................................................................................27

APPENDIX B………………………………………………………….….…………….….28

CURRICULUM VITAE.........................................................................................29-30

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LIST OF TABLES

Table Title Page

1 Respondents of the Study..........................................................................18

2 Number of Grade 10-Mars students who have installed mobile games.....21

3 Number of Grade 10-Mars students who used or played mobile games...21

4 Number of hours spent in playing mobile games per day..........................22

5 Number of lose hours of sleeping to gaming..............................................23

6 Is defeat or victory influential your mood and daily life...............................23

vii
LIST OF FIGURES

Figure Title Page

1. Theoretical Framework of the Study.............................................................11

2. Flow of the Study..........................................................................................16

3. Map of the Study...........................................................................................17

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Chapter I

THE PROBLEM AND ITS SCOPE

INTRODUCTION

Rationale of the Study

Game is actually an application made with the aim to reduce the level of stress or

anxiety level due to activities or daily activities that are done by human kind. A good and

classy goal, the question is whether the goal is well achieved? In fact the opposite

happened, the game even added to the problem at the end of its influence. The rapid

development of technology has significantly affected various areas of human life,

including recreation, entertainment, and communication. One of the most prevalent

technological advancements is mobile phones. Mobile phones have revolutionized the

way people connect, communicate and entertain themselves. The widespread use of

mobile phones has led to the emergence of online games, which are readily available to

all mobile phone users. Mobile games have become increasingly popular among the

youth, and it is common to see individuals spending several hours daily playing games

on their mobile phones. With this in mind, this study aims to investigate the number of

hours spent in playing mobile games of Grade 10-Mars students. The study will analyze

the factors that influence the time spent in playing mobile games.

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Theoretical Background

Internet is a source of information plays an important role in developing one's

mind and life experiences by creating productive works in school, offices, and even at

home. Nowadays, thus can be a person's most efficient strategic tool for enabling himself

to take change and cope with the fast growing technology (Dumrique and Castillo, 2018).

Moreover, according to Rock (2009), and this development, online game was created to

give entertainment to people. The game that a lot of people makes them happy brought

problems in academic performance, distraction and most especially bad effects to

students. According to some researchers, playing online games are beneficial because it

enables the mind of the players to think, be more active and strategic. But as what

mentioned above, most of the players are students. And playing this game can also bring

negative effects to students, aside from being addictive, the game makes much of

students time leaving school activities and homework’s unattended.

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Avoiding stress Making new friends

To be who you want SOME COMMON REASONS WHY STUDENTS To achieve goals
SPEND MORE TIME PLAYING MOBILE GAMES

To boost creativity To win

Figure 2 (Theoretical Framework)

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Adolescents and even adults are becoming hooked with online games which are
becoming more and more popular. In fact, most online games tend to get old too quickly
and lost their appeal. It is because of the ever growing number of online games being
develop from time to time. Nowadays, the popular online games that encourage the
students to play, the most common and popular online games are MOBILE LEGENDS,
MINIMILITIA, DOTA 2, LEAGE OF LEGENDS, SPECIAL FORCE, CRAZY KART,
GRAND CHASE, etc. These online games have a big factor that affects the students in
their academic performances in school.

THE PROBLEM

Statement of the Problem

This study focuses on the number of hours spent in playing mobile games by Grade

10-Mars students of Aurelia G. Merecido Memorial High School in the school year 2022-

2023.

Specifically‚ it seeks to answer the following questions:

1. How many days do you play mobile games in one week?

2. How many hours do you spend playing mobile games per day?

3. How much money do you spend playing mobile games?

Hypothesis

In light of the foregoing problems, the study tested the following null hypothesis.

H1: There is a significant that playing mobile games can cause you to lose hours of sleep.

H2: There is no significant that playing mobile games can cause you to lose hours of sleep.

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Significance of the Study

The findings for these analysis would be useful for:

Teachers. This study will help the teachers think what kind of actions they will do

to avoid the negative effects of Mobile Games in the academic performances of their

students.

Parents. This study would give awareness to the parents and how they should be

devoted in guiding their children on time management and limitations in playing online

games.

Students. This study may serve as an affective and appreciating how important

academic is. It may also serves as to stop them from too much time playing online games.

Review Related Literature

Mobile application are the most common way of mobile application and mobile tools

are the first tools for user interaction. Users mobile application to access various

information about users. Additionally, users are searching to select suitable application

among millions (Wang, 2017). Nysveen et. al. (2005). Showed that although consumers

use all services on mobile devices, entertainment and game services are primary selected.

Recently, mobile games as a popular culture product especially among young people

within the scope of mobile applications have become one of the most important mobile

marketing and advertising tools.

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A mobile game is a video game application base played on a mobile device. In late

2007, the appearance of smartphones feature makes mobile gaming accessible and

available to play for the users. Today mobile device users can play a greater variety of

games not only simple, embedded games but also games on downloaded apps (Feijoo,

2012). Mobile games could be defined as game application than could be played on

portable, wireless devices such as smartphones and tablets.

Mobile games seem to be more casual and have an easy learning curves than

hardcore gaming. They allow the users to play the games in short periods of time, more

accessible and convenient for the users to play than other gaming platforms. Mobile

games still have a lot opportunity to develop and gain in the market. Mobile gaming is

playing an increasingly important role in the entertainment industry. Consumers feel more

engaged and less stressed on games than on social apps. Mobile games put consumers

in a different mindset and apparently a much better mood than social apps.

RESEARCH METHODOLOGY

This particular aspect deals with the research methods‚ the flow of the study‚

environment‚ respondents‚ instruments used‚ data collection techniques‚ statistical

instrument‚ and definition of terms.

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Design

This research is a quantitative research which focused on the number of hours spent

in playing mobile games of Grade 10-Mars students.

Flow of the Study

This study is basically of three major elements, namely: Input, Process, and Output.

The Input shows the number of hours spent in playing mobile games of a Grade 10-Mars

students. The 5-item questions determine the number of hours spent of the students in

playing online games. In the Process, the data treatment organizes the data to facilitate

quantitative interpretation. It includes gathering, collecting, analyzing, and interpreting the

results of the quantitative procedure.

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INPUT PROCESS

The Number of hours spent in playing


mobile games of Grade 10-Mars
students of the following
competencies:

• Tells the number of installed mobile • Approving of the Transmittal


games in their Android phones.
Letter for Data Gathering

• Determine if they have used or


• Data were gathered, collected,
played mobile games.
tabulated, analyze and

interpreted
• Determine the number of hours
spend in playing mobile games per
day. INPUT PROCESS

• Tells if they lose hours of sleep to


gaming.

• Tells if defeat or victory influential


their mood and daily life.

Figure 2 (Flow of the Study)

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Environment

This study is conducted at Aurelia G. Merecido Memorial High School, a small school

of Siaton 4‚ District. It is located at Cabangahan‚ Siaton‚ Negros Oriental. It has a

population of 311 students of the School Year 2022-2023.

Aurelia G. Merecido Memorial High School

Figure 3 (Map of the Study)

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Respondents

The research respondents of this study are the Grade 10-Mars students of Aurelia G.

Merecido Memorial High School, School Year 2022-2023. There are 33 students, and

they are the respondents who belong to this school.

Table 1

Respondents of the Study

MALE FEMALE TOTAL

16 17 33

Table 1 shows that there are 16 male and 17 female with a total of 33 students of Grade

10-Mars.

Instrument

Survey questionnaire is the instruments used in this study in order to gather the data

needed for this study.

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Data Gathering Procedure

To gather the data and information needed, the researcher give a letter to the adviser

of Grade 10-Mars students, asking a permission to conduct a survey to their students.

Upon approval, the researcher retrieves the request letter. In administering the

questionnaire, the researcher was use the time allotted for vacant to avoid distractions of

class discussions. The student responses were given enough time to answer the

questions.

Treatment of Data

Once the data have been gathered, the researcher consolidated the gathered

information. Results were obtained by determine the highest number of responses on the

questions used in the study.

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DEFINITION OF TERMS

The following terms used in the study are define conceptually for better understanding.

Students. This refers to the respondents of the study.

Mobile Games. This refers to a video game application base played on a mobile

device.

Mobile Legends. This refers to an online game which has two teams of five players

that attempt to penetrate the other team's base and destroy a structure called an Inhibitor

torrent

Bad Effects. This refers to the causes problems or damages such as playing mobile

legends.

Players. This refers to individuals who devote themselves into playing online

games.

Survey Questionnaire. This refers to the instruments used in the study.

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Chapter 2

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter contains the presentation, analysis, and interpretation of data from this

study.

Table 2. Number of Grade 10-Mars Students who have installed mobile games.

STUDENTS MALE FEMALE TOTAL

YES 10 8 18

NO 6 9 15

Table 2 shows that there are 10 males and 8 females with a total of 18 students who

have installed online games and there are 6 males and 9 females with a total of 15

students who don't have installed mobile games on their Android phones.

Table 3. Number of Grade 10-Mars Students who used or played mobile games.

STUDENTS MALE FEMALE TOTAL

YES 10 7 17

NO 0 1 1

Table 3 shows that there are 10 males and 7 females for a total of 17 students, who have

used or played mobile games, and there are 0 males and 1 female, for a total of 1 student

who has not used or played mobile games.

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Table 4. Number of hours spend in playing mobile games per day.

NO. OF HOURS MALE FEMALE TOTAL

1 1 2 3

2 2 3 5

3 1 2 3

4 0 0 0

5 0 0 0

6 0 0 0

7 0 0 0

8 1 0 1

9 1 0 1

10 4 0 4

Table 4 shows that 3 students spend 1 hour playing, 5 students spend 2 hours playing, 3

students spend 3 hours playing, 0 student spend 4-7 hours playing, 1 student spend 8

hours playing, 1 student spend 9 hours playing, and 4 students spend 10 hours playing.

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Table 5. Number of lose hours of sleeping to gaming.

STUDENTS MALE FEMALE TOTAL

YES 4 6 10

NO 3 4 7

Table 5 shows that there are 4 males and 6 females with a total of 10 who lose hours of

sleep to gaming and there are 3 males and 4 females with a total of 7 who don't lose

hours of sleep to gaming.

Table 6. Is defeat or victory influential on your mood and daily life.

STUDENTS MALE FEMALE TOTAL

YES 3 4 7

NO 7 3 10

Table 6 shows that there are 3 males and 4 females with a total of 7 that defeat or victory

influential in their mood and daily life and there are 7 males and 3 females with a total of

10 who find defeat or victory not influential their mood and daily life

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Chapter 3

SUMMARY‚ FINDINGS‚ CONCLUSION‚ AND RECOMMENDATION

This chapter contains the summary, findings, conclusion, and recommendation of

this study.

SUMMARY

The amount of time spent playing mobile games was the subject of the research. The

researcher was able to collect the information necessary to calculate the number of hours

spent playing mobile games through the survey. The majority of the Grade 10-Mars

students have installed mobile games and spend their free time playing them. Some of

the respondents play mobile games for an excessive number of hours each day, some of

them also lose sleep because of gaming. Limitations must be set for students who spend

a lot of time playing mobile games to prevent detrimental consequences on their mental

health.

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FINDINGS

According to the study's findings, 4 students out of all students spent four hours

playing mobile games. With a total of 12 students, the majority of students who spend

hours playing mobile games are male students. There are 10 male students and 7 female

students out of 33 total students who have used or played mobile games.

CONCLUSION

The study's findings led the researcher to the conclusion that some Grade 10-Mars

students lost hours of sleep each night playing mobile games.

RECOMMENDATION

The researcher would like to suggest a few methods for preventing excessive

amounts of time spent playing mobile games.

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BIBLIOGRAPHY

https://files.eric.ed.gov./fulltext/EJ1124399.pdf

https://garph.co.uk/IJARMSS/Mar2019/G-2629.pdf

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3568469

https://www.mdpi.com/2227-9709/8/3/43

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6121282/

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