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Final Research Paper
Final Research Paper
Final Research Paper
MOBILE GAMES
A Research Proposal
Presented to
2023
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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 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
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DEDICATION
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
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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
INTRODUCTION.................................................................................................9
Theoretical Framework........................................................................10-12
THE PROBLEM...............................................................................................12
Hypothesis.................................................................................................12
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RESEARCH METHODOLOGY...........................................................................14
Method.......................................................................................................15
Environment...............................................................................................17
Respondents..............................................................................................18
Instrument..................................................................................................18
Treatment of Data.......................................................................................19
DEFINITION OF TERMS..................................................................................20
CHAPTER 2…………………………………………….....................................................21
CHAPTER 3……………………………………………………………………………………24
SUMMARY......................................................................................................24
FINDINGS…………………………………………………………………………...25
CONCLUSION………………………………………………………………………25
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RECOMMENDATION…...................................................................................25
BIBLIOGRAPHY.....................................................................................................26
APPENDIX A............................................................................................................27
APPENDIX B………………………………………………………….….…………….….28
CURRICULUM VITAE.........................................................................................29-30
vi
LIST OF TABLES
vii
LIST OF FIGURES
viii
Chapter I
INTRODUCTION
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
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
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
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
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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
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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
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.
2. How many hours do you spend playing mobile games per day?
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
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.
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
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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
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‚
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Design
This research is a quantitative research which focused on the number of hours spent
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
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INPUT PROCESS
interpreted
• Determine the number of hours
spend in playing mobile games per
day. INPUT PROCESS
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Environment
This study is conducted at Aurelia G. Merecido Memorial High School, a small school
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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
Table 1
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
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Data Gathering Procedure
To gather the data and information needed, the researcher give a letter to the adviser
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
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DEFINITION OF TERMS
The following terms used in the study are define conceptually for better understanding.
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.
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Chapter 2
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.
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.
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
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Table 4. Number of hours spend in playing mobile games per day.
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.
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
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
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
RECOMMENDATION
The researcher would like to suggest a few methods for preventing excessive
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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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