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Chapter 1

Introduction
Background of the study
Online gaming is one of the most commonly used recreational hobbies of
many people (Islam et al., 2020). Some people have said that playing online games
has a variety of reasons to play because it can be a stress reliever, a challenge and
competition, relaxation, fun, social interaction, and even a mental escape from the
real world. For most people, online gaming is one of the best past times that have to
gain particularly in teenagers and students.
According to Kuss and Griffiths (2011) teens that play online games are just
having fun. They do not just actually play because of some sort of seriousness, but
also because they just want to feel relief most especially students who are stressed
out cause after doing school works and studies. The technological advancement of
internet connectivity in the Philippines plays a vital role in the academic life of
students. It allows students to access the knowledge portal where vast information is
provided by various information service providers. Companies like Google, Yahoo,
LinkedIn, and other information and research portals provide tools for students,
academicians, and professionals as a resource for work and education- related
activities. The internet, as a source of knowledge, plays an important role in
improving one’s mind and life experiences by producing effective work in
classrooms, offices, and even at home.
Academic performance refers to the level of achievement that a student has
attained in their academic pursuits. It is a measure of how well a student has
performed in their studies, including their grades, test scores, and overall academic
progress. Academic performance is an important indicator of a student’s potential for
success in their future academic and professional endeavours.
Significance of the Study
The following are the significance of the study.
To the people who are interested to this study, the result of this would give
them knowledge of what are the relationship between online game exposure and
academic performance among grade 7 students in Kibatang National High School
during S.Y 2022-2023
To the parents, the results of this study would guide them in the proper
guidance of their children and should do their task and responsibilities as parents
To the school, the findings of these study would serve as basis for teacher to
integrate the effects of online games to the academic performance of their students
and to implement appropriate measures to control online gaming habits of the
students.
To the government, the results of this study would be relevant in the
formulation of policies and regulations that protect and promote the academic
performance of students.
Statement of the Problem
This study tries to answer the following questions:

1. What is the level of online game exposure of G-7 students?


2. What is the level of academic performance of G-7 students?
3. Is there a significance relationship of online game exposure and academic
performance of G-7?
Scope and Limitation
This study tackles the effect of Mobile Legends to all grade 7 students of
Kibatang National High School located at Kibatang, Don Carlos, Bukidnon. The
researchers will collect all the possible and necessary information justifying the
effects of mobile game (Mobile legends).The study is focused on the students who
are playing Mobile Legends daily. The research sample is composed of 82 grade 7
students.
Definition of terms
Multiplayer- denoting or relating to a video game designed for or involving several
players
Mobile Legends- is a video game played on a featured phone, smart phone, PDA,
tablet computer, portable media
Gamers- A gamer is a proactive hobbyist who plays interactive games, especially
video games, tabletop role-playing games, and skill-based card games.
Academic Performance – how students deal with their studies and how they cope
with or accomplish different tasks given to them by their teachers.
Internet – a global computer network providing a variety of information and
communication facilities, consisting of interconnected networks using standardized
communication protocols.
Chapter 2

REVIEW OF RELATED LITERATURE

Recent studies have shown that mobile online game addiction,


as a new type of online game addiction, has aroused people’s attention and has
been studied as an independent object; this addiction has a significant positive
correlation with loneliness, anxiety, and depression (Haberlin and Atkin, 2022).
Researchers have suggested that rejection, denial, severe
punishment, as well as lack of emotion, understanding, and communication are
important causes for college students’ addiction to online games. Students with
family discord or breakdown are more likely to find a sense of belonging and
satisfaction in online games (Han et al., 2018)
Using mobile games for a long time may lead to loneliness.
People with an Internet addiction might feel lonely or irritable when restricted from
using the Internet, just as those with a gambling or drug addiction (Wanget al.,
2015).
The main activities involved in Internet addiction are gaming,
porn, online chatting, grid live, and collecting information. Nowadays, many people
use network communication and games to try and combat loneliness, and
researchers have pointed out that people can alleviate their offline loneliness through
online self-disclosure and recreational Internet use (Lopez-Fernandez et al., 2018).
The particularity of the development and expression of college students’ emotions,
and the limitations of emotion management and expression channels, make it easy
for college students to indulge in the Internet to escape their negative emotions (Han
et al., 2018).
Negative emotion is one of the factors influencing mobile phone
addiction. In this context, the academic community has been paying significant
attention to the association between mobile phone addiction and interpersonal
issues (Seo et al., 2016; Troussas et al.,2022), depressive state (Thomée et al.,
2011; Wang et al., 2014, 2019; Coyne et al., 2019), and anxiety disorders (Beranuy
et al., 2009; Hong et al., 2012; Liu et al., 2017). In relevant empirical studies,
Cheever et al. (2014) also found that social anxiety was positively correlated with
mobile games to a high degree.
Beyond accessing information, majority of online users utilize
their mobile phones to interact with others, socialize, enjoy entertainment, explore
new domains and knowledge, accomplish work-related projects, perform inquiries,
and so on (Papakostas et al., 2021; Troussas et al., 2022).
These users experience positive emotions, such as satisfaction
and enjoyment, through the improved capabilities of their gadgets. Considering the
enjoyable experience that this technology offers, such emotional and positive
reinforcements could lead to their continuous or extreme use (Longstreet et al.,
2019, 2021).
However, the underlying relationship between negative
emotions, positive emotions, and mobile phone addiction should also be considered.
Based on the above studies, there may be a correlation between loneliness,
positive/negative emotions, and the tendency toward mobile game addiction. At the
university level, there are also significant differences in mobile game addiction
(Troussas et al., 2020).
While previous studies reported the negative consequences of
mobile game addiction, they failed to address the prevalence of this issue among
various university configurations (Krouska et al., 2020).
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INSERT TITLE ( IN ALL CAPS)

A Research Paper

Presented to

The Faculty of Kibatang National High School ( Junior High)

Kibatang Don Carlos, Bukidnon

In Partial Fulfilment of the Requirements in English, Mathematics and TLE


By

Names (not all caps)

Month and year

INSERT TITLE (all caps BOLD)


INSERT NAMES (All caps)

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